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- /**************************************************************************/
- /* godot_soft_body_3d.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "godot_soft_body_3d.h"
- #include "godot_space_3d.h"
- #include "core/math/geometry_3d.h"
- #include "core/templates/rb_map.h"
- #include "servers/rendering_server.h"
- // Based on Bullet soft body.
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- ///btSoftBody implementation by Nathanael Presson
- GodotSoftBody3D::GodotSoftBody3D() :
- GodotCollisionObject3D(TYPE_SOFT_BODY),
- active_list(this) {
- _set_static(false);
- }
- void GodotSoftBody3D::_shapes_changed() {
- }
- void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().inverse());
- apply_nodes_transform(get_transform());
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- // Not supported.
- ERR_FAIL_MSG("Linear velocity is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- ERR_FAIL_MSG("Angular velocity is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
- } break;
- }
- }
- Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- ERR_FAIL_V_MSG(Vector3(), "Linear velocity is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- ERR_FAIL_V_MSG(Vector3(), "Angular velocity is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
- } break;
- }
- return Variant();
- }
- void GodotSoftBody3D::set_space(GodotSpace3D *p_space) {
- if (get_space()) {
- get_space()->soft_body_remove_from_active_list(&active_list);
- deinitialize_shape();
- }
- _set_space(p_space);
- if (get_space()) {
- get_space()->soft_body_add_to_active_list(&active_list);
- if (bounds != AABB()) {
- initialize_shape(true);
- }
- }
- }
- void GodotSoftBody3D::set_mesh(RID p_mesh) {
- destroy();
- soft_mesh = p_mesh;
- if (soft_mesh.is_null()) {
- return;
- }
- Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
- ERR_FAIL_COND(arrays.is_empty());
- const Vector<int> &indices = arrays[RenderingServer::ARRAY_INDEX];
- const Vector<Vector3> &vertices = arrays[RenderingServer::ARRAY_VERTEX];
- ERR_FAIL_COND_MSG(indices.is_empty(), "Soft body's mesh needs to have indices");
- ERR_FAIL_COND_MSG(vertices.is_empty(), "Soft body's mesh needs to have vertices");
- bool success = create_from_trimesh(indices, vertices);
- if (!success) {
- destroy();
- }
- }
- void GodotSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) {
- if (soft_mesh.is_null()) {
- return;
- }
- const uint32_t vertex_count = map_visual_to_physics.size();
- for (uint32_t i = 0; i < vertex_count; ++i) {
- const uint32_t node_index = map_visual_to_physics[i];
- const Node &node = nodes[node_index];
- p_rendering_server_handler->set_vertex(i, node.x);
- p_rendering_server_handler->set_normal(i, node.n);
- }
- p_rendering_server_handler->set_aabb(bounds);
- }
- void GodotSoftBody3D::update_normals_and_centroids() {
- for (Node &node : nodes) {
- node.n = Vector3();
- }
- for (Face &face : faces) {
- const Vector3 n = vec3_cross(face.n[0]->x - face.n[2]->x, face.n[0]->x - face.n[1]->x);
- face.n[0]->n += n;
- face.n[1]->n += n;
- face.n[2]->n += n;
- face.normal = n;
- face.normal.normalize();
- face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x);
- }
- for (Node &node : nodes) {
- real_t len = node.n.length();
- if (len > CMP_EPSILON) {
- node.n /= len;
- }
- }
- }
- void GodotSoftBody3D::update_bounds() {
- AABB prev_bounds = bounds;
- prev_bounds.grow_by(collision_margin);
- bounds = AABB();
- const uint32_t nodes_count = nodes.size();
- if (nodes_count == 0) {
- deinitialize_shape();
- return;
- }
- bool first = true;
- bool moved = false;
- for (uint32_t node_index = 0; node_index < nodes_count; ++node_index) {
- const Node &node = nodes[node_index];
- if (!prev_bounds.has_point(node.x)) {
- moved = true;
- }
- if (first) {
- bounds.position = node.x;
- first = false;
- } else {
- bounds.expand_to(node.x);
- }
- }
- if (get_space()) {
- initialize_shape(moved);
- }
- }
- void GodotSoftBody3D::update_constants() {
- reset_link_rest_lengths();
- update_link_constants();
- update_area();
- }
- void GodotSoftBody3D::update_area() {
- int i, ni;
- // Face area.
