| 1 | /**************************************************************************/ |
| 2 | /* gltf_physics_body.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "gltf_physics_body.h" |
| 32 | |
| 33 | #include "scene/3d/area_3d.h" |
| 34 | #include "scene/3d/vehicle_body_3d.h" |
| 35 | |
| 36 | void GLTFPhysicsBody::_bind_methods() { |
| 37 | ClassDB::bind_static_method("GLTFPhysicsBody" , D_METHOD("from_node" , "body_node" ), &GLTFPhysicsBody::from_node); |
| 38 | ClassDB::bind_method(D_METHOD("to_node" ), &GLTFPhysicsBody::to_node); |
| 39 | |
| 40 | ClassDB::bind_static_method("GLTFPhysicsBody" , D_METHOD("from_dictionary" , "dictionary" ), &GLTFPhysicsBody::from_dictionary); |
| 41 | ClassDB::bind_method(D_METHOD("to_dictionary" ), &GLTFPhysicsBody::to_dictionary); |
| 42 | |
| 43 | ClassDB::bind_method(D_METHOD("get_body_type" ), &GLTFPhysicsBody::get_body_type); |
| 44 | ClassDB::bind_method(D_METHOD("set_body_type" , "body_type" ), &GLTFPhysicsBody::set_body_type); |
| 45 | ClassDB::bind_method(D_METHOD("get_mass" ), &GLTFPhysicsBody::get_mass); |
| 46 | ClassDB::bind_method(D_METHOD("set_mass" , "mass" ), &GLTFPhysicsBody::set_mass); |
| 47 | ClassDB::bind_method(D_METHOD("get_linear_velocity" ), &GLTFPhysicsBody::get_linear_velocity); |
| 48 | ClassDB::bind_method(D_METHOD("set_linear_velocity" , "linear_velocity" ), &GLTFPhysicsBody::set_linear_velocity); |
| 49 | ClassDB::bind_method(D_METHOD("get_angular_velocity" ), &GLTFPhysicsBody::get_angular_velocity); |
| 50 | ClassDB::bind_method(D_METHOD("set_angular_velocity" , "angular_velocity" ), &GLTFPhysicsBody::set_angular_velocity); |
| 51 | ClassDB::bind_method(D_METHOD("get_center_of_mass" ), &GLTFPhysicsBody::get_center_of_mass); |
| 52 | ClassDB::bind_method(D_METHOD("set_center_of_mass" , "center_of_mass" ), &GLTFPhysicsBody::set_center_of_mass); |
| 53 | ClassDB::bind_method(D_METHOD("get_inertia_tensor" ), &GLTFPhysicsBody::get_inertia_tensor); |
| 54 | ClassDB::bind_method(D_METHOD("set_inertia_tensor" , "inertia_tensor" ), &GLTFPhysicsBody::set_inertia_tensor); |
| 55 | |
| 56 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "body_type" ), "set_body_type" , "get_body_type" ); |
| 57 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass" ), "set_mass" , "get_mass" ); |
| 58 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity" ), "set_linear_velocity" , "get_linear_velocity" ); |
| 59 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity" ), "set_angular_velocity" , "get_angular_velocity" ); |
| 60 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass" ), "set_center_of_mass" , "get_center_of_mass" ); |
| 61 | ADD_PROPERTY(PropertyInfo(Variant::BASIS, "inertia_tensor" ), "set_inertia_tensor" , "get_inertia_tensor" ); |
| 62 | } |
| 63 | |
| 64 | String GLTFPhysicsBody::get_body_type() const { |
| 65 | return body_type; |
| 66 | } |
| 67 | |
| 68 | void GLTFPhysicsBody::set_body_type(String p_body_type) { |
| 69 | body_type = p_body_type; |
| 70 | } |
| 71 | |
| 72 | real_t GLTFPhysicsBody::get_mass() const { |
