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- /**************************************************************************/
- /* soft_body_3d.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_3D_H
- #define SOFT_BODY_3D_H
- #include "scene/3d/mesh_instance_3d.h"
- #include "servers/physics_server_3d.h"
- class PhysicsBody3D;
- class SoftBody3D;
- class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
- friend class SoftBody3D;
- RID mesh;
- int surface = 0;
- Vector<uint8_t> buffer;
- uint32_t stride = 0;
- uint32_t normal_stride = 0;
- uint32_t offset_vertices = 0;
- uint32_t offset_normal = 0;
- uint8_t *write_buffer = nullptr;
- private:
- SoftBodyRenderingServerHandler();
- bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
- void prepare(RID p_mesh_rid, int p_surface);
- void clear();
- void open();
- void close();
- void commit_changes();
- public:
- void set_vertex(int p_vertex_id, const Vector3 &p_vertex) override;
- void set_normal(int p_vertex_id, const Vector3 &p_normal) override;
- void set_aabb(const AABB &p_aabb) override;
- };
- class SoftBody3D : public MeshInstance3D {
- GDCLASS(SoftBody3D, MeshInstance3D);
- public:
- enum DisableMode {
- DISABLE_MODE_REMOVE,
- DISABLE_MODE_KEEP_ACTIVE,
- };
- struct PinnedPoint {
- int point_index = -1;
- NodePath spatial_attachment_path;
- Node3D *spatial_attachment = nullptr; // Cache
- Vector3 offset;
- PinnedPoint();
- PinnedPoint(const PinnedPoint &obj_tocopy);
- void operator=(const PinnedPoint &obj);
- };
- private:
- SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
- RID physics_rid;
- DisableMode disable_mode = DISABLE_MODE_REMOVE;
- RID owned_mesh;
- uint32_t collision_mask = 1;
- uint32_t collision_layer = 1;
- NodePath parent_collision_ignore;
- Vector<PinnedPoint> pinned_points;
- bool simulation_started = false;
- bool pinned_points_cache_dirty = true;
- Ref<ArrayMesh> debug_mesh_cache;
- class MeshInstance3D *debug_mesh = nullptr;
- bool capture_input_on_drag = false;
- bool ray_pickable = true;
- void _update_pickable();
- void _update_physics_server();
- void _draw_soft_mesh();
- void _prepare_physics_server();
- void _become_mesh_owner();
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- bool _set_property_pinned_points_indices(const Array &p_indices);
- bool _set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value);
- bool _get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const;
- void _notification(int p_what);
- static void _bind_methods();
- PackedStringArray get_configuration_warnings() const override;
- public:
- RID get_physics_rid() const { return physics_rid; }
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
- void set_collision_layer(uint32_t p_layer);
- uint32_t get_collision_layer() const;
- void set_collision_layer_value(int p_layer_number, bool p_value);
- bool get_collision_layer_value(int p_layer_number) const;
- void set_collision_mask_value(int p_layer_number, bool p_value);
- bool get_collision_mask_value(int p_layer_number) const;
- void set_disable_mode(DisableMode p_mode);
- DisableMode get_disable_mode() const;
- void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
- const NodePath &get_parent_collision_ignore() const;
- void set_pinned_points_indices(Vector<PinnedPoint> p_pinned_points_indices);
- Vector<PinnedPoint> get_pinned_points_indices();
- void set_simulation_precision(int p_simulation_precision);
- int get_simulation_precision();
- void set_total_mass(real_t p_total_mass);
- real_t get_total_mass();
- void set_linear_stiffness(real_t p_linear_stiffness);
- real_t get_linear_stiffness();
- void set_pressure_coefficient(real_t p_pressure_coefficient);
- real_t get_pressure_coefficient();
- void set_damping_coefficient(real_t p_damping_coefficient);
- real_t get_damping_coefficient();
- void set_drag_coefficient(real_t p_drag_coefficient);
- real_t get_drag_coefficient();
- TypedArray<PhysicsBody3D> get_collision_exceptions();
- void add_collision_exception_with(Node *p_node);
- void remove_collision_exception_with(Node *p_node);
- Vector3 get_point_transform(int p_point_index);
- void pin_point_toggle(int p_point_index);
- void pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath());
- bool is_point_pinned(int p_point_index) const;
- void _pin_point_deferred(int p_point_index, bool pin, const NodePath p_spatial_attachment_path);
- void set_ray_pickable(bool p_ray_pickable);
- bool is_ray_pickable() const;
- SoftBody3D();
- ~SoftBody3D();
- private:
- void _make_cache_dirty();
- void _update_cache_pin_points_datas();
- void _pin_point_on_physics_server(int p_point_index, bool pin);
- void _add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path);
- void _reset_points_offsets();
- void _remove_pinned_point(int p_point_index);
- int _get_pinned_point(int p_point_index, PinnedPoint *&r_point) const;
- int _has_pinned_point(int p_point_index) const;
- };
- VARIANT_ENUM_CAST(SoftBody3D::DisableMode);
- #endif // SOFT_BODY_3D_H
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