- for (Face &face : faces) {
- const Vector3 &x0 = face.n[0]->x;
- const Vector3 &x1 = face.n[1]->x;
- const Vector3 &x2 = face.n[2]->x;
- const Vector3 a = x1 - x0;
- const Vector3 b = x2 - x0;
- const Vector3 cr = vec3_cross(a, b);
- face.ra = cr.length() * 0.5;
- }
- // Node area.
- LocalVector<int> counts;
- if (nodes.size() > 0) {
- counts.resize(nodes.size());
- memset(counts.ptr(), 0, counts.size() * sizeof(int));
- }
- for (Node &node : nodes) {
- node.area = 0.0;
- }
- for (const Face &face : faces) {
- for (int j = 0; j < 3; ++j) {
- const int index = (int)(face.n[j] - &nodes[0]);
- counts[index]++;
- face.n[j]->area += Math::abs(face.ra);
- }
- }
- for (i = 0, ni = nodes.size(); i < ni; ++i) {
- if (counts[i] > 0) {
- nodes[i].area /= (real_t)counts[i];
- } else {
- nodes[i].area = 0.0;
- }
- }
- }
- void GodotSoftBody3D::reset_link_rest_lengths() {
- for (Link &link : links) {
- link.rl = (link.n[0]->x - link.n[1]->x).length();
- link.c1 = link.rl * link.rl;
- }
- }
- void GodotSoftBody3D::update_link_constants() {
- real_t inv_linear_stiffness = 1.0 / linear_stiffness;
- for (Link &link : links) {
- link.c0 = (link.n[0]->im + link.n[1]->im) * inv_linear_stiffness;
- }
- }
- void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) {
- if (soft_mesh.is_null()) {
- return;
- }
- uint32_t node_count = nodes.size();
- Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
- for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
- Node &node = nodes[node_index];
- node.x = p_transform.xform(node.x);
- node.q = node.x;
- node.v = Vector3();
- node.bv = Vector3();
- AABB node_aabb(node.x, leaf_size);
- node_tree.update(node.leaf, node_aabb);
- }
- face_tree.clear();
- update_normals_and_centroids();
- update_bounds();
- update_constants();
- }
- Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const {
- ERR_FAIL_COND_V(p_index < 0, Vector3());
- if (soft_mesh.is_null()) {
- return Vector3();
- }
- ERR_FAIL_COND_V(p_index >= (int)map_visual_to_physics.size(), Vector3());
- uint32_t node_index = map_visual_to_physics[p_index];
- ERR_FAIL_COND_V(node_index >= nodes.size(), Vector3());
- return nodes[node_index].x;
- }
- void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) {
- ERR_FAIL_COND(p_index < 0);
- if (soft_mesh.is_null()) {
- return;
- }
- ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
- uint32_t node_index = map_visual_to_physics[p_index];
- ERR_FAIL_COND(node_index >= nodes.size());
- Node &node = nodes[node_index];
- node.q = node.x;
- node.x = p_position;
- }
- void GodotSoftBody3D::pin_vertex(int p_index) {
- ERR_FAIL_COND(p_index < 0);
- if (is_vertex_pinned(p_index)) {
- return;
- }
- pinned_vertices.push_back(p_index);
- if (!soft_mesh.is_null()) {
- ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
- uint32_t node_index = map_visual_to_physics[p_index];
- ERR_FAIL_COND(node_index >= nodes.size());
- Node &node = nodes[node_index];
- node.im = 0.0;
- }
- }
- void GodotSoftBody3D::unpin_vertex(int p_index) {
- ERR_FAIL_COND(p_index < 0);
- uint32_t pinned_count = pinned_vertices.size();
- for (uint32_t i = 0; i < pinned_count; ++i) {
- if (p_index == pinned_vertices[i]) {
- pinned_vertices.remove_at(i);
- if (!soft_mesh.is_null()) {
- ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
- uint32_t node_index = map_visual_to_physics[p_index];
- ERR_FAIL_COND(node_index >= nodes.size());
- real_t inv_node_mass = nodes.size() * inv_total_mass;
- Node &node = nodes[node_index];
- node.im = inv_node_mass;
- }
- return;
- }
- }
- }
- void GodotSoftBody3D::unpin_all_vertices() {
- if (!soft_mesh.is_null()) {
- real_t inv_node_mass = nodes.size() * inv_total_mass;
- uint32_t pinned_count = pinned_vertices.size();
- for (uint32_t i = 0; i < pinned_count; ++i) {
- int pinned_vertex = pinned_vertices[i];
- ERR_CONTINUE(pinned_vertex >= (int)map_visual_to_physics.size());
- uint32_t node_index = map_visual_to_physics[pinned_vertex];
- ERR_CONTINUE(node_index >= nodes.size());
- Node &node = nodes[node_index];
- node.im = inv_node_mass;
- }
- }
- pinned_vertices.clear();
- }
- bool GodotSoftBody3D::is_vertex_pinned(int p_index) const {
- ERR_FAIL_COND_V(p_index < 0, false);
- uint32_t pinned_count = pinned_vertices.size();
- for (uint32_t i = 0; i < pinned_count; ++i) {
