197 lines
8.1 KiB
C++
197 lines
8.1 KiB
C++
/**************************************************************************/
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/* gltf_physics_body.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_physics_body.h"
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#include "scene/3d/area.h"
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#include "scene/3d/vehicle_body.h"
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void GLTFPhysicsBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("to_node"), &GLTFPhysicsBody::to_node);
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ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsBody::to_dictionary);
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ClassDB::bind_method(D_METHOD("get_body_type"), &GLTFPhysicsBody::get_body_type);
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ClassDB::bind_method(D_METHOD("set_body_type", "body_type"), &GLTFPhysicsBody::set_body_type);
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ClassDB::bind_method(D_METHOD("get_mass"), &GLTFPhysicsBody::get_mass);
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ClassDB::bind_method(D_METHOD("set_mass", "mass"), &GLTFPhysicsBody::set_mass);
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ClassDB::bind_method(D_METHOD("get_linear_velocity"), &GLTFPhysicsBody::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &GLTFPhysicsBody::set_linear_velocity);
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ClassDB::bind_method(D_METHOD("get_angular_velocity"), &GLTFPhysicsBody::get_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &GLTFPhysicsBody::set_angular_velocity);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "body_type"), "set_body_type", "get_body_type");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass"), "set_mass", "get_mass");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
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}
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String GLTFPhysicsBody::get_body_type() const {
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return body_type;
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}
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void GLTFPhysicsBody::set_body_type(String p_body_type) {
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body_type = p_body_type;
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}
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real_t GLTFPhysicsBody::get_mass() const {
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return mass;
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}
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void GLTFPhysicsBody::set_mass(real_t p_mass) {
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mass = p_mass;
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}
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Vector3 GLTFPhysicsBody::get_linear_velocity() const {
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return linear_velocity;
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}
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void GLTFPhysicsBody::set_linear_velocity(Vector3 p_linear_velocity) {
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linear_velocity = p_linear_velocity;
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}
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Vector3 GLTFPhysicsBody::get_angular_velocity() const {
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return angular_velocity;
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}
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void GLTFPhysicsBody::set_angular_velocity(Vector3 p_angular_velocity) {
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angular_velocity = p_angular_velocity;
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}
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Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_node(const CollisionObject *p_body_node) {
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Ref<GLTFPhysicsBody> physics_body;
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physics_body.instance();
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ERR_FAIL_COND_V_MSG(!p_body_node, physics_body, "Tried to create a GLTFPhysicsBody from a CollisionObject node, but the given node was null.");
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if (cast_to<KinematicBody>(p_body_node)) {
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physics_body->body_type = "kinematic";
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} else if (cast_to<RigidBody>(p_body_node)) {
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const RigidBody *body = cast_to<const RigidBody>(p_body_node);
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physics_body->mass = body->get_mass();
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physics_body->linear_velocity = body->get_linear_velocity();
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physics_body->angular_velocity = body->get_angular_velocity();
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if (cast_to<VehicleBody>(p_body_node)) {
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physics_body->body_type = "vehicle";
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} else {
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physics_body->body_type = "rigid";
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}
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} else if (cast_to<StaticBody>(p_body_node)) {
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physics_body->body_type = "static";
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} else if (cast_to<Area>(p_body_node)) {
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physics_body->body_type = "trigger";
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}
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return physics_body;
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}
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CollisionObject *GLTFPhysicsBody::to_node() const {
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if (body_type == "character" || body_type == "kinematic") {
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KinematicBody *body = memnew(KinematicBody);
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return body;
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}
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if (body_type == "vehicle") {
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VehicleBody *body = memnew(VehicleBody);
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body->set_mass(mass);
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body->set_linear_velocity(linear_velocity);
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body->set_angular_velocity(angular_velocity);
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return body;
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}
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if (body_type == "rigid") {
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RigidBody *body = memnew(RigidBody);
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body->set_mass(mass);
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body->set_linear_velocity(linear_velocity);
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body->set_angular_velocity(angular_velocity);
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return body;
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}
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if (body_type == "static") {
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StaticBody *body = memnew(StaticBody);
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return body;
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}
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if (body_type == "trigger") {
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Area *body = memnew(Area);
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return body;
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}
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ERR_FAIL_V_MSG(nullptr, "Error converting GLTFPhysicsBody to a node: Body type '" + body_type + "' is unknown.");
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}
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Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_dictionary) {
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Ref<GLTFPhysicsBody> physics_body;
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physics_body.instance();
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ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), physics_body, "Failed to parse GLTF physics body, missing required field 'type'.");
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const String &body_type = p_dictionary["type"];
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physics_body->body_type = body_type;
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if (p_dictionary.has("mass")) {
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physics_body->mass = p_dictionary["mass"];
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}
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if (p_dictionary.has("linearVelocity")) {
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const Array &arr = p_dictionary["linearVelocity"];
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if (arr.size() == 3) {
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physics_body->set_linear_velocity(Vector3(arr[0], arr[1], arr[2]));
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} else {
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ERR_PRINT("Error parsing GLTF physics body: The linear velocity vector must have exactly 3 numbers.");
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}
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}
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if (p_dictionary.has("angularVelocity")) {
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const Array &arr = p_dictionary["angularVelocity"];
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if (arr.size() == 3) {
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physics_body->set_angular_velocity(Vector3(arr[0], arr[1], arr[2]));
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} else {
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ERR_PRINT("Error parsing GLTF physics body: The angular velocity vector must have exactly 3 numbers.");
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}
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}
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if (body_type != "character" && body_type != "kinematic" && body_type != "rigid" && body_type != "static" && body_type != "trigger" && body_type != "vehicle") {
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ERR_PRINT("Error parsing GLTF physics body: Body type '" + body_type + "' is unknown.");
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}
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return physics_body;
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}
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Dictionary GLTFPhysicsBody::to_dictionary() const {
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Dictionary d;
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d["type"] = body_type;
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if (mass != 1.0) {
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d["mass"] = mass;
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}
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if (linear_velocity != Vector3()) {
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Array velocity_array;
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velocity_array.resize(3);
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velocity_array[0] = linear_velocity.x;
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velocity_array[1] = linear_velocity.y;
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velocity_array[2] = linear_velocity.z;
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d["linearVelocity"] = velocity_array;
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}
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if (angular_velocity != Vector3()) {
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Array velocity_array;
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velocity_array.resize(3);
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velocity_array[0] = angular_velocity.x;
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velocity_array[1] = angular_velocity.y;
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velocity_array[2] = angular_velocity.z;
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d["angularVelocity"] = velocity_array;
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}
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return d;
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}
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