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Merge pull request #90230 from aaronfranke/gltf-sep-shape3d-res
Separate Shape3D resource logic in GLTFPhysicsShape
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cedf4ad011
@ -22,7 +22,7 @@
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<return type="GLTFPhysicsBody" />
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<param index="0" name="body_node" type="CollisionObject3D" />
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<description>
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Create a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
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Creates a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
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</description>
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</method>
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<method name="to_dictionary" qualifiers="const">
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@ -23,7 +23,14 @@
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<return type="GLTFPhysicsShape" />
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<param index="0" name="shape_node" type="CollisionShape3D" />
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<description>
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Create a new GLTFPhysicsShape instance from the given Godot [CollisionShape3D] node.
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Creates a new GLTFPhysicsShape instance from the given Godot [CollisionShape3D] node.
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</description>
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</method>
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<method name="from_resource" qualifiers="static">
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<return type="GLTFPhysicsShape" />
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<param index="0" name="shape_resource" type="Shape3D" />
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<description>
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Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] resource.
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</description>
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</method>
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<method name="to_dictionary" qualifiers="const">
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@ -39,6 +46,13 @@
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Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node.
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</description>
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</method>
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<method name="to_resource">
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<return type="Shape3D" />
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<param index="0" name="cache_shapes" type="bool" default="false" />
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<description>
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Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource.
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</description>
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</method>
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</methods>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
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@ -355,6 +355,7 @@ 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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{
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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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@ -46,6 +46,9 @@ void GLTFPhysicsShape::_bind_methods() {
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ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_node", "shape_node"), &GLTFPhysicsShape::from_node);
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ClassDB::bind_method(D_METHOD("to_node", "cache_shapes"), &GLTFPhysicsShape::to_node, DEFVAL(false));
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ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_resource", "shape_resource"), &GLTFPhysicsShape::from_resource);
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ClassDB::bind_method(D_METHOD("to_resource", "cache_shapes"), &GLTFPhysicsShape::to_resource, DEFVAL(false));
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ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsShape::from_dictionary);
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ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsShape::to_dictionary);
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@ -159,44 +162,57 @@ Ref<ImporterMesh> _convert_hull_points_to_mesh(const Vector<Vector3> &p_hull_poi
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Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) {
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Ref<GLTFPhysicsShape> gltf_shape;
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gltf_shape.instantiate();
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ERR_FAIL_NULL_V_MSG(p_godot_shape_node, gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node was null.");
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Ref<Shape3D> shape_resource = p_godot_shape_node->get_shape();
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ERR_FAIL_COND_V_MSG(shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node had a null shape.");
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gltf_shape = from_resource(shape_resource);
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// Check if the shape is part of a trigger.
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Node *parent = p_godot_shape_node->get_parent();
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if (cast_to<const Area3D>(parent)) {
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gltf_shape->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<Shape3D> shape_resource = p_godot_shape_node->get_shape();
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ERR_FAIL_COND_V_MSG(shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node had a null shape.");
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gltf_shape->_shape_cache = shape_resource;
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if (cast_to<BoxShape3D>(shape_resource.ptr())) {
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return gltf_shape;
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}
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CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {
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CollisionShape3D *godot_shape_node = memnew(CollisionShape3D);
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to_resource(p_cache_shapes); // Sets `_shape_cache`.