- if (p_index == pinned_vertices[i]) {
- return true;
- }
- }
- return false;
- }
- uint32_t GodotSoftBody3D::get_node_count() const {
- return nodes.size();
- }
- real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const {
- ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), 0.0);
- return nodes[p_node_index].im;
- }
- Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const {
- ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
- return nodes[p_node_index].x;
- }
- Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const {
- ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
- return nodes[p_node_index].v;
- }
- Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const {
- ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
- return nodes[p_node_index].bv;
- }
- void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
- ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
- Node &node = nodes[p_node_index];
- node.v += p_impulse * node.im;
- }
- void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
- ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
- Node &node = nodes[p_node_index];
- node.bv += p_impulse * node.im;
- }
- uint32_t GodotSoftBody3D::get_face_count() const {
- return faces.size();
- }
- void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
- ERR_FAIL_UNSIGNED_INDEX(p_face_index, faces.size());
- const Face &face = faces[p_face_index];
- r_point_1 = face.n[0]->x;
- r_point_2 = face.n[1]->x;
- r_point_3 = face.n[2]->x;
- }
- Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const {
- ERR_FAIL_UNSIGNED_INDEX_V(p_face_index, faces.size(), Vector3());
- return faces[p_face_index].normal;
- }
- bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
- ERR_FAIL_COND_V(p_indices.is_empty(), false);
- ERR_FAIL_COND_V(p_vertices.is_empty(), false);
- uint32_t node_count = 0;
- LocalVector<Vector3> vertices;
- const int visual_vertex_count(p_vertices.size());
- LocalVector<int> triangles;
- const uint32_t triangle_count(p_indices.size() / 3);
- triangles.resize(triangle_count * 3);
- // Merge all overlapping vertices and create a map of physical vertices to visual vertices.
- {
- // Process vertices.
- {
- uint32_t vertex_count = 0;
- HashMap<Vector3, uint32_t> unique_vertices;
- vertices.resize(visual_vertex_count);
- map_visual_to_physics.resize(visual_vertex_count);
- for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
- const Vector3 &vertex = p_vertices[visual_vertex_index];
- HashMap<Vector3, uint32_t>::Iterator e = unique_vertices.find(vertex);
- uint32_t vertex_id;
- if (e) {
- // Already existing.
- vertex_id = e->value;
- } else {
- // Create new one.
- vertex_id = vertex_count++;
- unique_vertices[vertex] = vertex_id;
- vertices[vertex_id] = vertex;
- }
- map_visual_to_physics[visual_vertex_index] = vertex_id;
- }
- vertices.resize(vertex_count);
- }
- // Process triangles.
- {
- for (uint32_t triangle_index = 0; triangle_index < triangle_count; ++triangle_index) {
- for (int i = 0; i < 3; ++i) {
- int visual_index = 3 * triangle_index + i;
- int physics_index = map_visual_to_physics[p_indices[visual_index]];
- triangles[visual_index] = physics_index;
- node_count = MAX((int)node_count, physics_index);
- }
- }
- }
- }
- ++node_count;
- // Create nodes from vertices.
- nodes.resize(node_count);
- real_t inv_node_mass = node_count * inv_total_mass;
- Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
- for (uint32_t i = 0; i < node_count; ++i) {
- Node &node = nodes[i];
- node.s = vertices[i];
- node.x = node.s;
- node.q = node.s;
- node.im = inv_node_mass;
- AABB node_aabb(node.x, leaf_size);
- node.leaf = node_tree.insert(node_aabb, &node);
- node.index = i;
- }
- // Create links and faces from triangles.
- LocalVector<bool> chks;
- chks.resize(node_count * node_count);
- memset(chks.ptr(), 0, chks.size() * sizeof(bool));
- for (uint32_t i = 0; i < triangle_count * 3; i += 3) {
- const int idx[] = { triangles[i], triangles[i + 1], triangles[i + 2] };
- for (int j = 2, k = 0; k < 3; j = k++) {
- int chk = idx[k] * node_count + idx[j];
- if (!chks[chk]) {
- chks[chk] = true;
- int inv_chk = idx[j] * node_count + idx[k];
- chks[inv_chk] = true;
- append_link(idx[j], idx[k]);
- }
- }
- append_face(idx[0], idx[1], idx[2]);
- }
- // Set pinned nodes.
