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/**************************************************************************/
/* gltf_document_extension_physics.cpp */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# include "gltf_document_extension_physics.h"
# include "scene/3d/area_3d.h"
// Import process.
Error GLTFDocumentExtensionPhysics : : import_preflight ( Ref < GLTFState > p_state , Vector < String > 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 + + ) {
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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 ( " GLTFPhysicsShapes " , state_colliders ) ;
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}
}
}
}
return OK ;
}
Vector < String > GLTFDocumentExtensionPhysics : : get_supported_extensions ( ) {
Vector < String > ret ;
ret . push_back ( " OMI_collider " ) ;
ret . push_back ( " OMI_physics_body " ) ;
return ret ;
}
Error GLTFDocumentExtensionPhysics : : parse_node_extensions ( Ref < GLTFState > p_state , Ref < GLTFNode > 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 " ] ;
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Array state_colliders = p_state - > get_additional_data ( " 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 ( p_extensions [ " OMI_collider " ] ) ) ;
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}
}
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 ;
}
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void _setup_collider_mesh_resource_from_index_if_needed ( Ref < GLTFState > p_state , Ref < GLTFPhysicsShape > p_collider ) {
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GLTFMeshIndex collider_mesh_index = p_collider - > get_mesh_index ( ) ;
if ( collider_mesh_index = = - 1 ) {
return ; // No mesh for this collider.
}
Ref < ImporterMesh > importer_mesh = p_collider - > get_importer_mesh ( ) ;
if ( importer_mesh . is_valid ( ) ) {
return ; // The mesh resource is already set up.
}
TypedArray < GLTFMesh > 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 < GLTFMesh > 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 ) ;
}
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CollisionObject3D * _generate_collision_with_body ( Ref < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Ref < GLTFPhysicsShape > p_collider , Ref < GLTFPhysicsBody > p_physics_body ) {
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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 < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Node * p_scene_parent ) {
Ref < GLTFPhysicsBody > physics_body = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsBody " ) ) ;
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Ref < GLTFPhysicsShape > collider = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsShape " ) ) ;
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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 < Area3D > ( p_scene_parent ) ) {
return collider - > to_node ( true ) ;
}
} else {
if ( Object : : cast_to < PhysicsBody3D > ( 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 < Face3 > & p_a , const Vector < Face3 > & 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 < GLTFState > p_state , Ref < ImporterMesh > p_mesh ) {
ERR_FAIL_COND_V ( p_mesh . is_null ( ) , - 1 ) ;
TypedArray < GLTFMesh > state_meshes = p_state - > get_meshes ( ) ;
Vector < Face3 > 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 < GLTFMesh > state_gltf_mesh = state_meshes [ i ] ;
ERR_CONTINUE ( state_gltf_mesh . is_null ( ) ) ;
Ref < ImporterMesh > 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 < GLTFMesh > 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 < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Node * p_scene_node ) {
if ( cast_to < CollisionShape3D > ( p_scene_node ) ) {
CollisionShape3D * shape = Object : : cast_to < CollisionShape3D > ( p_scene_node ) ;
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Ref < GLTFPhysicsShape > collider = GLTFPhysicsShape : : from_node ( shape ) ;
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{
Ref < ImporterMesh > 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 ) ) ;
}
}
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p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsShape " ) , collider ) ;
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} else if ( cast_to < CollisionObject3D > ( p_scene_node ) ) {
CollisionObject3D * body = Object : : cast_to < CollisionObject3D > ( p_scene_node ) ;
p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsBody " ) , GLTFPhysicsBody : : from_node ( body ) ) ;
}
}
Array _get_or_create_state_colliders_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_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 < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Dictionary & r_node_json , Node * p_node ) {
Dictionary node_extensions = r_node_json [ " extensions " ] ;
Ref < GLTFPhysicsBody > 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 " ) ;
}
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Ref < GLTFPhysicsShape > collider = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsShape " ) ) ;
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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 ;
}