/**************************************************************************/ /* 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/physics/area_3d.h" #include "scene/3d/physics/static_body_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") && !p_extensions.has("OMI_physics_shape")) { 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_physics_shape")) { Dictionary omi_physics_shape_ext = state_extensions["OMI_physics_shape"]; if (omi_physics_shape_ext.has("shapes")) { Array state_shape_dicts = omi_physics_shape_ext["shapes"]; if (state_shape_dicts.size() > 0) { Array state_shapes; for (int i = 0; i < state_shape_dicts.size(); i++) { state_shapes.push_back(GLTFPhysicsShape::from_dictionary(state_shape_dicts[i])); } p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_shapes); } } #ifndef DISABLE_DEPRECATED } else 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(StringName("GLTFPhysicsShapes"), state_colliders); } } #endif // DISABLE_DEPRECATED } } return OK; } Vector GLTFDocumentExtensionPhysics::get_supported_extensions() { Vector ret; ret.push_back("OMI_collider"); ret.push_back("OMI_physics_body"); ret.push_back("OMI_physics_shape"); return ret; } Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref p_state, Ref p_gltf_node, Dictionary &p_extensions) { #ifndef DISABLE_DEPRECATED 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(StringName("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(node_collider_ext)); } } #endif // DISABLE_DEPRECATED if (p_extensions.has("OMI_physics_body")) { Dictionary physics_body_ext = p_extensions["OMI_physics_body"]; if (physics_body_ext.has("collider")) { Dictionary node_collider = physics_body_ext["collider"]; // "shape" is the index of the shape in the state shapes array. int node_shape_index = node_collider.get("shape", -1); if (node_shape_index != -1) { Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes")); ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ")."); p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), state_shapes[node_shape_index]); } else { // If this node is a collider but does not have a collider // shape, then it only serves to combine together shapes. p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundCollider"), true); } } if (physics_body_ext.has("trigger")) { Dictionary node_trigger = physics_body_ext["trigger"]; // "shape" is the index of the shape in the state shapes array. int node_shape_index = node_trigger.get("shape", -1); if (node_shape_index != -1) { Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes")); ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ")."); p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), state_shapes[node_shape_index]); } else { // If this node is a trigger but does not have a trigger shape, // then it's a trigger body, what Godot calls an Area3D node. Ref trigger_body; trigger_body.instantiate(); trigger_body->set_body_type("trigger"); p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), trigger_body); } } if (physics_body_ext.has("motion") || physics_body_ext.has("type")) { p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(physics_body_ext)); } } return OK; } void _setup_shape_mesh_resource_from_index_if_needed(Ref p_state, Ref p_gltf_shape) { GLTFMeshIndex shape_mesh_index = p_gltf_shape->get_mesh_index(); if (shape_mesh_index == -1) { return; // No mesh for this shape. } Ref importer_mesh = p_gltf_shape->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(shape_mesh_index, state_meshes.size(), "GLTF Physics: When importing '" + p_state->get_scene_name() + "', the shape mesh index " + itos(shape_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ")."); Ref gltf_mesh = state_meshes[shape_mesh_index]; ERR_FAIL_COND(gltf_mesh.is_null()); importer_mesh = gltf_mesh->get_mesh(); ERR_FAIL_COND(importer_mesh.is_null()); p_gltf_shape->set_importer_mesh(importer_mesh); } #ifndef DISABLE_DEPRECATED CollisionObject3D *_generate_shape_with_body(Ref p_state, Ref p_gltf_node, Ref p_physics_shape, Ref p_physics_body) { print_verbose("glTF: Creating shape with body for: " + p_gltf_node->get_name()); bool is_trigger = p_physics_shape->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_shape_with_body(p_state, p_gltf_node, p_physics_shape, 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_physics_shape->to_node(); shape->set_name(p_gltf_node->get_name() + "Shape"); body->add_child(shape); return body; } #endif // DISABLE_DEPRECATED CollisionObject3D *_get_ancestor_collision_object(Node *p_scene_parent) { // Note: Despite the name of the method, at the moment this only checks // the direct parent. Only check more later if Godot adds support for it. if (p_scene_parent) { CollisionObject3D *co = Object::cast_to(p_scene_parent); if (likely(co)) { return co; } } return nullptr; } Node3D *_generate_shape_node_and_body_if_needed(Ref p_state, Ref p_gltf_node, Ref p_physics_shape, CollisionObject3D *p_col_object, bool p_is_trigger) { // If we need to generate a body node, do so. CollisionObject3D *body_node = nullptr; if (p_is_trigger || p_physics_shape->get_is_trigger()) { // If the shape wants to be a trigger but it doesn't // have an Area3D parent, we need to make one. if (!Object::cast_to(p_col_object)) { body_node = memnew(Area3D); } } else { if (!Object::cast_to(p_col_object)) { body_node = memnew(StaticBody3D); } } // Generate the shape node. _setup_shape_mesh_resource_from_index_if_needed(p_state, p_physics_shape); CollisionShape3D *shape_node = p_physics_shape->to_node(true); if (body_node) { shape_node->set_name(p_gltf_node->get_name() + "Shape"); body_node->add_child(shape_node); return body_node; } return shape_node; } // Either add the child to the parent, or return the child if there is no parent. Node3D *_add_physics_node_to_given_node(Node3D *p_current_node, Node3D *p_child, Ref p_gltf_node) { if (!p_current_node) { return p_child; } String suffix; if (Object::cast_to(p_child)) { suffix = "Shape"; } else