1/**************************************************************************/
2/* gltf_physics_body.h */
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#ifndef GLTF_PHYSICS_BODY_H
32#define GLTF_PHYSICS_BODY_H
33
34#include "scene/3d/physics_body_3d.h"
35
36// GLTFPhysicsBody is an intermediary between OMI_physics_body and Godot's physics body nodes.
37// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body
38
39class GLTFPhysicsBody : public Resource {
40 GDCLASS(GLTFPhysicsBody, Resource)
41
42protected:
43 static void _bind_methods();
44
45private:
46 String body_type = "static";
47 real_t mass = 1.0;
48 Vector3 linear_velocity;
49 Vector3 angular_velocity;
50 Vector3 center_of_mass;
51 Basis inertia_tensor = Basis(0, 0, 0, 0, 0, 0, 0, 0, 0);
52
53public:
54 String get_body_type() const;
55 void set_body_type(String p_body_type);
56
57 real_t get_mass() const;
58 void set_mass(real_t p_mass);
59
60 Vector3 get_linear_velocity() const;
61 void set_linear_velocity(Vector3 p_linear_velocity);
62
63 Vector3 get_angular_velocity() const;
64 void set_angular_velocity(Vector3 p_angular_velocity);
65
66 Vector3 get_center_of_mass() const;
67 void set_center_of_mass(const Vector3 &p_center_of_mass);
68
69 Basis get_inertia_tensor() const;
70 void set_inertia_tensor(Basis p_inertia_tensor);
71
72 static Ref<GLTFPhysicsBody> from_node(const CollisionObject3D *p_body_node);
73 CollisionObject3D *to_node() const;
74
75 static Ref<GLTFPhysicsBody> from_dictionary(const Dictionary p_dictionary);
76 Dictionary to_dictionary() const;
77};
78
79#endif // GLTF_PHYSICS_BODY_H
80