diff options
Diffstat (limited to 'modules/gltf/extensions/physics/gltf_document_extension_physics.cpp')
-rw-r--r-- | modules/gltf/extensions/physics/gltf_document_extension_physics.cpp | 316 |
1 files changed, 241 insertions, 75 deletions
diff --git a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp index 2ba5123c31..37b8ae0634 100644 --- a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp +++ b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp @@ -34,13 +34,26 @@ // Import process. Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) { - if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body")) { + if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body") && !p_extensions.has("OMI_physics_shape")) { return ERR_SKIP; } Dictionary state_json = p_state->get_json(); if (state_json.has("extensions")) { Dictionary state_extensions = state_json["extensions"]; - if (state_extensions.has("OMI_collider")) { + if (state_extensions.has("OMI_physics_shape")) { + Dictionary omi_physics_shape_ext = state_extensions["OMI_physics_shape"]; + if (omi_physics_shape_ext.has("shapes")) { + Array state_shape_dicts = omi_physics_shape_ext["shapes"]; + if (state_shape_dicts.size() > 0) { + Array state_shapes; + for (int i = 0; i < state_shape_dicts.size(); i++) { + state_shapes.push_back(GLTFPhysicsShape::from_dictionary(state_shape_dicts[i])); + } + p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_shapes); + } + } +#ifndef DISABLE_DEPRECATED + } else if (state_extensions.has("OMI_collider")) { Dictionary omi_collider_ext = state_extensions["OMI_collider"]; if (omi_collider_ext.has("colliders")) { Array state_collider_dicts = omi_collider_ext["colliders"]; @@ -49,9 +62,10 @@ Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vec for (int i = 0; i < state_collider_dicts.size(); i++) { state_colliders.push_back(GLTFPhysicsShape::from_dictionary(state_collider_dicts[i])); } - p_state->set_additional_data("GLTFPhysicsShapes", state_colliders); + p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_colliders); } } +#endif // DISABLE_DEPRECATED } } return OK; @@ -61,49 +75,87 @@ Vector<String> GLTFDocumentExtensionPhysics::get_supported_extensions() { Vector<String> ret; ret.push_back("OMI_collider"); ret.push_back("OMI_physics_body"); + ret.push_back("OMI_physics_shape"); return ret; } Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) { +#ifndef DISABLE_DEPRECATED if (p_extensions.has("OMI_collider")) { Dictionary node_collider_ext = p_extensions["OMI_collider"]; if (node_collider_ext.has("collider")) { // "collider" is the index of the collider in the state colliders array. int node_collider_index = node_collider_ext["collider"]; - Array state_colliders = p_state->get_additional_data("GLTFPhysicsShapes"); + Array state_colliders = p_state->get_additional_data(StringName("GLTFPhysicsShapes")); ERR_FAIL_INDEX_V_MSG(node_collider_index, state_colliders.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the collider index " + itos(node_collider_index) + " is not in the state colliders (size: " + itos(state_colliders.size()) + ")."); p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), state_colliders[node_collider_index]); } else { - p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(p_extensions["OMI_collider"])); + p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(node_collider_ext)); } } +#endif // DISABLE_DEPRECATED if (p_extensions.has("OMI_physics_body")) { - p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(p_extensions["OMI_physics_body"])); + Dictionary physics_body_ext = p_extensions["OMI_physics_body"]; + if (physics_body_ext.has("collider")) { + Dictionary node_collider = physics_body_ext["collider"]; + // "shape" is the index of the shape in the state shapes array. + int node_shape_index = node_collider.get("shape", -1); + if (node_shape_index != -1) { + Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes")); + ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ")."); + p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), state_shapes[node_shape_index]); + } else { + // If this node is a collider but does not have a collider + // shape, then it only serves to combine together shapes. + p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundCollider"), true); + } + } + if (physics_body_ext.has("trigger")) { + Dictionary node_trigger = physics_body_ext["trigger"]; + // "shape" is the index of the shape in the state shapes array. + int node_shape_index = node_trigger.get("shape", -1); + if (node_shape_index != -1) { + Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes")); + ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "GLTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ")."); + p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), state_shapes[node_shape_index]); + } else { + // If this node is a trigger but does not have a trigger shape, + // then it's a trigger body, what Godot calls an Area3D