virtualx-engine/modules/gltf/extensions/physics/gltf_physics_shape.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

317 lines
14 KiB
C++

/**************************************************************************/
/* gltf_physics_shape.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 */
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/**************************************************************************/
#include "gltf_physics_shape.h"
#include "../../gltf_state.h"
#include "core/math/convex_hull.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/resources/3d/box_shape_3d.h"
#include "scene/resources/3d/capsule_shape_3d.h"
#include "scene/resources/3d/concave_polygon_shape_3d.h"
#include "scene/resources/3d/convex_polygon_shape_3d.h"
#include "scene/resources/3d/cylinder_shape_3d.h"
#include "scene/resources/3d/importer_mesh.h"
#include "scene/resources/3d/sphere_shape_3d.h"
void GLTFPhysicsShape::_bind_methods() {
ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_node", "shape_node"), &GLTFPhysicsShape::from_node);
ClassDB::bind_method(D_METHOD("to_node", "cache_shapes"), &GLTFPhysicsShape::to_node, DEFVAL(false));
ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsShape::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsShape::to_dictionary);
ClassDB::bind_method(D_METHOD("get_shape_type"), &GLTFPhysicsShape::get_shape_type);
ClassDB::bind_method(D_METHOD("set_shape_type", "shape_type"), &GLTFPhysicsShape::set_shape_type);
ClassDB::bind_method(D_METHOD("get_size"), &GLTFPhysicsShape::get_size);
ClassDB::bind_method(D_METHOD("set_size", "size"), &GLTFPhysicsShape::set_size);
ClassDB::bind_method(D_METHOD("get_radius"), &GLTFPhysicsShape::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GLTFPhysicsShape::set_radius);
ClassDB::bind_method(D_METHOD("get_height"), &GLTFPhysicsShape::get_height);
ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFPhysicsShape::set_height);
ClassDB::bind_method(D_METHOD("get_is_trigger"), &GLTFPhysicsShape::get_is_trigger);
ClassDB::bind_method(D_METHOD("set_is_trigger", "is_trigger"), &GLTFPhysicsShape::set_is_trigger);
ClassDB::bind_method(D_METHOD("get_mesh_index"), &GLTFPhysicsShape::get_mesh_index);
ClassDB::bind_method(D_METHOD("set_mesh_index", "mesh_index"), &GLTFPhysicsShape::set_mesh_index);
ClassDB::bind_method(D_METHOD("get_importer_mesh"), &GLTFPhysicsShape::get_importer_mesh);
ClassDB::bind_method(D_METHOD("set_importer_mesh", "importer_mesh"), &GLTFPhysicsShape::set_importer_mesh);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "shape_type"), "set_shape_type", "get_shape_type");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_trigger"), "set_is_trigger", "get_is_trigger");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_index"), "set_mesh_index", "get_mesh_index");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "importer_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_importer_mesh", "get_importer_mesh");
}
String GLTFPhysicsShape::get_shape_type() const {
return shape_type;
}
void GLTFPhysicsShape::set_shape_type(String p_shape_type) {
shape_type = p_shape_type;
}
Vector3 GLTFPhysicsShape::get_size() const {
return size;
}
void GLTFPhysicsShape::set_size(Vector3 p_size) {
size = p_size;
}
real_t GLTFPhysicsShape::get_radius() const {
return radius;
}
void GLTFPhysicsShape::set_radius(real_t p_radius) {
radius = p_radius;
}
real_t GLTFPhysicsShape::get_height() const {
return height;
}
void GLTFPhysicsShape::set_height(real_t p_height) {
height = p_height;
}
bool GLTFPhysicsShape::get_is_trigger() const {
return is_trigger;
}
void GLTFPhysicsShape::set_is_trigger(bool p_is_trigger) {
is_trigger = p_is_trigger;
}
GLTFMeshIndex GLTFPhysicsShape::get_mesh_index() const {
return mesh_index;
}
void GLTFPhysicsShape::set_mesh_index(GLTFMeshIndex p_mesh_index) {
mesh_index = p_mesh_index;
}
Ref<ImporterMesh> GLTFPhysicsShape::get_importer_mesh() const {
return importer_mesh;
}
void GLTFPhysicsShape::set_importer_mesh(Ref<ImporterMesh> p_importer_mesh) {
importer_mesh = p_importer_mesh;
}
Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) {
Ref<GLTFPhysicsShape> gltf_shape;
gltf_shape.instantiate();
ERR_FAIL_NULL_V_MSG(p_godot_shape_node, gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node was null.");
Node *parent = p_godot_shape_node->get_parent();
if (cast_to<const Area3D>(parent)) {
gltf_shape->set_is_trigger(true);
}
// All the code for working with the shape is below this comment.
