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305 lines
13 KiB
C++
305 lines
13 KiB
C++
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/**************************************************************************/
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/* gltf_collider.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gltf_collider.h"
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#include "../../gltf_state.h"
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#include "core/math/convex_hull.h"
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#include "scene/3d/area.h"
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#include "scene/resources/box_shape.h"
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#include "scene/resources/capsule_shape.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/convex_polygon_shape.h"
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#include "scene/resources/cylinder_shape.h"
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#include "scene/resources/sphere_shape.h"
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void GLTFCollider::_bind_methods() {
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ClassDB::bind_method(D_METHOD("to_node", "cache_shapes"), &GLTFCollider::to_node, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCollider::to_dictionary);
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ClassDB::bind_method(D_METHOD("get_shape_type"), &GLTFCollider::get_shape_type);
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ClassDB::bind_method(D_METHOD("set_shape_type", "shape_type"), &GLTFCollider::set_shape_type);
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ClassDB::bind_method(D_METHOD("get_size"), &GLTFCollider::get_size);
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ClassDB::bind_method(D_METHOD("set_size", "size"), &GLTFCollider::set_size);
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ClassDB::bind_method(D_METHOD("get_radius"), &GLTFCollider::get_radius);
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GLTFCollider::set_radius);
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ClassDB::bind_method(D_METHOD("get_height"), &GLTFCollider::get_height);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFCollider::set_height);
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ClassDB::bind_method(D_METHOD("get_is_trigger"), &GLTFCollider::get_is_trigger);
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ClassDB::bind_method(D_METHOD("set_is_trigger", "is_trigger"), &GLTFCollider::set_is_trigger);
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ClassDB::bind_method(D_METHOD("get_mesh_index"), &GLTFCollider::get_mesh_index);
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ClassDB::bind_method(D_METHOD("set_mesh_index", "mesh_index"), &GLTFCollider::set_mesh_index);
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ClassDB::bind_method(D_METHOD("get_array_mesh"), &GLTFCollider::get_array_mesh);
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ClassDB::bind_method(D_METHOD("set_array_mesh", "array_mesh"), &GLTFCollider::set_array_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "shape_type"), "set_shape_type", "get_shape_type");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "height"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_trigger"), "set_is_trigger", "get_is_trigger");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_index"), "set_mesh_index", "get_mesh_index");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "array_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ArrayMesh"), "set_array_mesh", "get_array_mesh");
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}
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String GLTFCollider::get_shape_type() const {
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return shape_type;
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}
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void GLTFCollider::set_shape_type(String p_shape_type) {
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shape_type = p_shape_type;
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}
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Vector3 GLTFCollider::get_size() const {
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return size;
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}
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void GLTFCollider::set_size(Vector3 p_size) {
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size = p_size;
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}
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real_t GLTFCollider::get_radius() const {
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return radius;
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}
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void GLTFCollider::set_radius(real_t p_radius) {
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radius = p_radius;
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}
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real_t GLTFCollider::get_height() const {
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return height;
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}
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void GLTFCollider::set_height(real_t p_height) {
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height = p_height;
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}
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bool GLTFCollider::get_is_trigger() const {
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return is_trigger;
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}
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void GLTFCollider::set_is_trigger(bool p_is_trigger) {
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is_trigger = p_is_trigger;
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}
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GLTFMeshIndex GLTFCollider::get_mesh_index() const {
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return mesh_index;
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}
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void GLTFCollider::set_mesh_index(GLTFMeshIndex p_mesh_index) {
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mesh_index = p_mesh_index;
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}
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Ref<ArrayMesh> GLTFCollider::get_array_mesh() const {
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return array_mesh;
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}
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void GLTFCollider::set_array_mesh(Ref<ArrayMesh> p_array_mesh) {
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array_mesh = p_array_mesh;
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}
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Ref<GLTFCollider> GLTFCollider::from_node(const CollisionShape *p_collider_node) {
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Ref<GLTFCollider> collider;
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collider.instance();
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ERR_FAIL_NULL_V_MSG(p_collider_node, collider, "Tried to create a GLTFCollider from a CollisionShape node, but the given node was null.");
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Node *parent = p_collider_node->get_parent();
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if (cast_to<const Area>(parent)) {
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collider->set_is_trigger(true);
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}
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// All the code for working with the shape is below this comment.
