/**************************************************************************/ /* gltf_document_extension_physics.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gltf_document_extension_physics.h" #include "scene/3d/area_3d.h" // Import process. Error GLTFDocumentExtensionPhysics::import_preflight(Ref p_state, Vector p_extensions) { if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body")) { return ERR_SKIP; } Dictionary state_json = p_state->get_json(); if (state_json.has("extensions")) { Dictionary state_extensions = state_json["extensions"]; if (state_extensions.has("OMI_collider")) { Dictionary omi_collider_ext = state_extensions["OMI_collider"]; if (omi_collider_ext.has("colliders")) { Array state_collider_dicts = omi_collider_ext["colliders"]; if (state_collider_dicts.size() > 0) { Array state_colliders; for (int i = 0; i < state_collider_dicts.size(); i++) { state_colliders.push_back(GLTFPhysicsShape::from_dictionary(state_collider_dicts[i])); } p_state->set_additional_data("GLTFPhysicsShapes", state_colliders); } } } } return OK; } Vector GLTFDocumentExtensionPhysics::get_supported_extensions() { Vector ret; ret.push_back("OMI_collider"); ret.push_back("OMI_physics_body"); return ret; } Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref p_state, Ref p_gltf_node, Dictionary &p_extensions) { if (p_extensions.has("OMI_collider")) { Dictionary node_collider_ext = p_extensions["OMI_collider"]; if (node_collider_ext.has("collider")) { // "collider" is the index of the collider in the state colliders array. int node_collider_index = node_collider_ext["collider"]; Array state_colliders = p_state->get_additional_data("GLTFPhysicsShapes"); ERR_FAIL_INDEX_V_MSG(node_collider_index, state_colliders.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the collider index " + itos(node_collider_index) + " is not in the state colliders (size: " + itos(state_colliders.size()) + ")."); p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), state_colliders[node_collider_index]); } else { p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(p_extensions["OMI_collider"])); } } if (p_extensions.has("OMI_physics_body")) { p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(p_extensions["OMI_physics_body"])); } return OK; } void _setup_collider_mesh_resource_from_index_if_needed(Ref p_state, Ref p_collider) { GLTFMeshIndex collider_mesh_index = p_collider->get_mesh_index(); if (collider_mesh_index == -1) { return; // No mesh for this collider. } Ref importer_mesh = p_collider->get_importer_mesh(); if (importer_mesh.is_valid()) { return; // The mesh resource is already set up. } TypedArray state_meshes = p_state->get_meshes(); ERR_FAIL_INDEX_MSG(collider_mesh_index, state_meshes.size(), "GLTF Physics: When importing '" + p_state->get_scene_name() + "', the collider mesh index " + itos(collider_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ")."); Ref gltf_mesh = state_meshes[collider_mesh_index]; ERR_FAIL_COND(gltf_mesh.is_null()); importer_mesh = gltf_mesh->get_mesh(); ERR_FAIL_COND(importer_mesh.is_null()); p_collider->set_importer_mesh(importer_mesh); } CollisionObject3D *_generate_collision_with_body(Ref p_state, Ref p_gltf_node, Ref p_collider, Ref p_physics_body) { print_verbose("glTF: Creating collision for: " + p_gltf_node->get_name()); bool is_trigger = p_collider->get_is_trigger(); // This method is used for the case where we must generate a parent body. // This is can happen for multiple reasons. One possibility is that this // GLTF file is using OMI_collider but not OMI_physics_body, or at least // this particular node is not using it. Another possibility is that the // physics body information is set up on the same GLTF node, not a parent. CollisionObject3D *body; if (p_physics_body.is_valid()) { // This code is run when the physics body is on the same GLTF node. body = p_physics_body->to_node(); if (is_trigger != (p_physics_body->get_body_type() == "trigger")) { // Edge case: If the body's trigger and the collider's trigger // are in disagreement, we need to create another new body. CollisionObject3D *child = _generate_collision_with_body(p_state, p_gltf_node, p_collider, nullptr); child->set_name(p_gltf_node->get_name() + (is_trigger ? String("Trigger") : String("Solid"))); body->add_child(child); return body; } } else if (is_trigger) { body = memnew(Area3D); } else { body = memnew(StaticBody3D); } CollisionShape3D *shape = p_collider->to_node(); shape->set_name(p_gltf_node->get_name() + "Shape"); body->add_child(shape); return body; } Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_parent) { Ref physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); Ref collider = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); if (collider.is_valid()) { _setup_collider_mesh_resource_from_index_if_needed(p_state, collider); // If the collider has the correct type of parent, we just return one node. if (collider->get_is_trigger()) { if (Object::cast_to(p_scene_parent)) { return collider->to_node(true); } } else { if (Object::cast_to(p_scene_parent)) { return collider->to_node(true); } } return _generate_collision_with_body(p_state, p_gltf_node, collider, physics_body); } if (physics_body.is_valid()) { return physics_body->to_node(); } return nullptr; } // Export process. bool _are_all_faces_equal(const Vector &p_a, const Vector &p_b) { if (p_a.size() != p_b.size()) { return false; } for (int i = 0; i < p_a.size(); i++) { const Vector3 *a_vertices = p_a[i].vertex; const Vector3 *b_vertices = p_b[i].vertex; for (int j = 0; j < 3; j++) { if (!a_vertices[j].is_equal_approx(b_vertices[j])) { return false; } } } return true; } GLTFMeshIndex _get_or_insert_mesh_in_state(Ref p_state, Ref p_mesh) { ERR_FAIL_COND_V(p_mesh.is_null(), -1); TypedArray state_meshes = p_state->get_meshes(); Vector mesh_faces = p_mesh->get_faces(); // De-duplication: If the state already has the mesh we need, use that one. for (GLTFMeshIndex i = 0; i < state_meshes.size(); i++) { Ref state_gltf_mesh = state_meshes[i]; ERR_CONTINUE(state_gltf_mesh.is_null()); Ref state_importer_mesh = state_gltf_mesh->get_mesh(); ERR_CONTINUE(state_importer_mesh.is_null()); if (state_importer_mesh == p_mesh) { return i; } if (_are_all_faces_equal(state_importer_mesh->get_faces(), mesh_faces)) { return i; } } // After the loop, we have checked that the mesh is not equal to any of the // meshes in the state. So we insert a new mesh into the state mesh array. Ref gltf_mesh; gltf_mesh.instantiate(); gltf_mesh->set_mesh(p_mesh); GLTFMeshIndex mesh_index = state_meshes.size(); state_meshes.push_back(gltf_mesh); p_state->set_meshes(state_meshes); return mesh_index; } void GLTFDocumentExtensionPhysics::convert_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_node) { if (cast_to(p_scene_node)) { CollisionShape3D *shape = Object::cast_to(p_scene_node); Ref collider = GLTFPhysicsShape::from_node(shape); { Ref importer_mesh = collider->get_importer_mesh(); if (importer_mesh.is_valid()) { collider->set_mesh_index(_get_or_insert_mesh_in_state(p_state, importer_mesh)); } } p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), collider); } else if (cast_to(p_scene_node)) { CollisionObject3D *body = Object::cast_to(p_scene_node); p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_node(body)); } } Array _get_or_create_state_colliders_in_state(Ref p_state) { Dictionary state_json = p_state->get_json(); Dictionary state_extensions; if (state_json.has("extensions")) { state_extensions = state_json["extensions"]; } else { state_json["extensions"] = state_extensions; } Dictionary omi_collider_ext; if (state_extensions.has("OMI_collider")) { omi_collider_ext = state_extensions["OMI_collider"]; } else { state_extensions["OMI_collider"] = omi_collider_ext; p_state->add_used_extension("OMI_collider"); } Array state_colliders; if (omi_collider_ext.has("colliders")) { state_colliders = omi_collider_ext["colliders"]; } else { omi_collider_ext["colliders"] = state_colliders; } return state_colliders; } Error GLTFDocumentExtensionPhysics::export_node(Ref p_state, Ref p_gltf_node, Dictionary &r_node_json, Node *p_node) { Dictionary node_extensions = r_node_json["extensions"]; Ref physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); if (physics_body.is_valid()) { node_extensions["OMI_physics_body"] = physics_body->to_dictionary(); p_state->add_used_extension("OMI_physics_body"); } Ref collider = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); if (collider.is_valid()) { Array state_colliders = _get_or_create_state_colliders_in_state(p_state); int size = state_colliders.size(); Dictionary omi_collider_ext; node_extensions["OMI_collider"] = omi_collider_ext; Dictionary collider_dict = collider->to_dictionary(); for (int i = 0; i < size; i++) { Dictionary other = state_colliders[i]; if (other == collider_dict) { // De-duplication: If we already have an identical collider, // set the collider index to the existing one and return. omi_collider_ext["collider"] = i; return OK; } } // If we don't have an identical collider, add it to the array. state_colliders.push_back(collider_dict); omi_collider_ext["collider"] = size; } return OK; }