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-rw-r--r--modules/bullet/soft_body_bullet.h103
1 files changed, 63 insertions, 40 deletions
diff --git a/modules/bullet/soft_body_bullet.h b/modules/bullet/soft_body_bullet.h
index 9895643b84..c775193584 100644
--- a/modules/bullet/soft_body_bullet.h
+++ b/modules/bullet/soft_body_bullet.h
@@ -40,7 +40,10 @@
#define x11_None 0L
#endif
-#include <BulletSoftBody/btSoftBodyHelpers.h>
+#include "BulletSoftBody/btSoftBodyHelpers.h"
+#include "collision_object_bullet.h"
+#include "scene/resources/mesh.h"
+#include "servers/physics_server.h"
#ifdef x11_None
/// This is required to re add the macro None defined by x11 compiler
@@ -52,39 +55,34 @@
@author AndreaCatania
*/
-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;
+ Vector<Vector<int> > indices_table;
btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
- SoftShapeType soft_shape_type;
bool isScratched;
- SoftShapeData *soft_body_shape_data;
+ Ref<Mesh> soft_mesh;
- Transform transform;
int simulation_precision;
- real_t mass;
- real_t stiffness; // [0,1]
+ real_t total_mass;
+ real_t linear_stiffness; // [0,1]
+ real_t areaAngular_stiffness; // [0,1]
+ real_t volume_stiffness; // [0,1]
real_t pressure_coefficient; // [-inf,+inf]
+ real_t pose_matching_coefficient; // [0,1]
real_t damping_coefficient; // [0,1]
real_t drag_coefficient; // [0,1]
+ Vector<int> pinned_nodes;
- 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
+ // Other property to add
+ //btScalar kVC; // Volume conversation coefficient [0,+inf]
+ //btScalar kDF; // Dynamic friction coefficient [0,1]
+ //btScalar kMT; // Pose matching coefficient [0,1]
+ //btScalar kCHR; // Rigid contacts hardness [0,1]
+ //btScalar kKHR; // Kinetic contacts hardness [0,1]
+ //btScalar kSHR; // Soft contacts hardness [0,1]
public:
SoftBodyBullet();
@@ -101,39 +99,64 @@ public:
_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 update_visual_server(class SoftBodyVisualServerHandler *p_visual_server_handler);
- 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_soft_mesh(const Ref<Mesh> &p_mesh);
+ void destroy_soft_body();
+
+ // Special function. This function has bad performance
+ void set_soft_transform(const Transform &p_transform);
+
+ void move_all_nodes(const Transform &p_transform);
+ void set_node_position(int node_index, const Vector3 &p_global_position);
+ void set_node_position(int node_index, const btVector3 &p_global_position);
+ void get_node_position(int node_index, Vector3 &r_position) const;
+ // Heavy function, Please cache this info
+ void get_node_offset(int node_index, Vector3 &r_offset) const;
+ // Heavy function, Please cache this info
+ void get_node_offset(int node_index, btVector3 &r_offset) const;
+
+ void set_node_mass(int node_index, btScalar p_mass);
+ btScalar get_node_mass(int node_index) const;
+ void reset_all_node_mass();
+ void reset_all_node_positions();
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_total_mass(real_t p_val);
+ _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
+
+ void set_linear_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
+
+ void set_areaAngular_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_areaAngular_stiffness() const { return areaAngular_stiffness; }
+
+ void set_volume_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_volume_stiffness() const { return volume_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_pose_matching_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_pose_matching_coefficient() const { return pose_matching_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();
+ void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices);
+ void setup_soft_body();
+
+ void pin_node(int p_node_index);
+ void unpin_node(int p_node_index);
+ int search_node_pinned(int p_node_index) const;
};
#endif // SOFT_BODY_BULLET_H