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Ref<Shape> shape = p_collider_node->get_shape();
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ERR_FAIL_COND_V_MSG(shape.is_null(), collider, "Tried to create a GLTFCollider from a CollisionShape node, but the given node had a null shape.");
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collider->_shape_cache = shape;
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if (cast_to<BoxShape>(shape.ptr())) {
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collider->shape_type = "box";
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Ref<BoxShape> box = shape;
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collider->set_size(box->get_extents() * 2.0f);
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} else if (cast_to<const CapsuleShape>(shape.ptr())) {
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collider->shape_type = "capsule";
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Ref<CapsuleShape> capsule = shape;
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collider->set_radius(capsule->get_radius());
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collider->set_height(capsule->get_height());
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} else if (cast_to<const CylinderShape>(shape.ptr())) {
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collider->shape_type = "cylinder";
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Ref<CylinderShape> cylinder = shape;
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collider->set_radius(cylinder->get_radius());
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collider->set_height(cylinder->get_height());
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} else if (cast_to<const SphereShape>(shape.ptr())) {
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collider->shape_type = "sphere";
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Ref<SphereShape> sphere = shape;
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collider->set_radius(sphere->get_radius());
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} else if (cast_to<const ConvexPolygonShape>(shape.ptr())) {
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collider->shape_type = "hull";
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Ref<ConvexPolygonShape> convex = shape;
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PoolVector<Vector3> hull_points = convex->get_points();
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ERR_FAIL_COND_V_MSG(hull_points.size() < 3, collider, "GLTFCollider: Convex hull has fewer points (" + itos(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.");
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if (hull_points.size() > 255) {
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WARN_PRINT("GLTFCollider: Convex hull has more points (" + itos(hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
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}
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// Convert the convex hull points into an array of faces.
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Geometry::MeshData md;
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Error err = ConvexHullComputer::convex_hull(hull_points, md);
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ERR_FAIL_COND_V_MSG(err != OK, collider, "GLTFCollider: Failed to compute convex hull.");
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Vector<Vector3> face_vertices;
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for (uint32_t i = 0; i < (uint32_t)md.faces.size(); i++) {
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uint32_t index_count = md.faces[i].indices.size();
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for (uint32_t j = 1; j < index_count - 1; j++) {
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face_vertices.push_back(hull_points[md.faces[i].indices[0]]);
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face_vertices.push_back(hull_points[md.faces[i].indices[j]]);
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face_vertices.push_back(hull_points[md.faces[i].indices[j + 1]]);
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}
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}
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// Create an ArrayMesh from the faces.
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Ref<ArrayMesh> array_mesh;
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array_mesh.instance();
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Array surface_array;
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surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
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surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices;
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array_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_array);
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collider->set_array_mesh(array_mesh);
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} else if (cast_to<const ConcavePolygonShape>(shape.ptr())) {
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collider->shape_type = "trimesh";
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Ref<ConcavePolygonShape> concave = shape;
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Ref<ArrayMesh> array_mesh;
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array_mesh.instance();
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Array surface_array;
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surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
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surface_array[Mesh::ArrayType::ARRAY_VERTEX] = concave->get_faces();
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array_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_array);
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collider->set_array_mesh(array_mesh);
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} else {
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ERR_PRINT("Tried to create a GLTFCollider from a CollisionShape node, but the given node's shape '" + String(Variant(shape)) +
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"' had an unsupported shape type. Only BoxShape, CapsuleShape, CylinderShape, SphereShape, ConcavePolygonShape, and ConvexPolygonShape are supported.");
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}
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return collider;
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}
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CollisionShape *GLTFCollider::to_node(bool p_cache_shapes) {
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CollisionShape *collider = memnew(CollisionShape);
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if (!p_cache_shapes || _shape_cache == nullptr) {
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if (shape_type == "box") {
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Ref<BoxShape> box;
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box.instance();
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box->set_extents(size * 0.5f);
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_shape_cache = box;
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} else if (shape_type == "capsule") {
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Ref<CapsuleShape> capsule;
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capsule.instance();
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capsule->set_radius(radius);
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capsule->set_height(height);
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_shape_cache = capsule;
