feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
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5459 changed files with 1128836 additions and 198305 deletions
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@ -31,8 +31,11 @@
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#include "gltf_document_extension_physics.h"
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#include "scene/3d/physics/area_3d.h"
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#include "scene/3d/physics/rigid_body_3d.h"
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#include "scene/3d/physics/static_body_3d.h"
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using GLTFShapeIndex = int64_t;
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// Import process.
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Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
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if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body") && !p_extensions.has("OMI_physics_shape")) {
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@ -88,7 +91,7 @@ Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state
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// "collider" is the index of the collider in the state colliders array.
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int node_collider_index = node_collider_ext["collider"];
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Array state_colliders = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), state_colliders[node_collider_index]);
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} else {
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(node_collider_ext));
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@ -103,8 +106,9 @@ Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state
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int node_shape_index = node_collider.get("shape", -1);
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if (node_shape_index != -1) {
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Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), state_shapes[node_shape_index]);
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShapeIndex"), node_shape_index);
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} else {
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// If this node is a collider but does not have a collider
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// shape, then it only serves to combine together shapes.
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@ -117,8 +121,9 @@ Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state
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int node_shape_index = node_trigger.get("shape", -1);
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if (node_shape_index != -1) {
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Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
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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()) + ").");
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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()) + ").");
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), state_shapes[node_shape_index]);
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"), node_shape_index);
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} else {
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// If this node is a trigger but does not have a trigger shape,
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// then it's a trigger body, what Godot calls an Area3D node.
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@ -129,8 +134,8 @@ Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state
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}
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// If this node defines explicit member shape nodes, save this information.
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if (node_trigger.has("nodes")) {
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Array node_trigger_nodes = node_trigger["nodes"];
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"), node_trigger_nodes);
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Array compound_trigger_nodes = node_trigger["nodes"];
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p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"), compound_trigger_nodes);
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}
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}
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if (physics_body_ext.has("motion") || physics_body_ext.has("type")) {
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@ -140,6 +145,144 @@ Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state
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return OK;
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}
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bool _will_gltf_shape_become_subnode(Ref<GLTFState> p_state, const Ref<GLTFNode> p_gltf_node, GLTFNodeIndex p_gltf_node_index) {
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if (p_gltf_node->has_additional_data(StringName("GLTFPhysicsBody"))) {
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return true;
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}
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const TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
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const GLTFNodeIndex parent_index = p_gltf_node->get_parent();
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if (parent_index == -1 || parent_index >= state_gltf_nodes.size()) {
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return true;
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}
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const Ref<GLTFNode> parent_gltf_node = state_gltf_nodes[parent_index];
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const Variant parent_body_maybe = parent_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
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if (parent_body_maybe.get_type() != Variant::NIL) {
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Ref<GLTFPhysicsBody> parent_body = parent_body_maybe;
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// If the parent matches the triggerness, then this node will be generated as a shape (CollisionShape3D).
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// Otherwise, if there is a mismatch, a body will be generated for this node, and a subnode will also be generated for the shape.
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if (parent_body->get_body_type() == "trigger") {
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return p_gltf_node->has_additional_data(StringName("GLTFPhysicsColliderShape"));
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} else {
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return p_gltf_node->has_additional_data(StringName("GLTFPhysicsTriggerShape"));
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}
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}
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if (parent_gltf_node->has_additional_data(StringName("GLTFPhysicsColliderShape"))) {
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return false;
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}
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if (parent_gltf_node->has_additional_data(StringName("GLTFPhysicsTriggerShape"))) {
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return false;
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}
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Variant compound_trigger_maybe = parent_gltf_node->has_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"));
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if (compound_trigger_maybe.get_type() != Variant::NIL) {
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Array compound_trigger_nodes = compound_trigger_maybe;
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// Remember, JSON only has numbers, not integers, so must cast to double.
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return !compound_trigger_nodes.has((double)p_gltf_node_index);
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}
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return true;
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}
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NodePath _get_scene_node_path_for_shape_index(Ref<GLTFState> p_state, const GLTFNodeIndex p_shape_index) {
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TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
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for (GLTFNodeIndex node_index = 0; node_index < state_gltf_nodes.size(); node_index++) {
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const Ref<GLTFNode> gltf_node = state_gltf_nodes[node_index];
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ERR_CONTINUE(gltf_node.is_null());
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// Check if this node has a shape index and if it matches the one we are looking for.