- uint32_t pinned_count = pinned_vertices.size();
- for (uint32_t i = 0; i < pinned_count; ++i) {
- int pinned_vertex = pinned_vertices[i];
- ERR_CONTINUE(pinned_vertex >= visual_vertex_count);
- uint32_t node_index = map_visual_to_physics[pinned_vertex];
- ERR_CONTINUE(node_index >= node_count);
- Node &node = nodes[node_index];
- node.im = 0.0;
- }
- generate_bending_constraints(2);
- reoptimize_link_order();
- update_constants();
- update_normals_and_centroids();
- update_bounds();
- return true;
- }
- void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
- uint32_t i, j;
- if (p_distance > 1) {
- // Build graph.
- const uint32_t n = nodes.size();
- const unsigned inf = (~(unsigned)0) >> 1;
- const uint32_t adj_size = n * n;
- unsigned *adj = memnew_arr(unsigned, adj_size);
- #define IDX(_x_, _y_) ((_y_) * n + (_x_))
- for (j = 0; j < n; ++j) {
- for (i = 0; i < n; ++i) {
- int idx_ij = j * n + i;
- int idx_ji = i * n + j;
- if (i != j) {
- adj[idx_ij] = adj[idx_ji] = inf;
- } else {
- adj[idx_ij] = adj[idx_ji] = 0;
- }
- }
- }
- for (Link &link : links) {
- const int ia = (int)(link.n[0] - &nodes[0]);
- const int ib = (int)(link.n[1] - &nodes[0]);
- int idx = ib * n + ia;
- int idx_inv = ia * n + ib;
- adj[idx] = 1;
- adj[idx_inv] = 1;
- }
- // Special optimized case for distance == 2.
- if (p_distance == 2) {
- LocalVector<LocalVector<int>> node_links;
- // Build node links.
- node_links.resize(nodes.size());
- for (Link &link : links) {
- const int ia = (int)(link.n[0] - &nodes[0]);
- const int ib = (int)(link.n[1] - &nodes[0]);
- if (!node_links[ia].has(ib)) {
- node_links[ia].push_back(ib);
- }
- if (!node_links[ib].has(ia)) {
- node_links[ib].push_back(ia);
- }
- }
- for (uint32_t ii = 0; ii < node_links.size(); ii++) {
- for (uint32_t jj = 0; jj < node_links[ii].size(); jj++) {
- int k = node_links[ii][jj];
- for (const int &l : node_links[k]) {
- if ((int)ii != l) {
- int idx_ik = k * n + ii;
- int idx_kj = l * n + k;
- const unsigned sum = adj[idx_ik] + adj[idx_kj];
- ERR_FAIL_COND(sum != 2);
- int idx_ij = l * n + ii;
- if (adj[idx_ij] > sum) {
- int idx_ji = l * n + ii;
- adj[idx_ij] = adj[idx_ji] = sum;
- }
- }
- }
- }
- }
- } else {
- // Generic Floyd's algorithm.
- for (uint32_t k = 0; k < n; ++k) {
- for (j = 0; j < n; ++j) {
- for (i = j + 1; i < n; ++i) {
- int idx_ik = k * n + i;
- int idx_kj = j * n + k;
- const unsigned sum = adj[idx_ik] + adj[idx_kj];
- int idx_ij = j * n + i;
- if (adj[idx_ij] > sum) {
- int idx_ji = j * n + i;
- adj[idx_ij] = adj[idx_ji] = sum;
- }
- }
- }
- }
- }
- // Build links.
- for (j = 0; j < n; ++j) {
- for (i = j + 1; i < n; ++i) {
- int idx_ij = j * n + i;
- if (adj[idx_ij] == (unsigned)p_distance) {
- append_link(i, j);
- }
- }
- }
- memdelete_arr(adj);
- }
- }
- //===================================================================
- //
- //
- // This function takes in a list of interdependent Links and tries
- // to maximize the distance between calculation
- // of dependent links. This increases the amount of parallelism that can
- // be exploited by out-of-order instruction processors with large but
- // (inevitably) finite instruction windows.
- //
- //===================================================================
- // A small structure to track lists of dependent link calculations.