| 73 | return mass; |
| 74 | } |
| 75 | |
| 76 | void GLTFPhysicsBody::set_mass(real_t p_mass) { |
| 77 | mass = p_mass; |
| 78 | } |
| 79 | |
| 80 | Vector3 GLTFPhysicsBody::get_linear_velocity() const { |
| 81 | return linear_velocity; |
| 82 | } |
| 83 | |
| 84 | void GLTFPhysicsBody::set_linear_velocity(Vector3 p_linear_velocity) { |
| 85 | linear_velocity = p_linear_velocity; |
| 86 | } |
| 87 | |
| 88 | Vector3 GLTFPhysicsBody::get_angular_velocity() const { |
| 89 | return angular_velocity; |
| 90 | } |
| 91 | |
| 92 | void GLTFPhysicsBody::set_angular_velocity(Vector3 p_angular_velocity) { |
| 93 | angular_velocity = p_angular_velocity; |
| 94 | } |
| 95 | |
| 96 | Vector3 GLTFPhysicsBody::get_center_of_mass() const { |
| 97 | return center_of_mass; |
| 98 | } |
| 99 | |
| 100 | void GLTFPhysicsBody::set_center_of_mass(const Vector3 &p_center_of_mass) { |
| 101 | center_of_mass = p_center_of_mass; |
| 102 | } |
| 103 | |
| 104 | Basis GLTFPhysicsBody::get_inertia_tensor() const { |
| 105 | return inertia_tensor; |
| 106 | } |
| 107 | |
| 108 | void GLTFPhysicsBody::set_inertia_tensor(Basis p_inertia_tensor) { |
| 109 | inertia_tensor = p_inertia_tensor; |
| 110 | } |
| 111 | |
| 112 | Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_node(const CollisionObject3D *p_body_node) { |
| 113 | Ref<GLTFPhysicsBody> physics_body; |
| 114 | physics_body.instantiate(); |
| 115 | ERR_FAIL_COND_V_MSG(!p_body_node, physics_body, "Tried to create a GLTFPhysicsBody from a CollisionObject3D node, but the given node was null." ); |
| 116 | if (cast_to<CharacterBody3D>(p_body_node)) { |
| 117 | physics_body->body_type = "character" ; |
| 118 | } else if (cast_to<AnimatableBody3D>(p_body_node)) { |
| 119 | physics_body->body_type = "kinematic" ; |
| 120 | } else if (cast_to<RigidBody3D>(p_body_node)) { |
| 121 | const RigidBody3D *body = cast_to<const RigidBody3D>(p_body_node); |
| 122 | physics_body->mass = body->get_mass(); |
| 123 | physics_body->linear_velocity = body->get_linear_velocity(); |
| 124 | physics_body->angular_velocity = body->get_angular_velocity(); |
| 125 | physics_body->center_of_mass = body->get_center_of_mass(); |
| 126 | Vector3 inertia_diagonal = body->get_inertia(); |
| 127 | physics_body->inertia_tensor = Basis(inertia_diagonal.x, 0, 0, 0, inertia_diagonal.y, 0, 0, 0, inertia_diagonal.z); |
| 128 | if (body->get_center_of_mass() != Vector3()) { |
| 129 | WARN_PRINT("GLTFPhysicsBody: This rigid body has a center of mass offset from the origin, which will be ignored when exporting to GLTF." ); |
| 130 | } |
| 131 | if (cast_to<VehicleBody3D>(p_body_node)) { |
| 132 | physics_body->body_type = "vehicle" ; |
| 133 | } else { |
| 134 | physics_body->body_type = "rigid" ; |
| 135 | } |
| 136 | } else if (cast_to<StaticBody3D>(p_body_node)) { |
| 137 | physics_body->body_type = "static" ; |
| 138 | } else if (cast_to<Area3D>(p_body_node)) { |
| 139 | physics_body->body_type = "trigger" ; |
| 140 | } |
| 141 | return physics_body; |
| 142 | } |
| 143 | |
