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