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+/*************************************************************************/
+/* soft_body_bullet.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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 SOFT_BODY_BULLET_H
+#define SOFT_BODY_BULLET_H
+
+#ifdef None
+/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
+#undef None
+#define x11_None 0L
+#endif
+
+#include "BulletSoftBody/btSoftBodyHelpers.h"
+#include "collision_object_bullet.h"
+
+#ifdef x11_None
+/// This is required to re add the macro None defined by x11 compiler
+#undef x11_None
+#define None 0L
+#endif
+
+#include "scene/resources/material.h" // TODO remove thsi please
+
+struct SoftShapeData {};
+struct TrimeshSoftShapeData : public SoftShapeData {
+ PoolVector<int> m_triangles_indices;
+ PoolVector<Vector3> m_vertices;
+ int m_triangles_num;
+};
+
+class SoftBodyBullet : public CollisionObjectBullet {
+public:
+ enum SoftShapeType {
+ SOFT_SHAPETYPE_NONE = 0,
+ SOFT_SHAPE_TYPE_TRIMESH
+ };
+
+private:
+ btSoftBody *bt_soft_body;
+ btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
+ SoftShapeType soft_shape_type;
+ bool isScratched;
+
+ SoftShapeData *soft_body_shape_data;
+
+ Transform transform;
+ int simulation_precision;
+ real_t mass;
+ real_t stiffness; // [0,1]
+ real_t pressure_coefficient; // [-inf,+inf]
+ real_t damping_coefficient; // [0,1]
+ real_t drag_coefficient; // [0,1]
+
+ class ImmediateGeometry *test_geometry; // TODO remove this please
+ Ref<SpatialMaterial> red_mat; // TODO remove this please
+ bool test_is_in_scene; // TODO remove this please
+
+public:
+ SoftBodyBullet();
+ ~SoftBodyBullet();
+
+ virtual void reload_body();
+ virtual void set_space(SpaceBullet *p_space);
+
+ virtual void dispatch_callbacks();
+ virtual void on_collision_filters_change();
+ virtual void on_collision_checker_start();
+ virtual void on_enter_area(AreaBullet *p_area);
+ virtual void on_exit_area(AreaBullet *p_area);
+
+ _FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
+
+ void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
+ void set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type);
+
+ void set_transform(const Transform &p_transform);
+ /// This function doesn't return the exact COM transform.
+ /// It returns the origin only of first node (vertice) of current soft body
+ /// ---
+ /// The soft body doesn't have a fixed center of mass, but is a group of nodes (vertices)
+ /// that each has its own position in the world.
+ /// For this reason return the correct COM is not so simple and must be calculate
+ /// Check this to improve this function http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8803
+ const Transform &get_transform() const;
+ void get_first_node_origin(btVector3 &p_out_origin) const;
+
+ void set_activation_state(bool p_active);
+
+ void set_mass(real_t p_val);
+ _FORCE_INLINE_ real_t get_mass() const { return mass; }
+ void set_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_stiffness() const { return stiffness; }
+ void set_simulation_precision(int p_val);
+ _FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
+ 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; }
+
+private:
+ void reload_soft_body();
+ void create_soft_body();
+ void destroy_soft_body();
+};
+
+#endif // SOFT_BODY_BULLET_H