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- /**************************************************************************/
- /* godot_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 GODOT_SOFT_BODY_3D_H
- #define GODOT_SOFT_BODY_3D_H
- #include "godot_area_3d.h"
- #include "godot_collision_object_3d.h"
- #include "core/math/aabb.h"
- #include "core/math/dynamic_bvh.h"
- #include "core/math/vector3.h"
- #include "core/templates/hash_set.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/vset.h"
- class GodotConstraint3D;
- class GodotSoftBody3D : public GodotCollisionObject3D {
- RID soft_mesh;
- struct Node {
- Vector3 s; // Source position
- Vector3 x; // Position
- Vector3 q; // Previous step position/Test position
- Vector3 f; // Force accumulator
- Vector3 v; // Velocity
- Vector3 bv; // Biased Velocity
- Vector3 n; // Normal
- real_t area = 0.0; // Area
- real_t im = 0.0; // 1/mass
- DynamicBVH::ID leaf; // Leaf data
- uint32_t index = 0;
- };
- struct Link {
- Vector3 c3; // gradient
- Node *n[2] = { nullptr, nullptr }; // Node pointers
- real_t rl = 0.0; // Rest length
- real_t c0 = 0.0; // (ima+imb)*kLST
- real_t c1 = 0.0; // rl^2
- real_t c2 = 0.0; // |gradient|^2/c0
- };
- struct Face {
- Vector3 centroid;
- Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
- Vector3 normal; // Normal
- real_t ra = 0.0; // Rest area
- DynamicBVH::ID leaf; // Leaf data
- uint32_t index = 0;
- };
- LocalVector<Node> nodes;
- LocalVector<Link> links;
- LocalVector<Face> faces;
- DynamicBVH node_tree;
- DynamicBVH face_tree;
- LocalVector<uint32_t> map_visual_to_physics;
- AABB bounds;
- real_t collision_margin = 0.05;
- real_t total_mass = 1.0;
- real_t inv_total_mass = 1.0;
- int iteration_count = 5;
- real_t linear_stiffness = 0.5; // [0,1]
- real_t pressure_coefficient = 0.0; // [-inf,+inf]
- real_t damping_coefficient = 0.01; // [0,1]
- real_t drag_coefficient = 0.0; // [0,1]
- LocalVector<int> pinned_vertices;
- SelfList<GodotSoftBody3D> active_list;
- HashSet<GodotConstraint3D *> constraints;
- Vector<AreaCMP> areas;
- VSet<RID> exceptions;
- uint64_t island_step = 0;
- _FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
- public:
- GodotSoftBody3D();
- const AABB &get_bounds() const { return bounds; }
- void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
- Variant get_state(PhysicsServer3D::BodyState p_state) const;
- _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
- _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
- _FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
- _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
- _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
- _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
- _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
- _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
- _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
- int index = areas.find(AreaCMP(p_area));
- if (index > -1) {
- areas.write[index].refCount += 1;
- } else {
- areas.ordered_insert(AreaCMP(p_area));
- }
- }
- _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
- int index = areas.find(AreaCMP(p_area));
- if (index > -1) {
- areas.write[index].refCount -= 1;
- if (areas[index].refCount < 1) {
- areas.remove_at(index);
- }
- }
- }
- virtual void set_space(GodotSpace3D *p_space) override;
- void set_mesh(RID p_mesh);
- void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler);
- Vector3 get_vertex_position(int p_index) const;
- void set_vertex_position(int p_index, const Vector3 &p_position);
- void pin_vertex(int p_index);
- void unpin_vertex(int p_index);
- void unpin_all_vertices();
- bool is_vertex_pinned(int p_index) const;
- uint32_t get_node_count() const;
- real_t get_node_inv_mass(uint32_t p_node_index) const;
- Vector3 get_node_position(uint32_t p_node_index) const;
- Vector3 get_node_velocity(uint32_t p_node_index) const;
- Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
- void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
- void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
- uint32_t get_face_count() const;
- void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
- Vector3 get_face_normal(uint32_t p_face_index) const;
- void set_iteration_count(int p_val);
- _FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
- void set_total_mass(real_t p_val);
- _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
- _FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
- void set_collision_margin(real_t p_val);
- _FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
- void set_linear_stiffness(real_t p_val);
- _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
- void set_pressure_coefficient(real_t p_val);
- _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_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; }
- void predict_motion(real_t p_delta);
- void solve_constraints(real_t p_delta);
- _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return static_cast<Node *>(p_node)->index; }
- _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return static_cast<Face *>(p_face)->index; }
- // Return true to stop the query.
- // p_index is the node index for AABB query, face index for Ray query.
- typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
- void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
- void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
- protected:
- virtual void _shapes_changed() override;
- private:
- void update_normals_and_centroids();
- void update_bounds();
- void update_constants();
- void update_area();
- void reset_link_rest_lengths();
- void update_link_constants();
- void apply_nodes_transform(const Transform3D &p_transform);
- void add_velocity(const Vector3 &p_velocity);
- void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas);
- bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
- void generate_bending_constraints(int p_distance);
- void reoptimize_link_order();
- void append_link(uint32_t p_node1, uint32_t p_node2);
- void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
- void solve_links(real_t kst, real_t ti);
- void initialize_face_tree();
- void update_face_tree(real_t p_delta);
- void initialize_shape(bool p_force_move = true);
- void deinitialize_shape();
- void destroy();
- };
- class GodotSoftBodyShape3D : public GodotShape3D {
- GodotSoftBody3D *soft_body = nullptr;
- public:
- GodotSoftBody3D *get_soft_body() const { return soft_body; }
- virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; }
- virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); }
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
- virtual bool 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 override;
- virtual bool intersect_point(const Vector3 &p_point) const override;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
- virtual void set_data(const Variant &p_data) override {}
- virtual Variant get_data() const override { return Variant(); }
- void update_bounds();
- GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body);
- ~GodotSoftBodyShape3D() {}
- };
- #endif // GODOT_SOFT_BODY_3D_H
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