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Variant shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
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if (shape_index_maybe.get_type() != Variant::INT) {
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shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
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if (shape_index_maybe.get_type() != Variant::INT) {
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continue;
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}
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}
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const GLTFShapeIndex shape_index = shape_index_maybe;
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if (shape_index != p_shape_index) {
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continue;
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}
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NodePath node_path = gltf_node->get_scene_node_path(p_state);
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// At this point, we have found a node with the shape index we were looking for.
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if (_will_gltf_shape_become_subnode(p_state, gltf_node, node_index)) {
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Vector<StringName> sname_path = node_path.get_names();
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sname_path.append(gltf_node->get_name() + "Shape");
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node_path = NodePath(sname_path, false);
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}
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return node_path;
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}
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return NodePath();
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}
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Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) {
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Ref<GLTFObjectModelProperty> ret;
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if (p_split_json_pointer.size() != 6) {
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// The only properties this class cares about are exactly 6 levels deep.
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return ret;
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}
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ret.instantiate();
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const String &prop_name = p_split_json_pointer[5];
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if (p_split_json_pointer[0] == "extensions" && p_split_json_pointer[2] == "shapes") {
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if (p_split_json_pointer[1] == "OMI_physics_shape" || p_split_json_pointer[1] == "KHR_collision_shapes") {
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const GLTFNodeIndex shape_index = p_split_json_pointer[3].to_int();
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NodePath node_path = _get_scene_node_path_for_shape_index(p_state, shape_index);
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if (node_path.is_empty()) {
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return ret;
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}
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String godot_prop_name = prop_name;
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if (prop_name == "size") {
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ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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} else if (prop_name == "height" || prop_name == "radius") {
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ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
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} else if (prop_name == "radiusBottom" || prop_name == "radiusTop") {
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godot_prop_name = "radius";
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ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
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} else {
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// Not something we handle, return without appending a NodePath.
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return ret;
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}
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// Example: `A/B/C/CollisionShape3D:shape:radius`.
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Vector<StringName> subnames;
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subnames.append("shape");
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subnames.append(godot_prop_name);
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node_path = NodePath(node_path.get_names(), subnames, false);
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ret->append_node_path(node_path);
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}
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} else if (p_split_json_pointer[0] == "nodes" && p_split_json_pointer[2] == "extensions" && p_split_json_pointer[4] == "motion") {
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if (p_split_json_pointer[3] == "OMI_physics_body" || p_split_json_pointer[3] == "KHR_physics_rigid_bodies") {
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const GLTFNodeIndex node_index = p_split_json_pointer[1].to_int();
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const TypedArray<GLTFNode> all_gltf_nodes = p_state->get_nodes();
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ERR_FAIL_INDEX_V_MSG(node_index, all_gltf_nodes.size(), ret, "GLTF Physics: The node index " + itos(node_index) + " is not in the state nodes (size: " + itos(all_gltf_nodes.size()) + ").");
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const Ref<GLTFNode> gltf_node = all_gltf_nodes[node_index];
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NodePath node_path;
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if (p_partial_paths.is_empty()) {
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node_path = gltf_node->get_scene_node_path(p_state);
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} else {
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// The path is already computed for us, just grab it.
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node_path = p_partial_paths[0];
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}
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if (prop_name == "mass") {
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ret->append_path_to_property(node_path, "mass");
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ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
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} else if (prop_name == "linearVelocity") {
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ret->append_path_to_property(node_path, "linear_velocity");
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ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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} else if (prop_name == "angularVelocity") {
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ret->append_path_to_property(node_path, "angular_velocity");
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ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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} else if (prop_name == "centerOfMass") {
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ret->append_path_to_property(node_path, "center_of_mass");
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ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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} else if (prop_name == "inertiaDiagonal") {
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ret->append_path_to_property(node_path, "inertia");
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ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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} else if (prop_name == "inertiaOrientation") {
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WARN_PRINT("GLTF Physics: The 'inertiaOrientation' property is not supported by Godot.");
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} else {
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// Not something we handle, return without appending a NodePath.
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return ret;
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}
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}
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}
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return ret;
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}
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void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_gltf_shape) {
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GLTFMeshIndex shape_mesh_index = p_gltf_shape->get_mesh_index();
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if (shape_mesh_index == -1) {
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@ -150,7 +293,7 @@ void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref
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return; // The mesh resource is already set up.
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}
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TypedArray<GLTFMesh> state_meshes = p_state->get_meshes();
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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()) + ").");
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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()) + ").");
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Ref<GLTFMesh> gltf_mesh = state_meshes[shape_mesh_index];
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ERR_FAIL_COND(gltf_mesh.is_null());
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importer_mesh = gltf_mesh->get_mesh();
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@ -164,12 +307,12 @@ CollisionObject3D *_generate_shape_with_body(Ref<GLTFState> p_state, Ref<GLTFNod
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bool is_trigger = p_physics_shape->get_is_trigger();
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// This method is used for the case where we must generate a parent body.