| 144 | CollisionObject3D *GLTFPhysicsBody::to_node() const { |
| 145 | if (body_type == "character" ) { |
| 146 | CharacterBody3D *body = memnew(CharacterBody3D); |
| 147 | return body; |
| 148 | } |
| 149 | if (body_type == "kinematic" ) { |
| 150 | AnimatableBody3D *body = memnew(AnimatableBody3D); |
| 151 | return body; |
| 152 | } |
| 153 | if (body_type == "vehicle" ) { |
| 154 | VehicleBody3D *body = memnew(VehicleBody3D); |
| 155 | body->set_mass(mass); |
| 156 | body->set_linear_velocity(linear_velocity); |
| 157 | body->set_angular_velocity(angular_velocity); |
| 158 | body->set_inertia(inertia_tensor.get_main_diagonal()); |
| 159 | body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM); |
| 160 | body->set_center_of_mass(center_of_mass); |
| 161 | return body; |
| 162 | } |
| 163 | if (body_type == "rigid" ) { |
| 164 | RigidBody3D *body = memnew(RigidBody3D); |
| 165 | body->set_mass(mass); |
| 166 | body->set_linear_velocity(linear_velocity); |
| 167 | body->set_angular_velocity(angular_velocity); |
| 168 | body->set_inertia(inertia_tensor.get_main_diagonal()); |
| 169 | body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM); |
| 170 | body->set_center_of_mass(center_of_mass); |
| 171 | return body; |
| 172 | } |
| 173 | if (body_type == "static" ) { |
| 174 | StaticBody3D *body = memnew(StaticBody3D); |
| 175 | return body; |
| 176 | } |
| 177 | if (body_type == "trigger" ) { |
| 178 | Area3D *body = memnew(Area3D); |
| 179 | return body; |
| 180 | } |
| 181 | ERR_FAIL_V_MSG(nullptr, "Error converting GLTFPhysicsBody to a node: Body type '" + body_type + "' is unknown." ); |
| 182 | } |
| 183 | |
| 184 | Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_dictionary) { |
| 185 | Ref<GLTFPhysicsBody> physics_body; |
| 186 | physics_body.instantiate(); |
| 187 | ERR_FAIL_COND_V_MSG(!p_dictionary.has("type" ), physics_body, "Failed to parse GLTF physics body, missing required field 'type'." ); |
| 188 | const String &body_type = p_dictionary["type" ]; |
| 189 | physics_body->body_type = body_type; |
| 190 | |
| 191 | if (p_dictionary.has("mass" )) { |
| 192 | physics_body->mass = p_dictionary["mass" ]; |
| 193 | } |
| 194 | if (p_dictionary.has("linearVelocity" )) { |
| 195 | const Array &arr = p_dictionary["linearVelocity" ]; |
| 196 | if (arr.size() == 3) { |
| 197 | physics_body->set_linear_velocity(Vector3(arr[0], arr[1], arr[2])); |
| 198 | } else { |
| 199 | ERR_PRINT("Error parsing GLTF physics body: The linear velocity vector must have exactly 3 numbers." ); |
| 200 | } |
| 201 | } |
| 202 | if (p_dictionary.has("angularVelocity" )) { |
| 203 | const Array &arr = p_dictionary["angularVelocity" ]; |
| 204 | if (arr.size() == 3) { |
| 205 | physics_body->set_angular_velocity(Vector3(arr[0], arr[1], arr[2])); |
| 206 | } else { |
| 207 | ERR_PRINT("Error parsing GLTF physics body: The angular velocity vector must have exactly 3 numbers." ); |
| 208 | } |
| 209 | } |
| 210 | if (p_dictionary.has("centerOfMass" )) { |
| 211 | const Array &arr = p_dictionary["centerOfMass" ]; |
