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- /**************************************************************************/
- /* soft_body_bullet.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef SOFT_BODY_BULLET_H
- #define SOFT_BODY_BULLET_H
- #include "collision_object_bullet.h"
- #include "scene/resources/material.h" // TODO remove this please
- #ifdef None
- /// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
- #undef None
- #define x11_None 0L
- #endif
- #include "BulletSoftBody/btSoftBodyHelpers.h"
- #include "collision_object_bullet.h"
- #include "scene/resources/mesh.h"
- #include "servers/physics_server.h"
- #ifdef x11_None
- /// This is required to re add the macro None defined by x11 compiler
- #undef x11_None
- #define None 0L
- #endif
- /**
- @author AndreaCatania
- */
- class SoftBodyBullet : public CollisionObjectBullet {
- private:
- btSoftBody *bt_soft_body;
- Vector<Vector<int>> indices_table;
- btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
- bool isScratched;
- Ref<Mesh> soft_mesh;
- int simulation_precision;
- real_t total_mass;
- real_t linear_stiffness; // [0,1]
- real_t areaAngular_stiffness; // [0,1]
- real_t volume_stiffness; // [0,1]
- real_t pressure_coefficient; // [-inf,+inf]
- real_t pose_matching_coefficient; // [0,1]
- real_t damping_coefficient; // [0,1]
- real_t drag_coefficient; // [0,1]
- Vector<int> pinned_nodes;
- // Other property to add
- //btScalar kVC; // Volume conversation coefficient [0,+inf]
- //btScalar kDF; // Dynamic friction coefficient [0,1]
- //btScalar kMT; // Pose matching coefficient [0,1]
- //btScalar kCHR; // Rigid contacts hardness [0,1]
- //btScalar kKHR; // Kinetic contacts hardness [0,1]
- //btScalar kSHR; // Soft contacts hardness [0,1]
- public:
- SoftBodyBullet();
- ~SoftBodyBullet();
- virtual void reload_body();
- virtual void set_space(SpaceBullet *p_space);
- virtual void dispatch_callbacks() {}
- virtual void on_collision_filters_change() {}
- virtual void on_collision_checker_start() {}
- virtual void on_collision_checker_end() {}
- virtual void on_enter_area(AreaBullet *p_area);
- virtual void on_exit_area(AreaBullet *p_area);
- _FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
- void update_visual_server(class SoftBodyVisualServerHandler *p_visual_server_handler);
- void set_soft_mesh(const Ref<Mesh> &p_mesh);
- void destroy_soft_body();
- // Special function. This function has bad performance
- void set_soft_transform(const Transform &p_transform);
- void move_all_nodes(const Transform &p_transform);
- void set_node_position(int node_index, const Vector3 &p_global_position);
- void set_node_position(int node_index, const btVector3 &p_global_position);
- void get_node_position(int node_index, Vector3 &r_position) const;
- // Heavy function, Please cache this info
- void get_node_offset(int node_index, Vector3 &r_offset) const;
- // Heavy function, Please cache this info
- void get_node_offset(int node_index, btVector3 &r_offset) const;
- void set_node_mass(int node_index, btScalar p_mass);
- btScalar get_node_mass(int node_index) const;
- void reset_all_node_mass();
- void reset_all_node_positions();
- void set_activation_state(bool p_active);
- void set_total_mass(real_t p_val);
- _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
- void set_linear_stiffness(real_t p_val);
- _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
- void set_areaAngular_stiffness(real_t p_val);
- _FORCE_INLINE_ real_t get_areaAngular_stiffness() const { return areaAngular_stiffness; }
- void set_volume_stiffness(real_t p_val);
- _FORCE_INLINE_ real_t get_volume_stiffness() const { return volume_stiffness; }
- void set_simulation_precision(int p_val);
- _FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
- void set_pressure_coefficient(real_t p_val);
- _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
- void set_pose_matching_coefficient(real_t p_val);
- _FORCE_INLINE_ real_t get_pose_matching_coefficient() const { return pose_matching_coefficient; }
- void set_damping_coefficient(real_t p_val);
- _FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
- void set_drag_coefficient(real_t p_val);
- _FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
- private:
- void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices);
- void setup_soft_body();
- void pin_node(int p_node_index);
- void unpin_node(int p_node_index);
- int search_node_pinned(int p_node_index) const;
- };
- #endif // SOFT_BODY_BULLET_H
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