1/**************************************************************************/
2/* gltf_physics_shape.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 */
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25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef GLTF_PHYSICS_SHAPE_H
32#define GLTF_PHYSICS_SHAPE_H
33
34#include "../../gltf_defines.h"
35
36#include "scene/3d/collision_shape_3d.h"
37
38class ImporterMesh;
39
40// GLTFPhysicsShape is an intermediary between OMI_collider and Godot's collision shape nodes.
41// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_collider
42
43class GLTFPhysicsShape : public Resource {
44 GDCLASS(GLTFPhysicsShape, Resource)
45
46protected:
47 static void _bind_methods();
48
49private:
50 String shape_type;
51 Vector3 size = Vector3(1.0, 1.0, 1.0);
52 real_t radius = 0.5;
53 real_t height = 2.0;
54 bool is_trigger = false;
55 GLTFMeshIndex mesh_index = -1;
56 Ref<ImporterMesh> importer_mesh = nullptr;
57 // Internal only, for caching Godot shape resources. Used in `to_node`.
58 Ref<Shape3D> _shape_cache = nullptr;
59
60public:
61 String get_shape_type() const;
62 void set_shape_type(String p_shape_type);
63
64 Vector3 get_size() const;
65 void set_size(Vector3 p_size);
66
67 real_t get_radius() const;
68 void set_radius(real_t p_radius);
69
70 real_t get_height() const;
71 void set_height(real_t p_height);
72
73 bool get_is_trigger() const;
74 void set_is_trigger(bool p_is_trigger);
75
76 GLTFMeshIndex get_mesh_index() const;
77 void set_mesh_index(GLTFMeshIndex p_mesh_index);
78
79 Ref<ImporterMesh> get_importer_mesh() const;
80 void set_importer_mesh(Ref<ImporterMesh> p_importer_mesh);
81
82 static Ref<GLTFPhysicsShape> from_node(const CollisionShape3D *p_shape_node);
83 CollisionShape3D *to_node(bool p_cache_shapes = false);
84
85 static Ref<GLTFPhysicsShape> from_dictionary(const Dictionary p_dictionary);
86 Dictionary to_dictionary() const;
87};
88
89#endif // GLTF_PHYSICS_SHAPE_H
90