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// This is can happen for multiple reasons. One possibility is that this
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// GLTF file is using OMI_collider but not OMI_physics_body, or at least
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// glTF file is using OMI_collider but not OMI_physics_body, or at least
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// this particular node is not using it. Another possibility is that the
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// physics body information is set up on the same GLTF node, not a parent.
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// physics body information is set up on the same glTF node, not a parent.
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CollisionObject3D *body;
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if (p_physics_body.is_valid()) {
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// This code is run when the physics body is on the same GLTF node.
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// This code is run when the physics body is on the same glTF node.
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body = p_physics_body->to_node();
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if (is_trigger && (p_physics_body->get_body_type() != "trigger")) {
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// Edge case: If the body's trigger and the collider's trigger
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@ -266,7 +409,7 @@ Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state
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Ref<GLTFPhysicsShape> gltf_physics_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape"));
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if (gltf_physics_shape.is_valid()) {
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_setup_shape_mesh_resource_from_index_if_needed(p_state, gltf_physics_shape);
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// If this GLTF node specifies both a shape and a body, generate both.
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// If this glTF node specifies both a shape and a body, generate both.
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if (gltf_physics_body.is_valid()) {
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return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, gltf_physics_body);
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}
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@ -309,7 +452,7 @@ Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state
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}
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} else if (!Object::cast_to<PhysicsBody3D>(ancestor_col_obj)) {
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if (p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundCollider"))) {
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// If the GLTF file wants this node to group solid shapes together,
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// If the glTF file wants this node to group solid shapes together,
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// and there is no parent body, we need to create a static body.
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ancestor_col_obj = memnew(StaticBody3D);
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ret = ancestor_col_obj;
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@ -386,7 +529,7 @@ void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Re
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if (cast_to<CollisionShape3D>(p_scene_node)) {
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CollisionShape3D *godot_shape = Object::cast_to<CollisionShape3D>(p_scene_node);
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Ref<GLTFPhysicsShape> gltf_shape = GLTFPhysicsShape::from_node(godot_shape);
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ERR_FAIL_COND_MSG(gltf_shape.is_null(), "GLTF Physics: Could not convert CollisionShape3D to GLTFPhysicsShape. Does it have a valid Shape3D?");
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ERR_FAIL_COND_MSG(gltf_shape.is_null(), "glTF Physics: Could not convert CollisionShape3D to GLTFPhysicsShape. Does it have a valid Shape3D?");
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{
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Ref<ImporterMesh> importer_mesh = gltf_shape->get_importer_mesh();
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if (importer_mesh.is_valid()) {
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@ -434,24 +577,126 @@ Array _get_or_create_state_shapes_in_state(Ref<GLTFState> p_state) {
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return state_shapes;
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}
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Dictionary _export_node_shape(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_physics_shape) {
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GLTFShapeIndex _export_node_shape(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_physics_shape) {
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Array state_shapes = _get_or_create_state_shapes_in_state(p_state);
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int size = state_shapes.size();
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GLTFShapeIndex size = state_shapes.size();
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Dictionary shape_property;
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Dictionary shape_dict = p_physics_shape->to_dictionary();
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for (int i = 0; i < size; i++) {
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for (GLTFShapeIndex i = 0; i < size; i++) {
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Dictionary other = state_shapes[i];
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if (other == shape_dict) {
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// De-duplication: If we already have an identical shape,
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// set the shape index to the existing one and return.
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shape_property["shape"] = i;
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return shape_property;
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return i;
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}
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}
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// If we don't have an identical shape, add it to the array.
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state_shapes.push_back(shape_dict);
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shape_property["shape"] = size;
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return shape_property;
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return size;
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}
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Error GLTFDocumentExtensionPhysics::export_preserialize(Ref<GLTFState> p_state) {
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// Note: Need to do _export_node_shape before exporting animations, so export_node is too late.