- class LinkDeps {
- public:
- // A link calculation that is dependent on this one.
- // Positive values = "input A" while negative values = "input B".
- int value;
- // Next dependence in the list.
- LinkDeps *next;
- };
- typedef LinkDeps *LinkDepsPtr;
- void GodotSoftBody3D::reoptimize_link_order() {
- const int reop_not_dependent = -1;
- const int reop_node_complete = -2;
- uint32_t link_count = links.size();
- uint32_t node_count = nodes.size();
- if (link_count < 1 || node_count < 2) {
- return;
- }
- uint32_t i;
- Link *lr;
- int ar, br;
- Node *node0 = &(nodes[0]);
- Node *node1 = &(nodes[1]);
- LinkDepsPtr link_dep;
- int ready_list_head, ready_list_tail, link_num, link_dep_frees, dep_link;
- // Allocate temporary buffers.
- int *node_written_at = memnew_arr(int, node_count + 1); // What link calculation produced this node's current values?
- int *link_dep_A = memnew_arr(int, link_count); // Link calculation input is dependent upon prior calculation #N
- int *link_dep_B = memnew_arr(int, link_count);
- int *ready_list = memnew_arr(int, link_count); // List of ready-to-process link calculations (# of links, maximum)
- LinkDeps *link_dep_free_list = memnew_arr(LinkDeps, 2 * link_count); // Dependent-on-me list elements (2x# of links, maximum)
- LinkDepsPtr *link_dep_list_starts = memnew_arr(LinkDepsPtr, link_count); // Start nodes of dependent-on-me lists, one for each link
- // Copy the original, unsorted links to a side buffer.
- Link *link_buffer = memnew_arr(Link, link_count);
- memcpy(link_buffer, &(links[0]), sizeof(Link) * link_count);
- // Clear out the node setup and ready list.
- for (i = 0; i < node_count + 1; i++) {
- node_written_at[i] = reop_not_dependent;
- }
- for (i = 0; i < link_count; i++) {
- link_dep_list_starts[i] = nullptr;
- }
- ready_list_head = ready_list_tail = link_dep_frees = 0;
- // Initial link analysis to set up data structures.
- for (i = 0; i < link_count; i++) {
- // Note which prior link calculations we are dependent upon & build up dependence lists.
- lr = &(links[i]);
- ar = (lr->n[0] - node0) / (node1 - node0);
- br = (lr->n[1] - node0) / (node1 - node0);
- if (node_written_at[ar] > reop_not_dependent) {
- link_dep_A[i] = node_written_at[ar];
- link_dep = &link_dep_free_list[link_dep_frees++];
- link_dep->value = i;
- link_dep->next = link_dep_list_starts[node_written_at[ar]];
- link_dep_list_starts[node_written_at[ar]] = link_dep;
- } else {
- link_dep_A[i] = reop_not_dependent;
- }
- if (node_written_at[br] > reop_not_dependent) {
- link_dep_B[i] = node_written_at[br];
- link_dep = &link_dep_free_list[link_dep_frees++];
- link_dep->value = -(int)(i + 1);
- link_dep->next = link_dep_list_starts[node_written_at[br]];
- link_dep_list_starts[node_written_at[br]] = link_dep;
- } else {
- link_dep_B[i] = reop_not_dependent;
- }
- // Add this link to the initial ready list, if it is not dependent on any other links.
- if ((link_dep_A[i] == reop_not_dependent) && (link_dep_B[i] == reop_not_dependent)) {
- ready_list[ready_list_tail++] = i;
- link_dep_A[i] = link_dep_B[i] = reop_node_complete; // Probably not needed now.
- }
- // Update the nodes to mark which ones are calculated by this link.
- node_written_at[ar] = node_written_at[br] = i;
- }
- // Process the ready list and create the sorted list of links:
- // -- By treating the ready list as a queue, we maximize the distance between any
- // inter-dependent node calculations.
- // -- All other (non-related) nodes in the ready list will automatically be inserted
- // in between each set of inter-dependent link calculations by this loop.
- i = 0;
- while (ready_list_head != ready_list_tail) {
- // Use ready list to select the next link to process.
- link_num = ready_list[ready_list_head++];
- // Copy the next-to-calculate link back into the original link array.
- links[i++] = link_buffer[link_num];
- // Free up any link inputs that are dependent on this one.
- link_dep = link_dep_list_starts[link_num];
- while (link_dep) {
- dep_link = link_dep->value;
- if (dep_link >= 0) {
- link_dep_A[dep_link] = reop_not_dependent;
- } else {
- dep_link = -dep_link - 1;
- link_dep_B[dep_link] = reop_not_dependent;
- }
- // Add this dependent link calculation to the ready list if *both* inputs are clear.
