/**************************************************************************/ /* gltf_physics_body.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "gltf_physics_body.h" #include "scene/3d/physics/animatable_body_3d.h" #include "scene/3d/physics/area_3d.h" #include "scene/3d/physics/character_body_3d.h" #include "scene/3d/physics/static_body_3d.h" #include "scene/3d/physics/vehicle_body_3d.h" void GLTFPhysicsBody::_bind_methods() { ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_node", "body_node"), &GLTFPhysicsBody::from_node); ClassDB::bind_method(D_METHOD("to_node"), &GLTFPhysicsBody::to_node); ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsBody::from_dictionary); ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsBody::to_dictionary); ClassDB::bind_method(D_METHOD("get_body_type"), &GLTFPhysicsBody::get_body_type); ClassDB::bind_method(D_METHOD("set_body_type", "body_type"), &GLTFPhysicsBody::set_body_type); ClassDB::bind_method(D_METHOD("get_mass"), &GLTFPhysicsBody::get_mass); ClassDB::bind_method(D_METHOD("set_mass", "mass"), &GLTFPhysicsBody::set_mass); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &GLTFPhysicsBody::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &GLTFPhysicsBody::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &GLTFPhysicsBody::get_angular_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &GLTFPhysicsBody::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_center_of_mass"), &GLTFPhysicsBody::get_center_of_mass); ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &GLTFPhysicsBody::set_center_of_mass); ClassDB::bind_method(D_METHOD("get_inertia_diagonal"), &GLTFPhysicsBody::get_inertia_diagonal); ClassDB::bind_method(D_METHOD("set_inertia_diagonal", "inertia_diagonal"), &GLTFPhysicsBody::set_inertia_diagonal); ClassDB::bind_method(D_METHOD("get_inertia_orientation"), &GLTFPhysicsBody::get_inertia_orientation); ClassDB::bind_method(D_METHOD("set_inertia_orientation", "inertia_orientation"), &GLTFPhysicsBody::set_inertia_orientation); #ifndef DISABLE_DEPRECATED ClassDB::bind_method(D_METHOD("get_inertia_tensor"), &GLTFPhysicsBody::get_inertia_tensor); ClassDB::bind_method(D_METHOD("set_inertia_tensor", "inertia_tensor"), &GLTFPhysicsBody::set_inertia_tensor); #endif // DISABLE_DEPRECATED ADD_PROPERTY(PropertyInfo(Variant::STRING, "body_type"), "set_body_type", "get_body_type"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "set_center_of_mass", "get_center_of_mass"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia_diagonal"), "set_inertia_diagonal", "get_inertia_diagonal"); ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "inertia_orientation"), "set_inertia_orientation", "get_inertia_orientation"); #ifndef DISABLE_DEPRECATED ADD_PROPERTY(PropertyInfo(Variant::BASIS, "inertia_tensor"), "set_inertia_tensor", "get_inertia_tensor"); #endif // DISABLE_DEPRECATED } String GLTFPhysicsBody::get_body_type() const { switch (body_type) { case PhysicsBodyType::STATIC: return "static"; case PhysicsBodyType::ANIMATABLE: return "animatable"; case PhysicsBodyType::CHARACTER: return "character"; case PhysicsBodyType::RIGID: return "rigid"; case PhysicsBodyType::VEHICLE: return "vehicle"; case PhysicsBodyType::TRIGGER: return "trigger"; } // Unreachable, the switch cases handle all values the enum can take. // Omitting this works on Clang but not GCC or MSVC. If reached, it's UB. return "rigid"; } void GLTFPhysicsBody::set_body_type(String p_body_type) { if (p_body_type == "static") { body_type = PhysicsBodyType::STATIC; } else if (p_body_type == "animatable") { body_type = PhysicsBodyType::ANIMATABLE; } else if (p_body_type == "character") { body_type = PhysicsBodyType::CHARACTER; } else if (p_body_type == "rigid") { body_type = PhysicsBodyType::RIGID; } else if (p_body_type == "vehicle") { body_type = PhysicsBodyType::VEHICLE; } else if (p_body_type == "trigger") { body_type = PhysicsBodyType::TRIGGER; } else { ERR_PRINT("Error setting GLTF physics body type: The body type must be one of \"static\", \"animatable\", \"character\", \"rigid\", \"vehicle\", or \"trigger\"."); } } GLTFPhysicsBody::PhysicsBodyType GLTFPhysicsBody::get_physics_body_type() const { return body_type; } void GLTFPhysicsBody::set_physics_body_type(PhysicsBodyType p_body_type) { body_type = p_body_type; } real_t GLTFPhysicsBody::get_mass() const { return mass; } void GLTFPhysicsBody::set_mass(real_t p_mass) { mass = p_mass; } Vector3 GLTFPhysicsBody::get_linear_velocity() const { return linear_velocity; } void GLTFPhysicsBody::set_linear_velocity(Vector3 p_linear_velocity) { linear_velocity = p_linear_velocity; } Vector3 