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TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
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for (Ref<GLTFNode> gltf_node : state_gltf_nodes) {
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Ref<GLTFPhysicsShape> collider_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
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if (collider_shape.is_valid()) {
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GLTFShapeIndex collider_shape_index = _export_node_shape(p_state, collider_shape);
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gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShapeIndex"), collider_shape_index);
|
||||
}
|
||||
Ref<GLTFPhysicsShape> trigger_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
|
||||
if (trigger_shape.is_valid()) {
|
||||
GLTFShapeIndex trigger_shape_index = _export_node_shape(p_state, trigger_shape);
|
||||
gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"), trigger_shape_index);
|
||||
}
|
||||
}
|
||||
return OK;
|
||||
}
|
||||
|
||||
Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) {
|
||||
Ref<GLTFObjectModelProperty> ret;
|
||||
const Vector<StringName> &path_subnames = p_node_path.get_subnames();
|
||||
if (path_subnames.is_empty()) {
|
||||
return ret;
|
||||
}
|
||||
ret.instantiate();
|
||||
const StringName &node_prop = path_subnames[0];
|
||||
if (Object::cast_to<RigidBody3D>(p_target_object)) {
|
||||
if (path_subnames.size() != 1) {
|
||||
return ret;
|
||||
}
|
||||
// Example: `/nodes/0/extensions/OMI_physics_body/motion/mass`
|
||||
PackedStringArray split_json_pointer;
|
||||
split_json_pointer.append("nodes");
|
||||
split_json_pointer.append(itos(p_gltf_node_index));
|
||||
split_json_pointer.append("extensions");
|
||||
split_json_pointer.append("OMI_physics_body");
|
||||
split_json_pointer.append("motion");
|
||||
if (node_prop == StringName("mass")) {
|
||||
split_json_pointer.append("mass");
|
||||
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
|
||||
} else if (node_prop == StringName("linear_velocity")) {
|
||||
split_json_pointer.append("linearVelocity");
|
||||
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
|
||||
} else if (node_prop == StringName("angular_velocity")) {
|
||||
split_json_pointer.append("angularVelocity");
|
||||
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
|
||||
} else if (node_prop == StringName("center_of_mass")) {
|
||||
split_json_pointer.append("centerOfMass");
|
||||
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
|
||||
} else if (node_prop == StringName("inertia")) {
|
||||
split_json_pointer.append("inertiaDiagonal");
|
||||
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
|
||||
} else {
|
||||
// Not something we handle, return without setting the JSON pointer.
|
||||
return ret;
|
||||
}
|
||||
ret->set_json_pointers({ split_json_pointer });
|
||||
} else if (Object::cast_to<CollisionShape3D>(p_godot_node)) {
|
||||
if (path_subnames.size() != 2) {
|
||||
return ret;
|
||||
}
|
||||
// Example: `/extensions/OMI_physics_shape/shapes/0/box/size`
|
||||
PackedStringArray split_json_pointer;
|
||||
split_json_pointer.append("extensions");
|
||||
split_json_pointer.append("OMI_physics_shape");
|
||||
split_json_pointer.append("shapes");
|
||||
TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
|
||||
ERR_FAIL_INDEX_V(p_gltf_node_index, state_gltf_nodes.size(), ret);
|
||||
Ref<GLTFNode> gltf_node = state_gltf_nodes[p_gltf_node_index];
|
||||
Variant shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
|
||||
String shape_type;
|
||||
if (shape_index_maybe.get_type() == Variant::INT) {
|
||||
Ref<GLTFPhysicsShape> collider_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
|
||||
shape_type = collider_shape->get_shape_type();
|
||||
} else {
|
||||
shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
|
||||
if (shape_index_maybe.get_type() == Variant::INT) {
|
||||
Ref<GLTFPhysicsShape> trigger_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
|
||||
shape_type = trigger_shape->get_shape_type();
|
||||
}
|
||||
}
|
||||
ERR_FAIL_COND_V(shape_index_maybe.get_type() != Variant::INT, ret);
|
||||
GLTFShapeIndex shape_index = shape_index_maybe;
|
||||
split_json_pointer.append(itos(shape_index));
|
||||
split_json_pointer.append(shape_type);
|
||||
const StringName &shape_prop = path_subnames[1];
|
||||
if (shape_prop == StringName("size")) {
|
||||
split_json_pointer.append("size");
|
||||
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
|
||||
} else if (shape_prop == StringName("radius")) {
|
||||
split_json_pointer.append("radius");
|
||||
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
|
||||
} else if (shape_prop == StringName("height")) {
|
||||
split_json_pointer.append("height");
|
||||
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
|
||||
} else {
|
||||
// Not something we handle, return without setting the JSON pointer.
