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/**************************************************************************/
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/* gltf_physics_body.h */
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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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#ifndef GLTF_PHYSICS_BODY_H
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#define GLTF_PHYSICS_BODY_H
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2024-02-26 06:15:31 +00:00
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#include "scene/3d/physics/physics_body_3d.h"
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// GLTFPhysicsBody is an intermediary between Godot's physics body nodes
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// and the OMI_physics_body extension.
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// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body
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class GLTFPhysicsBody : public Resource {
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GDCLASS(GLTFPhysicsBody, Resource)
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public:
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// These values map to Godot's physics body types.
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// When importing, the body type will be set to the closest match, and
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// user code can change this to make Godot generate a different node type.
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// When exporting, this will be squashed down to one of "static",
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// "kinematic", or "dynamic" motion types, or the "trigger" property.
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enum class PhysicsBodyType {
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STATIC,
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ANIMATABLE,
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CHARACTER,
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RIGID,
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VEHICLE,
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TRIGGER,
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};
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protected:
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static void _bind_methods();
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private:
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PhysicsBodyType body_type = PhysicsBodyType::RIGID;
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real_t mass = 1.0;
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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Vector3 center_of_mass;
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Vector3 inertia_diagonal;
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Quaternion inertia_orientation;
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public:
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String get_body_type() const;
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void set_body_type(String p_body_type);
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PhysicsBodyType get_physics_body_type() const;
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void set_physics_body_type(PhysicsBodyType p_body_type);
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real_t get_mass() const;
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void set_mass(real_t p_mass);
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Vector3 get_linear_velocity() const;
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void set_linear_velocity(Vector3 p_linear_velocity);
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Vector3 get_angular_velocity() const;
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void set_angular_velocity(Vector3 p_angular_velocity);
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Vector3 get_center_of_mass() const;
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void set_center_of_mass(const Vector3 &p_center_of_mass);
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Vector3 get_inertia_diagonal() const;
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void set_inertia_diagonal(const Vector3 &p_inertia_diagonal);
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Quaternion get_inertia_orientation() const;
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void set_inertia_orientation(const Quaternion &p_inertia_orientation);
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#ifndef DISABLE_DEPRECATED
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Basis get_inertia_tensor() const;
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void set_inertia_tensor(Basis p_inertia_tensor);
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#endif // DISABLE_DEPRECATED
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static Ref<GLTFPhysicsBody> from_node(const CollisionObject3D *p_body_node);
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CollisionObject3D *to_node() const;
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static Ref<GLTFPhysicsBody> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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};
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#endif // GLTF_PHYSICS_BODY_H
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