Ref<Shape3D> shape_resource = p_godot_shape_node->get_shape();
ERR_FAIL_COND_V_MSG(shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node had a null shape.");
gltf_shape->_shape_cache = shape_resource;
if (cast_to<BoxShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "box";
Ref<BoxShape3D> box = shape_resource;
gltf_shape->set_size(box->get_size());
} else if (cast_to<const CapsuleShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "capsule";
Ref<CapsuleShape3D> capsule = shape_resource;
gltf_shape->set_radius(capsule->get_radius());
gltf_shape->set_height(capsule->get_height());
} else if (cast_to<const CylinderShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "cylinder";
Ref<CylinderShape3D> cylinder = shape_resource;
gltf_shape->set_radius(cylinder->get_radius());
gltf_shape->set_height(cylinder->get_height());
} else if (cast_to<const SphereShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "sphere";
Ref<SphereShape3D> sphere = shape_resource;
gltf_shape->set_radius(sphere->get_radius());
} else if (cast_to<const ConvexPolygonShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "convex";
Ref<ConvexPolygonShape3D> convex = shape_resource;
Vector<Vector3> hull_points = convex->get_points();
ERR_FAIL_COND_V_MSG(hull_points.size() < 3, gltf_shape, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to GLTF, since it uses a mesh to represent convex hulls.");
if (hull_points.size() > 255) {
WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
}
// Convert the convex hull points into an array of faces.
Geometry3D::MeshData md;
Error err = ConvexHullComputer::convex_hull(hull_points, md);
ERR_FAIL_COND_V_MSG(err != OK, gltf_shape, "GLTFPhysicsShape: Failed to compute convex hull.");
Vector<Vector3> face_vertices;
for (uint32_t i = 0; i < md.faces.size(); i++) {
uint32_t index_count = md.faces[i].indices.size();
for (uint32_t j = 1; j < index_count - 1; j++) {
face_vertices.append(hull_points[md.faces[i].indices[0]]);
face_vertices.append(hull_points[md.faces[i].indices[j]]);
face_vertices.append(hull_points[md.faces[i].indices[j + 1]]);
}
}
// Create an ImporterMesh from the faces.