GLTFPhysicsBody::get_angular_velocity() const { return angular_velocity; } void GLTFPhysicsBody::set_angular_velocity(Vector3 p_angular_velocity) { angular_velocity = p_angular_velocity; } Vector3 GLTFPhysicsBody::get_center_of_mass() const { return center_of_mass; } void GLTFPhysicsBody::set_center_of_mass(const Vector3 &p_center_of_mass) { center_of_mass = p_center_of_mass; } Vector3 GLTFPhysicsBody::get_inertia_diagonal() const { return inertia_diagonal; } void GLTFPhysicsBody::set_inertia_diagonal(const Vector3 &p_inertia_diagonal) { inertia_diagonal = p_inertia_diagonal; } Quaternion GLTFPhysicsBody::get_inertia_orientation() const { return inertia_orientation; } void GLTFPhysicsBody::set_inertia_orientation(const Quaternion &p_inertia_orientation) { inertia_orientation = p_inertia_orientation; } #ifndef DISABLE_DEPRECATED Basis GLTFPhysicsBody::get_inertia_tensor() const { return Basis::from_scale(inertia_diagonal); } void GLTFPhysicsBody::set_inertia_tensor(Basis p_inertia_tensor) { inertia_diagonal = p_inertia_tensor.get_main_diagonal(); } #endif // DISABLE_DEPRECATED Ref GLTFPhysicsBody::from_node(const CollisionObject3D *p_body_node) { Ref physics_body; physics_body.instantiate(); ERR_FAIL_NULL_V_MSG(p_body_node, physics_body, "Tried to create a GLTFPhysicsBody from a CollisionObject3D node, but the given node was null."); if (cast_to(p_body_node)) { physics_body->body_type = PhysicsBodyType::CHARACTER; } else if (cast_to(p_body_node)) { physics_body->body_type = PhysicsBodyType::ANIMATABLE; } else if (cast_to(p_body_node)) { const RigidBody3D *body = cast_to(p_body_node); physics_body->mass = body->get_mass(); physics_body->linear_velocity = body->get_linear_velocity(); physics_body->angular_velocity = body->get_angular_velocity(); physics_body->center_of_mass = body->get_center_of_mass(); physics_body->inertia_diagonal = body->get_inertia(); if (body->get_center_of_mass() != Vector3()) { WARN_PRINT("GLTFPhysicsBody: This rigid body has a center of mass offset from the origin, which will be ignored when exporting to GLTF."); } if (cast_to(p_body_node)) { physics_body->body_type = PhysicsBodyType::VEHICLE; } else { physics_body->body_type = PhysicsBodyType::RIGID; } } else if (cast_to(p_body_node)) { physics_body->body_type = PhysicsBodyType::STATIC; } else if (cast_to(p_body_node)) { physics_body->body_type = PhysicsBodyType::TRIGGER; } return physics_body; } CollisionObject3D *GLTFPhysicsBody::to_node() const { switch (body_type) { case PhysicsBodyType::CHARACTER: { CharacterBody3D *body = memnew(CharacterBody3D); return body; } case PhysicsBodyType::ANIMATABLE: { AnimatableBody3D *body = memnew(AnimatableBody3D); return body; } case PhysicsBodyType::VEHICLE: { VehicleBody3D *body = memnew(VehicleBody3D); body->set_mass(mass); body->set_linear_velocity(linear_velocity); body->set_angular_velocity(angular_velocity); body->set_inertia(inertia_diagonal); body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM); body->set_center_of_mass(center_of_mass); return body; } case PhysicsBodyType::RIGID: { RigidBody3D *body = memnew(RigidBody3D); body->set_mass(mass); body->set_linear_velocity(linear_velocity); body->set_angular_velocity(angular_velocity); body->set_inertia(inertia_diagonal); body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM); body->set_center_of_mass(center_of_mass); return body; } case PhysicsBodyType::STATIC: { StaticBody3D *body = memnew(StaticBody3D); return body; } case PhysicsBodyType::TRIGGER: { Area3D *body = memnew(Area3D); return body; } } // Unreachable, the switch cases handle all values the enum can take. // Omitting this works on Clang but not GCC or MSVC. If reached, it's UB. return nullptr; } Ref GLTFPhysicsBody::from_dictionary(const Dictionary p_dictionary) { Ref physics_body; physics_body.instantiate(); Dictionary motion; if (p_dictionary.has("motion")) { motion = p_dictionary["motion"]; #ifndef DISABLE_DEPRECATED } else { motion = p_dictionary; #endif // DISABLE_DEPRECATED } if (motion.has("type")) { // Read the body type. This representation sits between glTF's and Godot's physics nodes. // While we may only read "static", "kinematic", or "dynamic" from a valid glTF file, we // want to allow another extension to override this to another Godot node type mid-import. // For example, a vehicle extension may want to override the body type to "vehicle" // so Godot generates a VehicleBody3D node. Therefore we distinguish by importing // "dynamic" as "rigid", and "kinematic" as "animatable", in the GLTFPhysicsBody code. String body_type_string = motion["type"]; if (body_type_string == "static") { physics_body->body_type = PhysicsBodyType::STATIC; } else if (body_type_string == "kinematic") { physics_body->body_type = PhysicsBodyType::ANIMATABLE; } else if (body_type_string == "dynamic") { physics_body->body_type = PhysicsBodyType::RIGID; #ifndef DISABLE_DEPRECATED } else if (body_type_string == "character") { physics_body->body_type = PhysicsBodyType::CHARACTER; } else if (body_type_string == "rigid") { physics_body->body_type = PhysicsBodyType::RIGID; } else if (body_type_string == "vehicle") { physics_body->body_type = PhysicsBodyType::VEHICLE; } else if (body_type_string == "trigger") { physics_body->body_type = PhysicsBodyType::TRIGGER; #endif // DISABLE_DEPRECATED } else { ERR_PRINT("Error parsing GLTF physics body: The body type in the GLTF file \"" + body_type_string + "\" was not recognized."); } } if (motion.has("mass")) { physics_body->mass = motion["mass"]; } if (motion.has("linearVelocity")) { const Array &arr = motion["linearVelocity"]; if (arr.size() == 3) { physics_body->set_linear_velocity(Vector3(arr[0], arr[1], arr[2])); } else { ERR_PRINT("Error parsing GLTF physics body: The linear velocity vector must have exactly 3 numbers."); } } if (motion.has("angularVelocity")) { const Array &arr = motion["angularVelocity"]; if (arr.size() == 3) { physics_body->set_angular_velocity(Vector3(arr[0], arr[1], arr[2])); } else { ERR_PRINT("Error parsing GLTF physics body: The angular velocity vector must have exactly 3 numbers."); } } if (motion.has("centerOfMass")) { const Array &arr = motion["centerOfMass"]; if (arr.size() == 3) { physics_body->set_center_of_mass(Vector3(arr[0], arr[1], arr[2])); } else { ERR_PRINT("Error parsing GLTF physics body: The center of mass vector must have exactly 3 numbers."); } } if (motion.has("inertiaDiagonal")) { const Array &arr = motion["inertiaDiagonal"]; if (arr.size() == 3) { physics_body->set_inertia_diagonal(Vector3(arr[0], arr[1], arr[2])); } else { ERR_PRINT("Error parsing GLTF physics body: The inertia diagonal vector must have exactly 3 numbers."); } } if (motion.has("inertiaOrientation")) { const Array &arr = motion["inertiaOrientation"]; if (arr.size() == 4) { physics_body->set_inertia_orientation(Quaternion(arr[0], arr[1], arr[2], arr[3])); } else { ERR_PRINT("Error parsing GLTF physics body: The inertia orientation quaternion must have exactly 4 numbers."); } } return physics_body; } Dictionary GLTFPhysicsBody::to_dictionary() const { Dictionary ret; if (body_type == PhysicsBodyType::TRIGGER) { // The equivalent of a Godot Area3D node in glTF is a node that // defines that it is a trigger, but does not have a shape. Dictionary trigger; ret["trigger"] = trigger; return ret; } // All non-trigger body types are defined using the motion property. Dictionary motion; // When stored in memory, the body type can correspond to a Godot // node type. However, when exporting to glTF, we need to squash // this down to one of "static", "kinematic", or "dynamic". if (body_type == PhysicsBodyType::STATIC) { motion["type"] = "static"; } else if (body_type == PhysicsBodyType::ANIMATABLE || body_type == PhysicsBodyType::CHARACTER) { motion["type"] = "kinematic"; } else { motion["type"] = "dynamic"; } if (mass != 1.0) { motion["mass"] = mass; } if (linear_velocity != Vector3()) { Array velocity_array; velocity_array.resize(3); velocity_array[0] = linear_velocity.x; velocity_array[1] = linear_velocity.y; velocity_array[2] = linear_velocity.z; motion["linearVelocity"] = velocity_array; } if (angular_velocity != Vector3()) { Array velocity_array; velocity_array.resize(3); velocity_array[0] = angular_velocity.x; velocity_array[1] = angular_velocity.y; velocity_array[2] = angular_velocity.z; motion["angularVelocity"] = velocity_array; } if (center_of_mass != Vector3()) { Array center_of_mass_array; center_of_mass_array.resize(3); center_of_mass_array[0] = center_of_mass.x; center_of_mass_array[1] = center_of_mass.y; center_of_mass_array[2] = center_of_mass.z; motion["centerOfMass"] = center_of_mass_array; } if (inertia_diagonal != Vector3()) { Array inertia_array; inertia_array.resize(3); inertia_array[0] = inertia_diagonal[0]; inertia_array[1] = inertia_diagonal[1]; inertia_array[2] = inertia_diagonal[2]; motion["inertiaDiagonal"] = inertia_array; } if (inertia_orientation != Quaternion()) { Array inertia_array; inertia_array.resize(4); inertia_array[0] = inertia_orientation[0]; inertia_array[1] = inertia_orientation[1]; inertia_array[2] = inertia_orientation[2]; inertia_array[3] = inertia_orientation[3]; motion["inertiaDiagonal"] = inertia_array; } ret["motion"] = motion; return ret; }