- if ((link_dep_A[dep_link] == reop_not_dependent) && (link_dep_B[dep_link] == reop_not_dependent)) {
- ready_list[ready_list_tail++] = dep_link;
- link_dep_A[dep_link] = link_dep_B[dep_link] = reop_node_complete; // Probably not needed now.
- }
- link_dep = link_dep->next;
- }
- }
- // Delete the temporary buffers.
- memdelete_arr(node_written_at);
- memdelete_arr(link_dep_A);
- memdelete_arr(link_dep_B);
- memdelete_arr(ready_list);
- memdelete_arr(link_dep_free_list);
- memdelete_arr(link_dep_list_starts);
- memdelete_arr(link_buffer);
- }
- void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) {
- if (p_node1 == p_node2) {
- return;
- }
- Node *node1 = &nodes[p_node1];
- Node *node2 = &nodes[p_node2];
- Link link;
- link.n[0] = node1;
- link.n[1] = node2;
- link.rl = (node1->x - node2->x).length();
- links.push_back(link);
- }
- void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
- if (p_node1 == p_node2) {
- return;
- }
- if (p_node1 == p_node3) {
- return;
- }
- if (p_node2 == p_node3) {
- return;
- }
- Node *node1 = &nodes[p_node1];
- Node *node2 = &nodes[p_node2];
- Node *node3 = &nodes[p_node3];
- Face face;
- face.n[0] = node1;
- face.n[1] = node2;
- face.n[2] = node3;
- face.index = faces.size();
- faces.push_back(face);
- }
- void GodotSoftBody3D::set_iteration_count(int p_val) {
- iteration_count = p_val;
- }
- void GodotSoftBody3D::set_total_mass(real_t p_val) {
- ERR_FAIL_COND(p_val < 0.0);
- inv_total_mass = 1.0 / p_val;
- real_t mass_factor = total_mass * inv_total_mass;
- total_mass = p_val;
- uint32_t node_count = nodes.size();
- for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
- Node &node = nodes[node_index];
- node.im *= mass_factor;
- }
- update_constants();
- }
- void GodotSoftBody3D::set_collision_margin(real_t p_val) {
- collision_margin = p_val;
- }
- void GodotSoftBody3D::set_linear_stiffness(real_t p_val) {
- linear_stiffness = p_val;
- }
- void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) {
- pressure_coefficient = p_val;
- }
- void GodotSoftBody3D::set_damping_coefficient(real_t p_val) {
- damping_coefficient = p_val;
- }
- void GodotSoftBody3D::set_drag_coefficient(real_t p_val) {
- drag_coefficient = p_val;
- }
- void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) {
- for (Node &node : nodes) {
- if (node.im > 0) {
- node.v += p_velocity;
- }
- }
- }
- void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) {
- if (nodes.is_empty()) {
- return;
- }
- int32_t j;
- real_t volume = 0.0;
- const Vector3 &org = nodes[0].x;
- // Iterate over faces (try not to iterate elsewhere if possible).
- for (const Face &face : faces) {
- Vector3 wind_force(0, 0, 0);
- // Compute volume.
- volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
- // Compute nodal forces from area winds.
- if (!p_wind_areas.is_empty()) {
- for (const GodotArea3D *area : p_wind_areas) {
- wind_force += _compute_area_windforce(area, &face);
- }
- for (j = 0; j < 3; j++) {
- Node *current_node = face.n[j];
- current_node->f += wind_force;
- }
- }
- }
- volume /= 6.0;
- // Apply nodal pressure forces.
- if (pressure_coefficient > CMP_EPSILON) {
- real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient;
- for (Node &node : nodes) {
- if (node.im > 0) {
- node.f += node.n * (node.area * ivolumetp);
- }
- }
- }
- }
- Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
- real_t wfm = p_area->get_wind_force_magnitude();
- real_t waf = p_area->get_wind_attenuation_factor();
- const Vector3 &wd = p_area->get_wind_direction();
- const Vector3 &ws = p_area->get_wind_source();
- real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd);
- real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd);
- real_t attenuation_over_distance = pow(projection_toward_centroid, -waf);
- real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance;
- return nodal_force_magnitude * p_face->normal;
- }
- void GodotSoftBody3D::predict_motion(real_t p_delta) {
- const real_t inv_delta = 1.0 / p_delta;
- ERR_FAIL_NULL(get_space());
- bool gravity_done = false;
- Vector3 gravity;
- LocalVector<GodotArea3D *> wind_areas;
- int ac = areas.size();
- if (ac) {
- areas.sort();
- const AreaCMP *aa = &areas[0];
- for (int i = ac - 1; i >= 0; i--) {
- if (!gravity_done) {
- PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
- if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- Vector3 area_gravity;
- aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
- switch (area_gravity_mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- gravity += area_gravity;
- gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = area_gravity;
- gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
- if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) {
- wind_areas.push_back(aa[i].area);
- }
- }
- }
- // Add default gravity and damping from space area.