node. + Ref<GLTFPhysicsBody> trigger_body; + trigger_body.instantiate(); + trigger_body->set_body_type("trigger"); + p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), trigger_body); + } + } + if (physics_body_ext.has("motion") || physics_body_ext.has("type")) { + p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(physics_body_ext)); + } } return OK; } -void _setup_collider_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_collider) { - GLTFMeshIndex collider_mesh_index = p_collider->get_mesh_index(); - if (collider_mesh_index == -1) { - return; // No mesh for this collider. +void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_gltf_shape) { + GLTFMeshIndex shape_mesh_index = p_gltf_shape->get_mesh_index(); + if (shape_mesh_index == -1) { + return; // No mesh for this shape. } - Ref<ImporterMesh> importer_mesh = p_collider->get_importer_mesh(); + Ref<ImporterMesh> importer_mesh = p_gltf_shape->get_importer_mesh(); if (importer_mesh.is_valid()) { return; // The mesh resource is already set up. } TypedArray<GLTFMesh> state_meshes = p_state->get_meshes(); - ERR_FAIL_INDEX_MSG(collider_mesh_index, state_meshes.size(), "GLTF Physics: When importing '" + p_state->get_scene_name() + "', the collider mesh index " + itos(collider_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ")."); - Ref<GLTFMesh> gltf_mesh = state_meshes[collider_mesh_index]; + ERR_FAIL_INDEX_MSG(shape_mesh_index, state_meshes.size(), "GLTF Physics: When importing '" + p_state->get_scene_name() + "', the shape mesh index " + itos(shape_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ")."); + Ref<GLTFMesh> gltf_mesh = state_meshes[shape_mesh_index]; ERR_FAIL_COND(gltf_mesh.is_null()); importer_mesh = gltf_mesh->get_mesh(); ERR_FAIL_COND(importer_mesh.is_null()); - p_collider->set_importer_mesh(importer_mesh); + p_gltf_shape->set_importer_mesh(importer_mesh); } -CollisionObject3D *_generate_collision_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_collider, Ref<GLTFPhysicsBody> p_physics_body) { - print_verbose("glTF: Creating collision for: " + p_gltf_node->get_name()); - bool is_trigger = p_collider->get_is_trigger(); +#ifndef DISABLE_DEPRECATED +CollisionObject3D *_generate_shape_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, Ref<GLTFPhysicsBody> p_physics_body) { + print_verbose("glTF: Creating shape with body for: " + p_gltf_node->get_name()); + bool is_trigger = p_physics_shape->get_is_trigger(); // This method is used for the case where we must generate a parent body. // This is can happen for multiple reasons. One possibility is that this // GLTF file is using OMI_collider but not OMI_physics_body, or at least @@ -113,10 +165,10 @@ CollisionObject3D *_generate_collision_with_body(Ref<GLTFState> p_state, Ref<GLT if (p_physics_body.is_valid()) { // This code is run when the physics body is on the same GLTF node. body = p_physics_body->to_node(); - if (is_trigger != (p_physics_body->get_body_type() == "trigger")) { + if (is_trigger && (p_physics_body->get_body_type() != "trigger")) { // Edge case: If the body's trigger and the collider's trigger // are in disagreement, we need to create another new body. - CollisionObject3D *child = _generate_collision_with_body(p_state, p_gltf_node, p_collider, nullptr); + CollisionObject3D *child = _generate_shape_with_body(p_state, p_gltf_node, p_physics_shape, nullptr); child->set_name(p_gltf_node->get_name() + (is_trigger ? String("Trigger") : String("Solid"))); body->add_child(child); return body; @@ -126,33 +178,131 @@ CollisionObject3D *_generate_collision_with_body(Ref<GLTFState> p_state, Ref<GLT } else { body = memnew(StaticBody3D); } - CollisionShape3D *shape = p_collider->to_node(); + CollisionShape3D *shape = p_physics_shape->to_node(); shape->set_name(p_gltf_node->get_name() + "Shape"); body->add_child(shape); return body; } +#endif // DISABLE_DEPRECATED + +CollisionObject3D *_get_ancestor_collision_object(Node *p_scene_parent) { + // Note: Despite the name of the method, at the moment this only checks + // the direct parent. Only check more later if Godot adds support for it. + if (p_scene_parent) { + CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_scene_parent); + if (likely(co)) { + return co; + } + } + return nullptr; +} + +Node3D *_generate_shape_node_and_body_if_needed(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, CollisionObject3D *p_col_object, bool p_is_trigger) { + // If we need to generate a body node, do so. + CollisionObject3D *body_node = nullptr; + if (p_is_trigger || p_physics_shape->get_is_trigger()) { + // If the shape wants to be a trigger but it doesn't + // have an Area3D parent, we need to make one. + if (!Object::cast_to<Area3D>(p_col_object)) { + body_node = memnew(Area3D); + } + } else { + if (!Object::cast_to<PhysicsBody3D>(p_col_object)) { + body_node = memnew(StaticBody3D); + } + } + // Generate the shape node. + _setup_shape_mesh_resource_from_index_if_needed(p_state, p_physics_shape); + CollisionShape3D *shape_node = p_physics_shape->to_node(true); + if (body_node) { + shape_node->set_name(p_gltf_node->get_name() + "Shape"); + body_node->add_child(shape_node); + return body_node; + } + return shape_node; +} + +// Either add the child to the parent, or return the child if there is no parent. +Node3D *_add_physics_node_to_given_node(Node3D *p_current_node, Node3D *p_child, Ref<GLTFNode> p_gltf_node) { + if (!p_current_node) { + return p_child; + } + String suffix; + if (Object::cast_to<CollisionShape3D>(p_child)) { + suffix = "Shape"; + } else if (Object::cast_to<Area3D>(p_child)) { + suffix = "Trigger"; + } else { + suffix = "Collider"; + } + p_child->set_name(p_gltf_node->get_name() + suffix); + p_current_node->add_child(p_child); + return p_current_node; +} Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) { - Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); - Ref<GLTFPhysicsShape> collider = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); - if (collider.is_valid()) { - _setup_collider_mesh_resource_from_index_if_needed(p_state, collider); - // If the collider has the correct type of parent, we just return one node. - if (collider->get_is_trigger()) { - if (Object::cast_to<Area3D>(p_scene_parent)) { - return collider->to_node(true); + Ref<GLTFPhysicsBody> gltf_physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); +#ifndef DISABLE_DEPRECATED + // This deprecated code handles OMI_collider (which we internally name "GLTFPhysicsShape"). + Ref<GLTFPhysicsShape> gltf_physics_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); + if (gltf_physics_shape.is_valid()) { + _setup_shape_mesh_resource_from_index_if_needed(p_state, gltf_physics_shape); + // If this GLTF node specifies both a shape and a body, generate both. + if (gltf_physics_body.is_valid()) { + return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, gltf_physics_body); + } + CollisionObject3D *ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent); + if (gltf_physics_shape->get_is_trigger()) { + // If the shape wants to be a trigger and it already has a + // trigger parent, we only need to make the shape node. + if (Object::cast_to<Area3D>(ancestor_col_obj)) { + return gltf_physics_shape->to_node(true); } - } else { - if (Object::cast_to<PhysicsBody3D>(p_scene_parent)) { - return collider->to_node(true); + } else if (ancestor_col_obj != nullptr) { + // If the shape has a valid parent, only make the shape node. + return gltf_physics_shape->to_node(true); + } + // Otherwise, we need to create a new body. + return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, nullptr); + } +#endif // DISABLE_DEPRECATED + Node3D *ret = nullptr; + CollisionObject3D *ancestor_col_obj = nullptr; + if (gltf_physics_body.is_valid()) { + ancestor_col_obj = gltf_physics_body->to_node(); + ret = ancestor_col_obj; + } else { + ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent); + if (!Object::cast_to<PhysicsBody3D>(ancestor_col_obj)) { + if (p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundCollider"))) { + // If the GLTF file wants this node to group solid shapes together, + // and there is no parent body, we need to create a static body. + ancestor_col_obj = memnew(StaticBody3D); + ret = ancestor_col_obj; } } - return _generate_collision_with_body(p_state, p_gltf_node, collider, physics_body); } - if (physics_body.is_valid()) { - return physics_body->to_node(); + // Add the shapes to the tree. When an ancestor body is present, use it. + // If an explicit body was specified, it has already been generated and + // set above. If there is no ancestor body, we will either generate an + // Area3D or StaticBody3D implicitly, so prefer an Area3D as the base + // node for best compatibility with signal connections to this node. + Ref<GLTFPhysicsShape> gltf_physics_collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape")); + Ref<GLTFPhysicsShape> gltf_physics_trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape")); + bool is_ancestor_col_obj_solid = Object::cast_to<PhysicsBody3D>(ancestor_col_obj); + if (is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) { + Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false); + ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); } - return nullptr; + if (gltf_physics_trigger_shape.is_valid()) { + Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_trigger_shape, ancestor_col_obj, true); + ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); + } + if (!is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) { + Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false); + ret = _add_physics_node_to_given_node(ret, child, p_gltf_node); + } + return ret; } // Export process. @@ -202,22 +352,26 @@ GLTFMeshIndex _get_or_insert_mesh_in_state(Ref<GLTFState> p_state, Ref<ImporterM void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) { if (cast_to<CollisionShape3D>(p_scene_node)) { - CollisionShape3D *shape = Object::cast_to<CollisionShape3D>(p_scene_node); - Ref<GLTFPhysicsShape> collider = GLTFPhysicsShape::from_node(shape); + CollisionShape3D *godot_shape = Object::cast_to<CollisionShape3D>(p_scene_node); + Ref<GLTFPhysicsShape> gltf_shape = GLTFPhysicsShape::from_node(godot_shape); { - Ref<ImporterMesh> importer_mesh = collider->get_importer_mesh(); + Ref<ImporterMesh> importer_mesh = gltf_shape->get_importer_mesh(); if (importer_mesh.is_valid()) { - collider->set_mesh_index(_get_or_insert_mesh_in_state(p_state, importer_mesh)); + gltf_shape->set_mesh_index(_get_or_insert_mesh_in_state(p_state, importer_mesh)); } } - p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), collider); + if (cast_to<Area3D>(_get_ancestor_collision_object(p_scene_node))) { + p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), gltf_shape); + } else { + p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), gltf_shape); + } } else if (cast_to<CollisionObject3D>(p_scene_node)) { - CollisionObject3D *body = Object::cast_to<CollisionObject3D>(p_scene_node); - p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_node(body)); + CollisionObject3D *godot_body = Object::cast_to<CollisionObject3D>(p_scene_node); + p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_node(godot_body)); } } -Array _get_or_create_state_colliders_in_state(Ref<GLTFState> p_state) { +Array _get_or_create_state_shapes_in_state(Ref<GLTFState> p_state) { Dictionary state_json = p_state->get_json(); Dictionary state_extensions; if (state_json.has("extensions")) { @@ -225,48 +379,60 @@ Array _get_or_create_state_colliders_in_state(Ref<GLTFState> p_state) { } else { state_json["extensions"] = state_extensions; } - Dictionary omi_collider_ext; - if (state_extensions.has("OMI_collider")) { - omi_collider_ext = state_extensions["OMI_collider"]; + Dictionary omi_physics_shape_ext; + if (state_extensions.has("OMI_physics_shape")) { + omi_physics_shape_ext = state_extensions["OMI_physics_shape"]; } else { - state_extensions["OMI_collider"] = omi_collider_ext; - p_state->add_used_extension("OMI_collider"); + state_extensions["OMI_physics_shape"] = omi_physics_shape_ext; + p_state->add_used_extension("OMI_physics_shape"); } - Array state_colliders; - if (omi_collider_ext.has("colliders")) { - state_colliders = omi_collider_ext["colliders"]; + Array state_shapes; + if (omi_physics_shape_ext.has("shapes")) { + state_shapes = omi_physics_shape_ext["shapes"]; } else { - omi_collider_ext["colliders"] = state_colliders; + omi_physics_shape_ext["shapes"] = state_shapes; + } + return state_shapes; +} + +Dictionary _export_node_shape(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_physics_shape) { + Array state_shapes = _get_or_create_state_shapes_in_state(p_state); + int size = state_shapes.size(); + Dictionary shape_property; + Dictionary shape_dict = p_physics_shape->to_dictionary(); + for (int i = 0; i < size; i++) { + Dictionary other = state_shapes[i]; + if (other == shape_dict) { + // De-duplication: If we already have an identical shape, + // set the shape index to the existing one and return. + shape_property["shape"] = i; + return shape_property; + } } - return state_colliders; + // If we don't have an identical shape, add it to the array. + state_shapes.push_back(shape_dict); + shape_property["shape"] = size; + return shape_property; } Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) { - Dictionary node_extensions = r_node_json["extensions"]; + Dictionary physics_body_ext; Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody")); if (physics_body.is_valid()) { - node_extensions["OMI_physics_body"] = physics_body->to_dictionary(); - p_state->add_used_extension("OMI_physics_body"); + physics_body_ext = physics_body->to_dictionary(); } - Ref<GLTFPhysicsShape> collider = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape")); - if (collider.is_valid()) { - Array state_colliders = _get_or_create_state_colliders_in_state(p_state); - int size = state_colliders.size(); - Dictionary omi_collider_ext; - node_extensions["OMI_collider"] = omi_collider_ext; - Dictionary collider_dict = collider->to_dictionary(); - for (int i = 0; i < size; i++) { - Dictionary other = state_colliders[i]; - if (other == collider_dict) { - // De-duplication: If we already have an identical collider, - // set the collider index to the existing one and return. - omi_collider_ext["collider"] = i; - return OK; - } - } - // If we don't have an identical collider, add it to the array. - state_colliders.push_back(collider_dict); - omi_collider_ext["collider"] = size; + Ref<GLTFPhysicsShape> collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape")); + if (collider_shape.is_valid()) { + physics_body_ext["collider"] = _export_node_shape(p_state, collider_shape); + } + Ref<GLTFPhysicsShape> trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape")); + if (trigger_shape.is_valid()) { + physics_body_ext["trigger"] = _export_node_shape(p_state, trigger_shape); + } + if (!physics_body_ext.is_empty()) { + Dictionary node_extensions = r_node_json["extensions"]; + node_extensions["OMI_physics_body"] = physics_body_ext; + p_state->add_used_extension("OMI_physics_body"); } return OK; } |