if (Object::cast_to(p_child)) { suffix = "Trigger"; } else { suffix = "Collider"; } p_child->set_name(p_gltf_node->get_name() + suffix); p_current_node->add_child(p_child); return p_current_node; } Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_parent) { Ref gltf_physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); #ifndef DISABLE_DEPRECATED // This deprecated code handles OMI_collider (which we internally name "GLTFPhysicsShape"). Ref gltf_physics_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); if (gltf_physics_shape.is_valid()) { _setup_shape_mesh_resource_from_index_if_needed(p_state, gltf_physics_shape); // If this GLTF node specifies both a shape and a body, generate both. if (gltf_physics_body.is_valid()) { return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, gltf_physics_body); } CollisionObject3D *ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent); if (gltf_physics_shape->get_is_trigger()) { // If the shape wants to be a trigger and it already has a // trigger parent, we only need to make the shape node. if (Object::cast_to(ancestor_col_obj)) { return gltf_physics_shape->to_node(true); } } else if (ancestor_col_obj != nullptr) { // If the shape has a valid parent, only make the shape node. return gltf_physics_shape->to_node(true); } // Otherwise, we need to create a new body. return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, nullptr); } #endif // DISABLE_DEPRECATED Node3D *ret = nullptr; CollisionObject3D *ancestor_col_obj = nullptr; if (gltf_physics_body.is_valid()) { ancestor_col_obj = gltf_physics_body->to_node(); ret = ancestor_col_obj; } else { ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent); if (!Object::cast_to(ancestor_col_obj)) { if (p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundCollider"))) { // If the GLTF file wants this node to group solid shapes together, // and there is no parent body, we need to create a static body. ancestor_col_obj = memnew(StaticBody3D); ret = ancestor_col_obj; } } } // Add the shapes to the tree. When an ancestor body is present, use it. // If an explicit body was specified, it has already been generated and // set above. If there is no ancestor body, we will either generate an // Area3D or StaticBody3D implicitly, so prefer an Area3D as the base // node for best compatibility with signal connections to this node. Ref gltf_physics_collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape")); Ref gltf_physics_trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape")); bool is_ancestor_col_obj_solid = Object::cast_to(ancestor_col_obj); if (is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) { Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false); ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); } if (gltf_physics_trigger_shape.is_valid()) { Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_trigger_shape, ancestor_col_obj, true); ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); } if (!is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) { Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false); ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); } return ret; } // 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 *godot_shape = Object::cast_to(p_scene_node); Ref gltf_shape = GLTFPhysicsShape::from_node(godot_shape); { Ref importer_mesh = gltf_shape->get_importer_mesh(); if (importer_mesh.is_valid()) { gltf_shape->set_mesh_index(_get_or_insert_mesh_in_state(p_state, importer_mesh)); } } if (cast_to(_get_ancestor_collision_object(p_scene_node->get_parent()))) { p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), gltf_shape); } else { p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), gltf_shape); } } else if (cast_to(p_scene_node)) { CollisionObject3D *godot_body = Object::cast_to(p_scene_node); p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_node(godot_body)); } } Array _get_or_create_state_shapes_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_physics_shape_ext; if (state_extensions.has("OMI_physics_shape")) { omi_physics_shape_ext = state_extensions["OMI_physics_shape"]; } else { state_extensions["OMI_physics_shape"] = omi_physics_shape_ext; p_state->add_used_extension("OMI_physics_shape"); } Array state_shapes; if (omi_physics_shape_ext.has("shapes")) { state_shapes = omi_physics_shape_ext["shapes"]; } else { omi_physics_shape_ext["shapes"] = state_shapes; } return state_shapes; } Dictionary _export_node_shape(Ref p_state, Ref p_physics_shape) { Array state_shapes = _get_or_create_state_shapes_in_state(p_state); int size = state_shapes.size(); Dictionary shape_property; Dictionary shape_dict = p_physics_shape->to_dictionary(); for (int i = 0; i < size; i++) { Dictionary other = state_shapes[i]; if (other == shape_dict) { // De-duplication: If we already have an identical shape, // set the shape index to the existing one and return. shape_property["shape"] = i; return shape_property; } } // If we don't have an identical shape, add it to the array. state_shapes.push_back(shape_dict); shape_property["shape"] = size; return shape_property; } Error GLTFDocumentExtensionPhysics::export_node(Ref p_state, Ref p_gltf_node, Dictionary &r_node_json, Node *p_node) { Dictionary physics_body_ext; Ref physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); if (physics_body.is_valid()) { physics_body_ext = physics_body->to_dictionary(); } Ref collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape")); if (collider_shape.is_valid()) { physics_body_ext["collider"] = _export_node_shape(p_state, collider_shape); } Ref trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape")); if (trigger_shape.is_valid()) { physics_body_ext["trigger"] = _export_node_shape(p_state, trigger_shape); } if (!physics_body_ext.is_empty()) { Dictionary node_extensions = r_node_json["extensions"]; node_extensions["OMI_physics_body"] = physics_body_ext; p_state->add_used_extension("OMI_physics_body"); } return OK; }