- if (!gravity_done) {
- GodotArea3D *default_area = get_space()->get_default_area();
- ERR_FAIL_NULL(default_area);
- Vector3 default_gravity;
- default_area->compute_gravity(get_transform().get_origin(), default_gravity);
- gravity += default_gravity;
- }
- // Apply forces.
- add_velocity(gravity * p_delta);
- if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) {
- apply_forces(wind_areas);
- }
- // Avoid soft body from 'exploding' so use some upper threshold of maximum motion
- // that a node can travel per frame.
- const real_t max_displacement = 1000.0;
- real_t clamp_delta_v = max_displacement * inv_delta;
- // Integrate.
- for (Node &node : nodes) {
- node.q = node.x;
- Vector3 delta_v = node.f * node.im * p_delta;
- for (int c = 0; c < 3; c++) {
- delta_v[c] = CLAMP(delta_v[c], -clamp_delta_v, clamp_delta_v);
- }
- node.v += delta_v;
- node.x += node.v * p_delta;
- node.f = Vector3();
- }
- // Bounds and tree update.
- update_bounds();
- // Node tree update.
- for (const Node &node : nodes) {
- AABB node_aabb(node.x, Vector3());
- node_aabb.expand_to(node.x + node.v * p_delta);
- node_aabb.grow_by(collision_margin);
- node_tree.update(node.leaf, node_aabb);
- }
- // Face tree update.
- if (!face_tree.is_empty()) {
- update_face_tree(p_delta);
- }
- // Optimize node tree.
- node_tree.optimize_incremental(1);
- face_tree.optimize_incremental(1);
- }
- void GodotSoftBody3D::solve_constraints(real_t p_delta) {
- const real_t inv_delta = 1.0 / p_delta;
- for (Link &link : links) {
- link.c3 = link.n[1]->q - link.n[0]->q;
- link.c2 = 1 / (link.c3.length_squared() * link.c0);
- }
- // Solve velocities.
- for (Node &node : nodes) {
- node.x = node.q + node.v * p_delta;
- }
- // Solve positions.
- for (int isolve = 0; isolve < iteration_count; ++isolve) {
- const real_t ti = isolve / (real_t)iteration_count;
- solve_links(1.0, ti);
- }
- const real_t vc = (1.0 - damping_coefficient) * inv_delta;
- for (Node &node : nodes) {
- node.x += node.bv * p_delta;
- node.bv = Vector3();
- node.v = (node.x - node.q) * vc;
- node.q = node.x;
- }
- update_normals_and_centroids();
- }
- void GodotSoftBody3D::solve_links(real_t kst, real_t ti) {
- for (Link &link : links) {
- if (link.c0 > 0) {
- Node &node_a = *link.n[0];
- Node &node_b = *link.n[1];
- const Vector3 del = node_b.x - node_a.x;
- const real_t len = del.length_squared();
- if (link.c1 + len > CMP_EPSILON) {
- const real_t k = ((link.c1 - len) / (link.c0 * (link.c1 + len))) * kst;
- node_a.x -= del * (k * node_a.im);
- node_b.x += del * (k * node_b.im);
- }
- }
- }
- }
- struct AABBQueryResult {
- const GodotSoftBody3D *soft_body = nullptr;
- void *userdata = nullptr;
- GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- return result_callback(soft_body->get_node_index(p_data), userdata);
- }
- };
- void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
- AABBQueryResult query_result;
- query_result.soft_body = this;
- query_result.result_callback = p_result_callback;
- query_result.userdata = p_userdata;
- node_tree.aabb_query(p_aabb, query_result);
- }
- struct RayQueryResult {
- const GodotSoftBody3D *soft_body = nullptr;
- void *userdata = nullptr;
- GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- return result_callback(soft_body->get_face_index(p_data), userdata);
- }
- };
- void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
- if (face_tree.is_empty()) {
- initialize_face_tree();
- }
- RayQueryResult query_result;
- query_result.soft_body = this;
- query_result.result_callback = p_result_callback;
- query_result.userdata = p_userdata;
- face_tree.ray_query(p_from, p_to, query_result);
- }