Ref<ImporterMesh> importer_mesh;
importer_mesh.instantiate();
Array surface_array;
surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices;
importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
gltf_shape->set_importer_mesh(importer_mesh);
} else if (cast_to<const ConcavePolygonShape3D>(shape_resource.ptr())) {
gltf_shape->shape_type = "trimesh";
Ref<ConcavePolygonShape3D> concave = shape_resource;
Ref<ImporterMesh> importer_mesh;
importer_mesh.instantiate();
Array surface_array;
surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
surface_array[Mesh::ArrayType::ARRAY_VERTEX] = concave->get_faces();
importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
gltf_shape->set_importer_mesh(importer_mesh);
} else {
ERR_PRINT("Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node's shape '" + String(Variant(shape_resource)) +
"' had an unsupported shape type. Only BoxShape3D, CapsuleShape3D, CylinderShape3D, SphereShape3D, ConcavePolygonShape3D, and ConvexPolygonShape3D are supported.");
}
return gltf_shape;
}
CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {
CollisionShape3D *godot_shape_node = memnew(CollisionShape3D);
if (!p_cache_shapes || _shape_cache == nullptr) {
if (shape_type == "box") {
Ref<BoxShape3D> box;
box.instantiate();
box->set_size(size);
_shape_cache = box;
} else if (shape_type == "capsule") {
Ref<CapsuleShape3D> capsule;
capsule.instantiate();
capsule->set_radius(radius);
capsule->set_height(height);
_shape_cache = capsule;
} else if (shape_type == "cylinder") {
Ref<CylinderShape3D> cylinder;
cylinder.instantiate();
cylinder->set_radius(radius);
cylinder->set_height(height);
_shape_cache = cylinder;
} else if (shape_type == "sphere") {
Ref<SphereShape3D> sphere;
sphere.instantiate();
sphere->set_radius(radius);
_shape_cache = sphere;
} else if (shape_type == "convex") {
ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting convex hull shape to a node: The mesh resource is null.");
Ref<ConvexPolygonShape3D> convex = importer_mesh->get_mesh()->create_convex_shape();
_shape_cache = convex;
} else if (shape_type == "trimesh") {
ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting concave mesh shape to a node: The mesh resource is null.");
Ref<ConcavePolygonShape3D> concave = importer_mesh->create_trimesh_shape();
_shape_cache = concave;
} else {
ERR_PRINT("GLTFPhysicsShape: Error converting to a node: Shape type '" + shape_type + "' is unknown.");
}
}
godot_shape_node->set_shape(_shape_cache);
return godot_shape_node;
}
Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFPhysicsShape>(), "Failed to parse GLTFPhysicsShape, missing required field 'type'.");
Ref<GLTFPhysicsShape> gltf_shape;
gltf_shape.instantiate();
String shape_type = p_dictionary["type"];
if (shape_type == "hull") {
shape_type = "convex";
}
gltf_shape->shape_type = shape_type;
if (shape_type != "box" && shape_type != "capsule" && shape_type != "cylinder" && shape_type != "sphere" && shape_type != "convex" && shape_type != "trimesh") {
ERR_PRINT("GLTFPhysicsShape: Error parsing unknown shape type '" + shape_type + "'. Only box, capsule, cylinder, sphere, convex, and trimesh are supported.");
}
Dictionary properties;
if (p_dictionary.has(shape_type)) {
properties = p_dictionary[shape_type];
} else {
properties = p_dictionary;
}
if (properties.has("radius")) {
gltf_shape->set_radius(properties["radius"]);
}
if (properties.has("height")) {
gltf_shape->set_height(properties["height"]);
}
if (properties.has("size")) {
const Array &arr = properties["size"];
if (arr.size() == 3) {
gltf_shape->set_size(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("GLTFPhysicsShape: Error parsing the size, it must have exactly 3 numbers.");
}
}
if (properties.has("isTrigger")) {
gltf_shape->set_is_trigger(properties["isTrigger"]);
}
if (properties.has("mesh")) {
gltf_shape->set_mesh_index(properties["mesh"]);
}
if (unlikely(gltf_shape->get_mesh_index() < 0 && (shape_type == "convex" || shape_type == "trimesh"))) {
ERR_PRINT("Error parsing GLTFPhysicsShape: The mesh-based shape type '" + shape_type + "' does not have a valid mesh index.");
}
return gltf_shape;
}
Dictionary GLTFPhysicsShape::to_dictionary() const {
Dictionary gltf_shape;
gltf_shape["type"] = shape_type;
Dictionary sub;
if (shape_type == "box") {
Array size_array;
size_array.resize(3);
size_array[0] = size.x;
size_array[1] = size.y;
size_array[2] = size.z;
sub["size"] = size_array;
} else if (shape_type == "capsule") {
sub["radius"] = get_radius();
sub["height"] = get_height();
} else if (shape_type == "cylinder") {
sub["radius"] = get_radius();
sub["height"] = get_height();
} else if (shape_type == "sphere") {
sub["radius"] = get_radius();
} else if (shape_type == "trimesh" || shape_type == "convex") {
sub["mesh"] = get_mesh_index();
}
gltf_shape[shape_type] = sub;
return gltf_shape;
}