| 212 | if (arr.size() == 3) { |
| 213 | physics_body->set_center_of_mass(Vector3(arr[0], arr[1], arr[2])); |
| 214 | } else { |
| 215 | ERR_PRINT("Error parsing GLTF physics body: The center of mass vector must have exactly 3 numbers." ); |
| 216 | } |
| 217 | } |
| 218 | if (p_dictionary.has("inertiaTensor" )) { |
| 219 | const Array &arr = p_dictionary["inertiaTensor" ]; |
| 220 | if (arr.size() == 9) { |
| 221 | // Only use the diagonal elements of the inertia tensor matrix (principal axes). |
| 222 | physics_body->set_inertia_tensor(Basis(arr[0], arr[1], arr[2], arr[3], arr[4], arr[5], arr[6], arr[7], arr[8])); |
| 223 | } else { |
| 224 | ERR_PRINT("Error parsing GLTF physics body: The inertia tensor must be a 3x3 matrix (9 number array)." ); |
| 225 | } |
| 226 | } |
| 227 | if (body_type != "character" && body_type != "kinematic" && body_type != "rigid" && body_type != "static" && body_type != "trigger" && body_type != "vehicle" ) { |
| 228 | ERR_PRINT("Error parsing GLTF physics body: Body type '" + body_type + "' is unknown." ); |
| 229 | } |
| 230 | return physics_body; |
| 231 | } |
| 232 | |
| 233 | Dictionary GLTFPhysicsBody::to_dictionary() const { |
| 234 | Dictionary d; |
| 235 | d["type" ] = body_type; |
| 236 | if (mass != 1.0) { |
| 237 | d["mass" ] = mass; |
| 238 | } |
| 239 | if (linear_velocity != Vector3()) { |
| 240 | Array velocity_array; |
| 241 | velocity_array.resize(3); |
| 242 | velocity_array[0] = linear_velocity.x; |
| 243 | velocity_array[1] = linear_velocity.y; |
| 244 | velocity_array[2] = linear_velocity.z; |
| 245 | d["linearVelocity" ] = velocity_array; |
| 246 | } |
| 247 | if (angular_velocity != Vector3()) { |
| 248 | Array velocity_array; |
| 249 | velocity_array.resize(3); |
| 250 | velocity_array[0] = angular_velocity.x; |
| 251 | velocity_array[1] = angular_velocity.y; |
| 252 | velocity_array[2] = angular_velocity.z; |
| 253 | d["angularVelocity" ] = velocity_array; |
| 254 | } |
| 255 | if (center_of_mass != Vector3()) { |
| 256 | Array center_of_mass_array; |
| 257 | center_of_mass_array.resize(3); |
| 258 | center_of_mass_array[0] = center_of_mass.x; |
| 259 | center_of_mass_array[1] = center_of_mass.y; |
| 260 | center_of_mass_array[2] = center_of_mass.z; |
| 261 | d["centerOfMass" ] = center_of_mass_array; |
| 262 | } |
| 263 | if (inertia_tensor != Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)) { |
| 264 | Array inertia_array; |
| 265 | inertia_array.resize(9); |
| 266 | inertia_array.fill(0.0); |
| 267 | inertia_array[0] = inertia_tensor[0][0]; |
| 268 | inertia_array[1] = inertia_tensor[0][1]; |
| 269 | inertia_array[2] = inertia_tensor[0][2]; |
| 270 | inertia_array[3] = inertia_tensor[1][0]; |
| 271 | inertia_array[4] = inertia_tensor[1][1]; |
| 272 | inertia_array[5] = inertia_tensor[1][2]; |
| 273 | inertia_array[6] = inertia_tensor[2][0]; |
| 274 | inertia_array[7] = inertia_tensor[2][1]; |
| 275 | inertia_array[8] = inertia_tensor[2][2]; |
| 276 | d["inertiaTensor" ] = inertia_array; |
| 277 | } |
| 278 | return d; |
| 279 | } |
| 280 | |