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- /**************************************************************************/
- /* soft_body.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_H
- #define SOFT_BODY_H
- #include "scene/3d/mesh_instance.h"
- class SoftBody;
- class SoftBodyVisualServerHandler {
- friend class SoftBody;
- RID mesh;
- int surface;
- PoolVector<uint8_t> buffer;
- uint32_t stride;
- uint32_t offset_vertices;
- uint32_t offset_normal;
- PoolVector<uint8_t>::Write write_buffer;
- private:
- SoftBodyVisualServerHandler();
- 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 void *p_vector3);
- void set_normal(int p_vertex_id, const void *p_vector3);
- void set_aabb(const AABB &p_aabb);
- };
- class SoftBody : public MeshInstance {
- GDCLASS(SoftBody, MeshInstance);
- public:
- struct PinnedPoint {
- int point_index;
- NodePath spatial_attachment_path;
- Spatial *spatial_attachment; // Cache
- Vector3 offset;
- PinnedPoint();
- PinnedPoint(const PinnedPoint &obj_tocopy);
- PinnedPoint operator=(const PinnedPoint &obj);
- };
- private:
- SoftBodyVisualServerHandler visual_server_handler;
- RID physics_rid;
- bool physics_enabled = true;
- RID owned_mesh;
- uint32_t collision_mask;
- uint32_t collision_layer;
- NodePath parent_collision_ignore;
- PoolVector<PinnedPoint> pinned_points;
- bool simulation_started;
- bool pinned_points_cache_dirty;
- Ref<ArrayMesh> debug_mesh_cache;
- class MeshInstance *debug_mesh;
- bool capture_input_on_drag;
- bool ray_pickable;
- 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;
- virtual void _changed_callback(Object *p_changed, const char *p_prop);
- void _notification(int p_what);
- static void _bind_methods();
- virtual String get_configuration_warning() const;
- public:
- 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_mask_bit(int p_bit, bool p_value);
- bool get_collision_mask_bit(int p_bit) const;
- void set_collision_layer_bit(int p_bit, bool p_value);
- bool get_collision_layer_bit(int p_bit) const;
- void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
- const NodePath &get_parent_collision_ignore() const;
- void set_physics_enabled(bool p_enabled);
- bool is_physics_enabled() const;
- void set_pinned_points_indices(PoolVector<PinnedPoint> p_pinned_points_indices);
- PoolVector<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_areaAngular_stiffness(real_t p_areaAngular_stiffness);
- real_t get_areaAngular_stiffness();
- void set_volume_stiffness(real_t p_volume_stiffness);
- real_t get_volume_stiffness();
- void set_pressure_coefficient(real_t p_pressure_coefficient);
- real_t get_pressure_coefficient();
- void set_pose_matching_coefficient(real_t p_pose_matching_coefficient);
- real_t get_pose_matching_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();
- Array 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 set_ray_pickable(bool p_ray_pickable);
- bool is_ray_pickable() const;
- SoftBody();
- ~SoftBody();
- private:
- void reset_softbody_pin();
- 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;
- };
- #endif // SOFT_BODY_H
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