godot/modules/gltf/extensions/physics/gltf_physics_shape.h

94 lines
3.9 KiB
C++

/**************************************************************************/
/* gltf_physics_shape.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_SHAPE_H
#define GLTF_PHYSICS_SHAPE_H
#include "../../gltf_defines.h"
#include "scene/3d/physics/collision_shape_3d.h"
class ImporterMesh;
// GLTFPhysicsShape is an intermediary between Godot's collision shape nodes
// and the OMI_physics_shape extension.
// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_shape
class GLTFPhysicsShape : public Resource {
GDCLASS(GLTFPhysicsShape, Resource)
protected:
static void _bind_methods();
private:
String shape_type;
Vector3 size = Vector3(1.0, 1.0, 1.0);
real_t radius = 0.5;
real_t height = 2.0;
bool is_trigger = false;
GLTFMeshIndex mesh_index = -1;
Ref<ImporterMesh> importer_mesh = nullptr;
// Internal only, for caching Godot shape resources. Used in `to_resource` and `to_node`.
Ref<Shape3D> _shape_cache = nullptr;
public:
String get_shape_type() const;
void set_shape_type(String p_shape_type);
Vector3 get_size() const;
void set_size(Vector3 p_size);
real_t get_radius() const;
void set_radius(real_t p_radius);
real_t get_height() const;
void set_height(real_t p_height);
bool get_is_trigger() const;
void set_is_trigger(bool p_is_trigger);
GLTFMeshIndex get_mesh_index() const;
void set_mesh_index(GLTFMeshIndex p_mesh_index);
Ref<ImporterMesh> get_importer_mesh() const;
void set_importer_mesh(Ref<ImporterMesh> p_importer_mesh);
static Ref<GLTFPhysicsShape> from_node(const CollisionShape3D *p_shape_node);
CollisionShape3D *to_node(bool p_cache_shapes = false);
static Ref<GLTFPhysicsShape> from_resource(const Ref<Shape3D> &p_shape_resource);
Ref<Shape3D> to_resource(bool p_cache_shapes = false);
static Ref<GLTFPhysicsShape> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
};
#endif // GLTF_PHYSICS_SHAPE_H