|
||||
return ret;
|
||||
}
|
||||
ret->set_json_pointers({ split_json_pointer });
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) {
|
||||
|
|
@ -465,13 +710,16 @@ Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTF
|
|||
trigger_property["nodes"] = compound_trigger_nodes;
|
||||
}
|
||||
}
|
||||
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);
|
||||
Variant collider_shape_index = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
|
||||
if (collider_shape_index.get_type() == Variant::INT) {
|
||||
Dictionary collider_dict;
|
||||
collider_dict["shape"] = collider_shape_index;
|
||||
physics_body_ext["collider"] = collider_dict;
|
||||
}
|
||||
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);
|
||||
Variant trigger_shape_index = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
|
||||
if (trigger_shape_index.get_type() == Variant::INT) {
|
||||
Dictionary trigger_dict = physics_body_ext.get_or_add("trigger", {});
|
||||
trigger_dict["shape"] = trigger_shape_index;
|
||||
}
|
||||
if (!physics_body_ext.is_empty()) {
|
||||
Dictionary node_extensions = r_node_json["extensions"];
|
||||
|
|
|
|||
|
|
@ -43,9 +43,12 @@ public:
|
|||
Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) override;
|
||||
Vector<String> get_supported_extensions() override;
|
||||
Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) override;
|
||||
Ref<GLTFObjectModelProperty> import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) override;
|
||||
Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) override;
|
||||
// Export process.
|
||||
void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) override;
|
||||
Error export_preserialize(Ref<GLTFState> p_state) override;
|
||||
Ref<GLTFObjectModelProperty> export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) override;
|
||||
Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_scene_node) override;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -108,7 +108,7 @@ void GLTFPhysicsBody::set_body_type(String p_body_type) {
|
|||
} 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\".");
|
||||
ERR_PRINT("Error setting glTF physics body type: The body type must be one of \"static\", \"animatable\", \"character\", \"rigid\", \"vehicle\", or \"trigger\".");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -193,9 +193,6 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_node(const CollisionObject3D *p_body_
|
|||
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<VehicleBody3D>(p_body_node)) {
|
||||
physics_body->body_type = PhysicsBodyType::VEHICLE;
|
||||
} else {
|
||||
|
|
@ -289,7 +286,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The body type in the glTF file \"" + body_type_string + "\" was not recognized.");
|
||||
}
|
||||
}
|
||||
if (motion.has("mass")) {
|
||||
|
|
@ -300,7 +297,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The linear velocity vector must have exactly 3 numbers.");
|
||||
}
|
||||
}
|
||||
if (motion.has("angularVelocity")) {
|
||||
|
|
@ -308,7 +305,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The angular velocity vector must have exactly 3 numbers.");
|
||||
}
|
||||
}
|
||||
if (motion.has("centerOfMass")) {
|
||||
|
|
@ -316,7 +313,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The center of mass vector must have exactly 3 numbers.");
|
||||
}
|
||||
}
|
||||
if (motion.has("inertiaDiagonal")) {
|
||||
|
|
@ -324,7 +321,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The inertia diagonal vector must have exactly 3 numbers.");
|
||||
}
|
||||
}
|
||||
if (motion.has("inertiaOrientation")) {
|
||||
|
|
@ -332,7 +329,7 @@ Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_diction
|
|||
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.");
|
||||
ERR_PRINT("Error parsing glTF physics body: The inertia orientation quaternion must have exactly 4 numbers.");
|
||||
}
|
||||
}
|
||||
return physics_body;
|
||||
|
|
|
|||
|
|
@ -134,7 +134,7 @@ void GLTFPhysicsShape::set_importer_mesh(Ref<ImporterMesh> p_importer_mesh) {
|
|||
|
||||
Ref<ImporterMesh> _convert_hull_points_to_mesh(const Vector<Vector3> &p_hull_points) {
|
||||
Ref<ImporterMesh> importer_mesh;
|
||||
ERR_FAIL_COND_V_MSG(p_hull_points.size() < 3, importer_mesh, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(p_hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to GLTF, since it uses a mesh to represent convex hulls.");
|
||||
ERR_FAIL_COND_V_MSG(p_hull_points.size() < 3, importer_mesh, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(p_hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to glTF, since it uses a mesh to represent convex hulls.");
|
||||
if (p_hull_points.size() > 255) {
|
||||
WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(p_hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
|
||||
}
|
||||
|
|
@ -229,7 +229,7 @@ Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_resource(const Ref<Shape3D> &p_shap
|
|||
}
|
||||
|
||||
Ref<Shape3D> GLTFPhysicsShape::to_resource(bool p_cache_shapes) {
|
||||
if (!p_cache_shapes || _shape_cache == nullptr) {
|
||||
if (!p_cache_shapes || _shape_cache.is_null()) {
|
||||
if (shape_type == "box") {
|
||||
Ref<BoxShape3D> box;
|
||||
box.instantiate();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue