438 lines
20 KiB
C++
438 lines
20 KiB
C++
/**************************************************************************/
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/* gltf_document_extension_physics.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gltf_document_extension_physics.h"
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#include "scene/3d/area_3d.h"
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// Import process.
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Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
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if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body") && !p_extensions.has("OMI_physics_shape")) {
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return ERR_SKIP;
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}
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Dictionary state_json = p_state->get_json();
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if (state_json.has("extensions")) {
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Dictionary state_extensions = state_json["extensions"];
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if (state_extensions.has("OMI_physics_shape")) {
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Dictionary omi_physics_shape_ext = state_extensions["OMI_physics_shape"];
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if (omi_physics_shape_ext.has("shapes")) {
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Array state_shape_dicts = omi_physics_shape_ext["shapes"];
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if (state_shape_dicts.size() > 0) {
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Array state_shapes;
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for (int i = 0; i < state_shape_dicts.size(); i++) {
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state_shapes.push_back(GLTFPhysicsShape::from_dictionary(state_shape_dicts[i]));
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}
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p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_shapes);
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}
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}
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#ifndef DISABLE_DEPRECATED
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} else if (state_extensions.has("OMI_collider")) {
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Dictionary omi_collider_ext = state_extensions["OMI_collider"];
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if (omi_collider_ext.has("colliders")) {
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Array state_collider_dicts = omi_collider_ext["colliders"];
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if (state_collider_dicts.size() > 0) {
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Array state_colliders;
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for (int i = 0; i < state_collider_dicts.size(); i++) {
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state_colliders.push_back(GLTFPhysicsShape::from_dictionary(state_collider_dicts[i]));
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}
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p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_colliders);
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}
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}
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#endif // DISABLE_DEPRECATED
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}
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}
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return OK;
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}
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Vector<String> GLTFDocumentExtensionPhysics::get_supported_extensions() {
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Vector<String> ret;
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ret.push_back("OMI_collider");
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ret.push_back("OMI_physics_body");
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ret.push_back("OMI_physics_shape");
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return ret;
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}
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Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {
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#ifndef DISABLE_DEPRECATED
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if (p_extensions.has("OMI_collider")) {
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Dictionary node_collider_ext = p_extensions["OMI_collider"];
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if (node_collider_ext.has("collider")) {
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// "collider" is the index of the collider in the state colliders array.
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int node_collider_index = node_collider_ext["collider"];
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Array state_colliders = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), state_colliders[node_collider_index]);
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} else {
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(node_collider_ext));
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}
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}
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#endif // DISABLE_DEPRECATED
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if (p_extensions.has("OMI_physics_body")) {
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Dictionary physics_body_ext = p_extensions["OMI_physics_body"];
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if (physics_body_ext.has("collider")) {
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Dictionary node_collider = physics_body_ext["collider"];
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// "shape" is the index of the shape in the state shapes array.
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int node_shape_index = node_collider.get("shape", -1);
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if (node_shape_index != -1) {
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Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), state_shapes[node_shape_index]);
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} else {
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// If this node is a collider but does not have a collider
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// shape, then it only serves to combine together shapes.
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundCollider"), true);
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}
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}
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if (physics_body_ext.has("trigger")) {
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Dictionary node_trigger = physics_body_ext["trigger"];
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// "shape" is the index of the shape in the state shapes array.
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int node_shape_index = node_trigger.get("shape", -1);
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if (node_shape_index != -1) {
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Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), state_shapes[node_shape_index]);
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} else {
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// If this node is a trigger but does not have a trigger shape,
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// then it's a trigger body, what Godot calls an Area3D node.
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Ref<GLTFPhysicsBody> trigger_body;
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trigger_body.instantiate();
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trigger_body->set_body_type("trigger");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), trigger_body);
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}
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}
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if (physics_body_ext.has("motion") || physics_body_ext.has("type")) {
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(physics_body_ext));
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}
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}
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return OK;
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}
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void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_gltf_shape) {
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GLTFMeshIndex shape_mesh_index = p_gltf_shape->get_mesh_index();
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if (shape_mesh_index == -1) {
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return; // No mesh for this shape.
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}
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Ref<ImporterMesh> importer_mesh = p_gltf_shape->get_importer_mesh();
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if (importer_mesh.is_valid()) {
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return; // The mesh resource is already set up.
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}
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TypedArray<GLTFMesh> state_meshes = p_state->get_meshes();
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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()) + ").");
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Ref<GLTFMesh> gltf_mesh = state_meshes[shape_mesh_index];
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ERR_FAIL_COND(gltf_mesh.is_null());
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importer_mesh = gltf_mesh->get_mesh();
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ERR_FAIL_COND(importer_mesh.is_null());
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p_gltf_shape->set_importer_mesh(importer_mesh);
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}
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#ifndef DISABLE_DEPRECATED
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CollisionObject3D *_generate_shape_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, Ref<GLTFPhysicsBody> p_physics_body) {
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print_verbose("glTF: Creating shape with body for: " + p_gltf_node->get_name());
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bool is_trigger = p_physics_shape->get_is_trigger();
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// This method is used for the case where we must generate a parent body.
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// This is can happen for multiple reasons. One possibility is that this
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// GLTF file is using OMI_collider but not OMI_physics_body, or at least
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// this particular node is not using it. Another possibility is that the
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// physics body information is set up on the same GLTF node, not a parent.
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CollisionObject3D *body;
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if (p_physics_body.is_valid()) {
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// This code is run when the physics body is on the same GLTF node.
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body = p_physics_body->to_node();
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if (is_trigger && (p_physics_body->get_body_type() != "trigger")) {
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// Edge case: If the body's trigger and the collider's trigger
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// are in disagreement, we need to create another new body.
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CollisionObject3D *child = _generate_shape_with_body(p_state, p_gltf_node, p_physics_shape, nullptr);
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child->set_name(p_gltf_node->get_name() + (is_trigger ? String("Trigger") : String("Solid")));
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body->add_child(child);
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return body;
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}
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} else if (is_trigger) {
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body = memnew(Area3D);
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} else {
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body = memnew(StaticBody3D);
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}
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CollisionShape3D *shape = p_physics_shape->to_node();
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shape->set_name(p_gltf_node->get_name() + "Shape");
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body->add_child(shape);
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return body;
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}
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#endif // DISABLE_DEPRECATED
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CollisionObject3D *_get_ancestor_collision_object(Node *p_scene_parent) {
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// Note: Despite the name of the method, at the moment this only checks
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// the direct parent. Only check more later if Godot adds support for it.
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if (p_scene_parent) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_scene_parent);
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if (likely(co)) {
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return co;
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}
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}
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return nullptr;
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}
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Node3D *_generate_shape_node_and_body_if_needed(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, CollisionObject3D *p_col_object, bool p_is_trigger) {
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// If we need to generate a body node, do so.
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CollisionObject3D *body_node = nullptr;
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if (p_is_trigger || p_physics_shape->get_is_trigger()) {
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// If the shape wants to be a trigger but it doesn't
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// have an Area3D parent, we need to make one.
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if (!Object::cast_to<Area3D>(p_col_object)) {
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body_node = memnew(Area3D);
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}
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} else {
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if (!Object::cast_to<PhysicsBody3D>(p_col_object)) {
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body_node = memnew(StaticBody3D);
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}
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}
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// Generate the shape node.
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_setup_shape_mesh_resource_from_index_if_needed(p_state, p_physics_shape);
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CollisionShape3D *shape_node = p_physics_shape->to_node(true);
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if (body_node) {
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shape_node->set_name(p_gltf_node->get_name() + "Shape");
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body_node->add_child(shape_node);
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return body_node;
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}
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return shape_node;
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}
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// Either add the child to the parent, or return the child if there is no parent.
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Node3D *_add_physics_node_to_given_node(Node3D *p_current_node, Node3D *p_child, Ref<GLTFNode> p_gltf_node) {
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if (!p_current_node) {
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return p_child;
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}
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String suffix;
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if (Object::cast_to<CollisionShape3D>(p_child)) {
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suffix = "Shape";
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} else if (Object::cast_to<Area3D>(p_child)) {
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suffix = "Trigger";
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} else {
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suffix = "Collider";
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}
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p_child->set_name(p_gltf_node->get_name() + suffix);
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p_current_node->add_child(p_child);
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return p_current_node;
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}
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Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
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Ref<GLTFPhysicsBody> gltf_physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
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#ifndef DISABLE_DEPRECATED
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// This deprecated code handles OMI_collider (which we internally name "GLTFPhysicsShape").
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Ref<GLTFPhysicsShape> gltf_physics_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape"));
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if (gltf_physics_shape.is_valid()) {
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_setup_shape_mesh_resource_from_index_if_needed(p_state, gltf_physics_shape);
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// If this GLTF node specifies both a shape and a body, generate both.
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if (gltf_physics_body.is_valid()) {
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return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, gltf_physics_body);
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}
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CollisionObject3D *ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent);
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if (gltf_physics_shape->get_is_trigger()) {
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// If the shape wants to be a trigger and it already has a
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// trigger parent, we only need to make the shape node.
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if (Object::cast_to<Area3D>(ancestor_col_obj)) {
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return gltf_physics_shape->to_node(true);
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}
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} else if (ancestor_col_obj != nullptr) {
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// If the shape has a valid parent, only make the shape node.
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return gltf_physics_shape->to_node(true);
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}
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// Otherwise, we need to create a new body.
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return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, nullptr);
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}
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#endif // DISABLE_DEPRECATED
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Node3D *ret = nullptr;
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CollisionObject3D *ancestor_col_obj = nullptr;
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if (gltf_physics_body.is_valid()) {
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ancestor_col_obj = gltf_physics_body->to_node();
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ret = ancestor_col_obj;
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} else {
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ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent);
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if (!Object::cast_to<PhysicsBody3D>(ancestor_col_obj)) {
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if (p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundCollider"))) {
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// If the GLTF file wants this node to group solid shapes together,
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// and there is no parent body, we need to create a static body.
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ancestor_col_obj = memnew(StaticBody3D);
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ret = ancestor_col_obj;
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}
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}
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}
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// Add the shapes to the tree. When an ancestor body is present, use it.
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// If an explicit body was specified, it has already been generated and
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// set above. If there is no ancestor body, we will either generate an
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// Area3D or StaticBody3D implicitly, so prefer an Area3D as the base
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// node for best compatibility with signal connections to this node.
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Ref<GLTFPhysicsShape> gltf_physics_collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
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Ref<GLTFPhysicsShape> gltf_physics_trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
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bool is_ancestor_col_obj_solid = Object::cast_to<PhysicsBody3D>(ancestor_col_obj);
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if (is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) {
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Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false);
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ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
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}
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if (gltf_physics_trigger_shape.is_valid()) {
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Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_trigger_shape, ancestor_col_obj, true);
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ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
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}
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if (!is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) {
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Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false);
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ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
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}
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return ret;
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}
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// Export process.
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bool _are_all_faces_equal(const Vector<Face3> &p_a, const Vector<Face3> &p_b) {
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if (p_a.size() != p_b.size()) {
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return false;
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}
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for (int i = 0; i < p_a.size(); i++) {
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const Vector3 *a_vertices = p_a[i].vertex;
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const Vector3 *b_vertices = p_b[i].vertex;
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for (int j = 0; j < 3; j++) {
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if (!a_vertices[j].is_equal_approx(b_vertices[j])) {
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return false;
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}
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}
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}
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return true;
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}
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GLTFMeshIndex _get_or_insert_mesh_in_state(Ref<GLTFState> p_state, Ref<ImporterMesh> p_mesh) {
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ERR_FAIL_COND_V(p_mesh.is_null(), -1);
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TypedArray<GLTFMesh> state_meshes = p_state->get_meshes();
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Vector<Face3> mesh_faces = p_mesh->get_faces();
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// De-duplication: If the state already has the mesh we need, use that one.
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for (GLTFMeshIndex i = 0; i < state_meshes.size(); i++) {
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Ref<GLTFMesh> state_gltf_mesh = state_meshes[i];
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ERR_CONTINUE(state_gltf_mesh.is_null());
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Ref<ImporterMesh> state_importer_mesh = state_gltf_mesh->get_mesh();
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ERR_CONTINUE(state_importer_mesh.is_null());
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if (state_importer_mesh == p_mesh) {
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return i;
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}
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if (_are_all_faces_equal(state_importer_mesh->get_faces(), mesh_faces)) {
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return i;
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}
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}
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// After the loop, we have checked that the mesh is not equal to any of the
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// meshes in the state. So we insert a new mesh into the state mesh array.
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Ref<GLTFMesh> gltf_mesh;
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gltf_mesh.instantiate();
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gltf_mesh->set_mesh(p_mesh);
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GLTFMeshIndex mesh_index = state_meshes.size();
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state_meshes.push_back(gltf_mesh);
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p_state->set_meshes(state_meshes);
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return mesh_index;
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}
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void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) {
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if (cast_to<CollisionShape3D>(p_scene_node)) {
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CollisionShape3D *godot_shape = Object::cast_to<CollisionShape3D>(p_scene_node);
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Ref<GLTFPhysicsShape> gltf_shape = GLTFPhysicsShape::from_node(godot_shape);
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{
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Ref<ImporterMesh> 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<Area3D>(_get_ancestor_collision_object(p_scene_node))) {
|
|
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<CollisionObject3D>(p_scene_node)) {
|
|
CollisionObject3D *godot_body = Object::cast_to<CollisionObject3D>(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<GLTFState> 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<GLTFState> p_state, Ref<GLTFPhysicsShape> 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<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) {
|
|
Dictionary physics_body_ext;
|
|
Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
|
|
if (physics_body.is_valid()) {
|
|
physics_body_ext = physics_body->to_dictionary();
|
|
}
|
|
Ref<GLTFPhysicsShape> 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<GLTFPhysicsShape> 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;
|
|
}
|