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} else if (shape_type == "cylinder") {
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Ref<CylinderShape> cylinder;
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cylinder.instance();
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cylinder->set_radius(radius);
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cylinder->set_height(height);
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_shape_cache = cylinder;
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} else if (shape_type == "sphere") {
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Ref<SphereShape> sphere;
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sphere.instance();
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sphere->set_radius(radius);
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_shape_cache = sphere;
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} else if (shape_type == "hull") {
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ERR_FAIL_COND_V_MSG(array_mesh.is_null(), collider, "GLTFCollider: Error converting convex hull collider to a node: The mesh resource is null.");
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Ref<ConvexPolygonShape> convex = array_mesh->create_convex_shape();
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_shape_cache = convex;
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} else if (shape_type == "trimesh") {
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ERR_FAIL_COND_V_MSG(array_mesh.is_null(), collider, "GLTFCollider: Error converting concave mesh collider to a node: The mesh resource is null.");
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Ref<ConcavePolygonShape> concave = array_mesh->create_trimesh_shape();
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_shape_cache = concave;
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} else {
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ERR_PRINT("GLTFCollider: Error converting to a node: Shape type '" + shape_type + "' is unknown.");
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}
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}
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collider->set_shape(_shape_cache);
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return collider;
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}
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Ref<GLTFCollider> GLTFCollider::from_dictionary(const Dictionary p_dictionary) {
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ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCollider>(), "Failed to parse GLTF collider, missing required field 'type'.");
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Ref<GLTFCollider> collider;
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collider.instance();
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const String &shape_type = p_dictionary["type"];
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collider->shape_type = shape_type;
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if (shape_type != "box" && shape_type != "capsule" && shape_type != "cylinder" && shape_type != "sphere" && shape_type != "hull" && shape_type != "trimesh") {
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ERR_PRINT("Error parsing GLTF collider: Shape type '" + shape_type + "' is unknown. Only box, capsule, cylinder, sphere, hull, and trimesh are supported.");
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}
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if (p_dictionary.has("radius")) {
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collider->set_radius(p_dictionary["radius"]);
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}
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if (p_dictionary.has("height")) {
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collider->set_height(p_dictionary["height"]);
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}
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if (p_dictionary.has("size")) {
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const Array &arr = p_dictionary["size"];
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if (arr.size() == 3) {
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collider->set_size(Vector3(arr[0], arr[1], arr[2]));
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} else {
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ERR_PRINT("Error parsing GLTF collider: The size must have exactly 3 numbers.");
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}
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}
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if (p_dictionary.has("isTrigger")) {
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collider->set_is_trigger(p_dictionary["isTrigger"]);
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}
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if (p_dictionary.has("mesh")) {
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collider->set_mesh_index(p_dictionary["mesh"]);
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}
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if (unlikely(collider->get_mesh_index() < 0 && (shape_type == "hull" || shape_type == "trimesh"))) {
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ERR_PRINT("Error parsing GLTF collider: The mesh-based shape type '" + shape_type + "' does not have a valid mesh index.");
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}
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return collider;
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}
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Dictionary GLTFCollider::to_dictionary() const {
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Dictionary d;
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d["type"] = shape_type;
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if (shape_type == "box") {
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Array size_array;
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size_array.resize(3);
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size_array[0] = size.x;
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size_array[1] = size.y;
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size_array[2] = size.z;
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d["size"] = size_array;
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} else if (shape_type == "capsule") {
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d["radius"] = get_radius();
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d["height"] = get_height();
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} else if (shape_type == "cylinder") {
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d["radius"] = get_radius();
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d["height"] = get_height();
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} else if (shape_type == "sphere") {
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d["radius"] = get_radius();
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} else if (shape_type == "trimesh" || shape_type == "hull") {
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d["mesh"] = get_mesh_index();
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}
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if (is_trigger) {
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d["isTrigger"] = is_trigger;
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}
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return d;
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}
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