diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 12:24:30 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-10-18 17:01:10 -0700 |
commit | cc39dca9f7d960d1bb137f1dcbbf1da5cec8a505 (patch) | |
tree | 555c5721844576a85183de9f1c33cd19c671f73c /servers/physics_3d/godot_soft_body_3d.h | |
parent | 5bb3dbbedd4f32974eef36ffc83bbe29abb65ab1 (diff) |
Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
Diffstat (limited to 'servers/physics_3d/godot_soft_body_3d.h')
-rw-r--r-- | servers/physics_3d/godot_soft_body_3d.h | 279 |
1 files changed, 279 insertions, 0 deletions
diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h new file mode 100644 index 0000000000..008d5dddb8 --- /dev/null +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -0,0 +1,279 @@ +/*************************************************************************/ +/* godot_soft_body_3d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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/local_vector.h" +#include "core/templates/set.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; + + Vector3 gravity; + + SelfList<GodotSoftBody3D> active_list; + + Set<GodotConstraint3D *> constraints; + + Vector<AreaCMP> areas; + + VSet<RID> exceptions; + + uint64_t island_step = 0; + + _FORCE_INLINE_ void _compute_area_gravity(const GodotArea3D *p_area); + _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 Set<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(index); + } + } + } + + virtual void set_space(GodotSpace3D *p_space); + + void set_mesh(RID p_mesh); + + void update_rendering_server(RenderingServerHandler *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 ((Node *)p_node)->index; } + _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((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(); + +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(bool p_has_wind_forces); + + 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 { 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 { r_min = r_max = 0.0; } + virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); } + virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; } + + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; + virtual bool intersect_point(const Vector3 &p_point) const; + virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; + virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); } + + virtual void set_data(const Variant &p_data) {} + virtual Variant get_data() const { return Variant(); } + + void update_bounds(); + + GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body); + ~GodotSoftBodyShape3D() {} +}; + +#endif // GODOT_SOFT_BODY_3D_H |