- void GodotSoftBody3D::initialize_face_tree() {
- face_tree.clear();
- for (Face &face : faces) {
- AABB face_aabb;
- face_aabb.position = face.n[0]->x;
- face_aabb.expand_to(face.n[1]->x);
- face_aabb.expand_to(face.n[2]->x);
- face_aabb.grow_by(collision_margin);
- face.leaf = face_tree.insert(face_aabb, &face);
- }
- }
- void GodotSoftBody3D::update_face_tree(real_t p_delta) {
- for (const Face &face : faces) {
- AABB face_aabb;
- const Node *node0 = face.n[0];
- face_aabb.position = node0->x;
- face_aabb.expand_to(node0->x + node0->v * p_delta);
- const Node *node1 = face.n[1];
- face_aabb.expand_to(node1->x);
- face_aabb.expand_to(node1->x + node1->v * p_delta);
- const Node *node2 = face.n[2];
- face_aabb.expand_to(node2->x);
- face_aabb.expand_to(node2->x + node2->v * p_delta);
- face_aabb.grow_by(collision_margin);
- face_tree.update(face.leaf, face_aabb);
- }
- }
- void GodotSoftBody3D::initialize_shape(bool p_force_move) {
- if (get_shape_count() == 0) {
- GodotSoftBodyShape3D *soft_body_shape = memnew(GodotSoftBodyShape3D(this));
- add_shape(soft_body_shape);
- } else if (p_force_move) {
- GodotSoftBodyShape3D *soft_body_shape = static_cast<GodotSoftBodyShape3D *>(get_shape(0));
- soft_body_shape->update_bounds();
- }
- }
- void GodotSoftBody3D::deinitialize_shape() {
- if (get_shape_count() > 0) {
- GodotShape3D *shape = get_shape(0);
- remove_shape(shape);
- memdelete(shape);
- }
- }
- void GodotSoftBody3D::destroy() {
- soft_mesh = RID();
- map_visual_to_physics.clear();
- node_tree.clear();
- face_tree.clear();
- nodes.clear();
- links.clear();
- faces.clear();
- bounds = AABB();
- deinitialize_shape();
- }
- void GodotSoftBodyShape3D::update_bounds() {
- ERR_FAIL_NULL(soft_body);
- AABB collision_aabb = soft_body->get_bounds();
- collision_aabb.grow_by(soft_body->get_collision_margin());
- configure(collision_aabb);
- }
- GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) {
- soft_body = p_soft_body;
- update_bounds();
- }
- struct _SoftBodyIntersectSegmentInfo {
- const GodotSoftBody3D *soft_body = nullptr;
- Vector3 from;
- Vector3 dir;
- Vector3 hit_position;
- uint32_t hit_face_index = -1;
- real_t hit_dist_sq = INFINITY;
- static bool process_hit(uint32_t p_face_index, void *p_userdata) {
- _SoftBodyIntersectSegmentInfo &query_info = *(static_cast<_SoftBodyIntersectSegmentInfo *>(p_userdata));
- Vector3 points[3];
- query_info.soft_body->get_face_points(p_face_index, points[0], points[1], points[2]);
- Vector3 result;
- if (Geometry3D::ray_intersects_triangle(query_info.from, query_info.dir, points[0], points[1], points[2], &result)) {
- real_t dist_sq = query_info.from.distance_squared_to(result);
- if (dist_sq < query_info.hit_dist_sq) {
- query_info.hit_dist_sq = dist_sq;
- query_info.hit_position = result;
- query_info.hit_face_index = p_face_index;
- }
- }
- // Continue with the query.
- return false;
- }
- };
- bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- _SoftBodyIntersectSegmentInfo query_info;
- query_info.soft_body = soft_body;
- query_info.from = p_begin;
- query_info.dir = (p_end - p_begin).normalized();
- soft_body->query_ray(p_begin, p_end, _SoftBodyIntersectSegmentInfo::process_hit, &query_info);
- if (query_info.hit_dist_sq != INFINITY) {
- r_result = query_info.hit_position;
- r_normal = soft_body->get_face_normal(query_info.hit_face_index);
- return true;
- }
- return false;
- }
- bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const {
- return false;
- }
- Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const {
- ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies.");
- }
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