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godot_shape_node->set_shape(_shape_cache);
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return godot_shape_node;
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}
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Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_resource(const Ref<Shape3D> &p_shape_resource) {
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Ref<GLTFPhysicsShape> gltf_shape;
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gltf_shape.instantiate();
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ERR_FAIL_COND_V_MSG(p_shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a Shape3D resource, but the given resource was null.");
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if (cast_to<BoxShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "box";
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Ref<BoxShape3D> box = shape_resource;
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Ref<BoxShape3D> box = p_shape_resource;
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gltf_shape->set_size(box->get_size());
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} else if (cast_to<const CapsuleShape3D>(shape_resource.ptr())) {
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} else if (cast_to<const CapsuleShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "capsule";
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Ref<CapsuleShape3D> capsule = shape_resource;
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Ref<CapsuleShape3D> capsule = p_shape_resource;
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gltf_shape->set_radius(capsule->get_radius());
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gltf_shape->set_height(capsule->get_height());
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} else if (cast_to<const CylinderShape3D>(shape_resource.ptr())) {
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} else if (cast_to<const CylinderShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "cylinder";
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Ref<CylinderShape3D> cylinder = shape_resource;
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Ref<CylinderShape3D> cylinder = p_shape_resource;
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gltf_shape->set_radius(cylinder->get_radius());
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gltf_shape->set_height(cylinder->get_height());
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} else if (cast_to<const SphereShape3D>(shape_resource.ptr())) {
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} else if (cast_to<const SphereShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "sphere";
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Ref<SphereShape3D> sphere = shape_resource;
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Ref<SphereShape3D> sphere = p_shape_resource;
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gltf_shape->set_radius(sphere->get_radius());
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} else if (cast_to<const ConvexPolygonShape3D>(shape_resource.ptr())) {
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} else if (cast_to<const ConvexPolygonShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "convex";
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Ref<ConvexPolygonShape3D> convex = shape_resource;
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Ref<ConvexPolygonShape3D> convex = p_shape_resource;
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Vector<Vector3> hull_points = convex->get_points();
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Ref<ImporterMesh> importer_mesh = _convert_hull_points_to_mesh(hull_points);
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ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), gltf_shape, "GLTFPhysicsShape: Failed to convert convex hull points to a mesh.");
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gltf_shape->set_importer_mesh(importer_mesh);
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} else if (cast_to<const ConcavePolygonShape3D>(shape_resource.ptr())) {
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} else if (cast_to<const ConcavePolygonShape3D>(p_shape_resource.ptr())) {
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gltf_shape->shape_type = "trimesh";
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Ref<ConcavePolygonShape3D> concave = shape_resource;
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Ref<ConcavePolygonShape3D> concave = p_shape_resource;
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Ref<ImporterMesh> importer_mesh;
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importer_mesh.instantiate();
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Array surface_array;
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@ -205,14 +221,14 @@ Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godo
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importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
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gltf_shape->set_importer_mesh(importer_mesh);
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} else {
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ERR_PRINT("Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node's shape '" + String(Variant(shape_resource)) +
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ERR_PRINT("Tried to create a GLTFPhysicsShape from a Shape3D, but the given shape '" + String(Variant(p_shape_resource)) +
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"' had an unsupported shape type. Only BoxShape3D, CapsuleShape3D, CylinderShape3D, SphereShape3D, ConcavePolygonShape3D, and ConvexPolygonShape3D are supported.");
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}
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gltf_shape->_shape_cache = p_shape_resource;
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return gltf_shape;
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}
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CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {
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CollisionShape3D *godot_shape_node = memnew(CollisionShape3D);
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Ref<Shape3D> GLTFPhysicsShape::to_resource(bool p_cache_shapes) {
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if (!p_cache_shapes || _shape_cache == nullptr) {
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if (shape_type == "box") {
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Ref<BoxShape3D> box;
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@ -237,19 +253,18 @@ CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {
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sphere->set_radius(radius);
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_shape_cache = sphere;
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} else if (shape_type == "convex") {
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ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting convex hull shape to a node: The mesh resource is null.");
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ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), _shape_cache, "GLTFPhysicsShape: Error converting convex hull shape to a shape resource: The mesh resource is null.");
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Ref<ConvexPolygonShape3D> convex = importer_mesh->get_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(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting concave mesh shape to a node: The mesh resource is null.");
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ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), _shape_cache, "GLTFPhysicsShape: Error converting concave mesh shape to a shape resource: The mesh resource is null.");
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Ref<ConcavePolygonShape3D> concave = importer_mesh->create_trimesh_shape();
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_shape_cache = concave;
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} else {
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ERR_PRINT("GLTFPhysicsShape: Error converting to a node: Shape type '" + shape_type + "' is unknown.");
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ERR_PRINT("GLTFPhysicsShape: Error converting to a shape resource: Shape type '" + shape_type + "' is unknown.");
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}
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}
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godot_shape_node->set_shape(_shape_cache);
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return godot_shape_node;
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return _shape_cache;
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}
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Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_dictionary(const Dictionary p_dictionary) {
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@ -55,7 +55,7 @@ private:
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bool is_trigger = false;
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GLTFMeshIndex mesh_index = -1;
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Ref<ImporterMesh> importer_mesh = nullptr;
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// Internal only, for caching Godot shape resources. Used in `to_node`.
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// Internal only, for caching Godot shape resources. Used in `to_resource` and `to_node`.
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Ref<Shape3D> _shape_cache = nullptr;
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public:
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@ -83,6 +83,9 @@ public:
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static Ref<GLTFPhysicsShape> from_node(const CollisionShape3D *p_shape_node);
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CollisionShape3D *to_node(bool p_cache_shapes = false);
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static Ref<GLTFPhysicsShape> from_resource(const Ref<Shape3D> &p_shape_resource);
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Ref<Shape3D> to_resource(bool p_cache_shapes = false);
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static Ref<GLTFPhysicsShape> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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};
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