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diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp
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+/*************************************************************************/
+/* soft_body_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#include "soft_body_3d.h"
+
+#include "core/list.h"
+#include "core/object.h"
+#include "core/os/os.h"
+#include "core/rid.h"
+#include "scene/3d/collision_object_3d.h"
+#include "scene/3d/physics_body_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "servers/physics_server_3d.h"
+
+SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {}
+
+void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
+ clear();
+
+ ERR_FAIL_COND(!p_mesh.is_valid());
+
+ mesh = p_mesh;
+ surface = p_surface;
+#ifndef _MSC_VER
+#warning Softbody is not working, needs to be redone considering that these functions no longer exist
+#endif
+#if 0
+ const uint32_t surface_format = RS::get_singleton()->mesh_surface_get_format(mesh, surface);
+ const int surface_vertex_len = RS::get_singleton()->mesh_surface_get_array_len(mesh, p_surface);
+ const int surface_index_len = RS::get_singleton()->mesh_surface_get_array_index_len(mesh, p_surface);
+ uint32_t surface_offsets[RS::ARRAY_MAX];
+
+ buffer = RS::get_singleton()->mesh_surface_get_array(mesh, surface);
+ stride = RS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, surface_offsets);
+ offset_vertices = surface_offsets[RS::ARRAY_VERTEX];
+ offset_normal = surface_offsets[RS::ARRAY_NORMAL];
+#endif
+}
+
+void SoftBodyRenderingServerHandler::clear() {
+
+ if (mesh.is_valid()) {
+ buffer.resize(0);
+ }
+
+ mesh = RID();
+}
+
+void SoftBodyRenderingServerHandler::open() {
+ write_buffer = buffer.ptrw();
+}
+
+void SoftBodyRenderingServerHandler::close() {
+ //write_buffer.release();
+}
+
+void SoftBodyRenderingServerHandler::commit_changes() {
+ RS::get_singleton()->mesh_surface_update_region(mesh, surface, 0, buffer);
+}
+
+void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
+ copymem(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
+}
+
+void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
+ copymem(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
+}
+
+void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
+ RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
+}
+
+SoftBody3D::PinnedPoint::PinnedPoint() :
+ point_index(-1),
+ spatial_attachment(nullptr) {
+}
+
+SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
+ point_index = obj_tocopy.point_index;
+ spatial_attachment_path = obj_tocopy.spatial_attachment_path;
+ spatial_attachment = obj_tocopy.spatial_attachment;
+ offset = obj_tocopy.offset;
+}
+
+SoftBody3D::PinnedPoint SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
+ point_index = obj.point_index;
+ spatial_attachment_path = obj.spatial_attachment_path;
+ spatial_attachment = obj.spatial_attachment;
+ offset = obj.offset;
+ return *this;
+}
+
+void SoftBody3D::_update_pickable() {
+ if (!is_inside_tree())
+ return;
+ bool pickable = ray_pickable && is_visible_in_tree();
+ PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
+}
+
+bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) {
+ String name = p_name;
+ String which = name.get_slicec('/', 0);
+
+ if ("pinned_points" == which) {
+
+ return _set_property_pinned_points_indices(p_value);
+
+ } else if ("attachments" == which) {
+
+ int idx = name.get_slicec('/', 1).to_int();
+ String what = name.get_slicec('/', 2);
+
+ return _set_property_pinned_points_attachment(idx, what, p_value);
+ }
+
+ return false;
+}
+
+bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const {
+ String name = p_name;
+ String which = name.get_slicec('/', 0);
+
+ if ("pinned_points" == which) {
+ Array arr_ret;
+ const int pinned_points_indices_size = pinned_points.size();
+ const PinnedPoint *r = pinned_points.ptr();
+ arr_ret.resize(pinned_points_indices_size);
+
+ for (int i = 0; i < pinned_points_indices_size; ++i) {
+ arr_ret[i] = r[i].point_index;
+ }
+
+ r_ret = arr_ret;
+ return true;
+
+ } else if ("attachments" == which) {
+
+ int idx = name.get_slicec('/', 1).to_int();
+ String what = name.get_slicec('/', 2);
+
+ return _get_property_pinned_points(idx, what, r_ret);
+ }
+
+ return false;
+}
+
+void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
+
+ const int pinned_points_indices_size = pinned_points.size();
+
+ p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "pinned_points"));
+
+ for (int i = 0; i < pinned_points_indices_size; ++i) {
+ p_list->push_back(PropertyInfo(Variant::INT, "attachments/" + itos(i) + "/point_index"));
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, "attachments/" + itos(i) + "/spatial_attachment_path"));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, "attachments/" + itos(i) + "/offset"));
+ }
+}
+
+bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
+
+ const int p_indices_size = p_indices.size();
+
+ { // Remove the pined points on physics server that will be removed by resize
+ const PinnedPoint *r = pinned_points.ptr();
+ if (p_indices_size < pinned_points.size()) {
+ for (int i = pinned_points.size() - 1; i >= p_indices_size; --i) {
+ pin_point(r[i].point_index, false);
+ }
+ }
+ }
+
+ pinned_points.resize(p_indices_size);
+
+ PinnedPoint *w = pinned_points.ptrw();
+ int point_index;
+ for (int i = 0; i < p_indices_size; ++i) {
+ point_index = p_indices.get(i);
+ if (w[i].point_index != point_index) {
+ if (-1 != w[i].point_index)
+ pin_point(w[i].point_index, false);
+ w[i].point_index = point_index;
+ pin_point(w[i].point_index, true);
+ }
+ }
+ return true;
+}
+
+bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
+ if (pinned_points.size() <= p_item) {
+ return false;
+ }
+
+ if ("spatial_attachment_path" == p_what) {
+ PinnedPoint *w = pinned_points.ptrw();
+ pin_point(w[p_item].point_index, true, p_value);
+ _make_cache_dirty();
+ } else if ("offset" == p_what) {
+ PinnedPoint *w = pinned_points.ptrw();
+ w[p_item].offset = p_value;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
+ if (pinned_points.size() <= p_item) {
+ return false;
+ }
+ const PinnedPoint *r = pinned_points.ptr();
+
+ if ("point_index" == p_what) {
+ r_ret = r[p_item].point_index;
+ } else if ("spatial_attachment_path" == p_what) {
+ r_ret = r[p_item].spatial_attachment_path;
+ } else if ("offset" == p_what) {
+ r_ret = r[p_item].offset;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void SoftBody3D::_changed_callback(Object *p_changed, const char *p_prop) {
+ prepare_physics_server();
+ _reset_points_offsets();
+#ifdef TOOLS_ENABLED
+ if (p_changed == this) {
+ update_configuration_warning();
+ }
+#endif
+}
+
+void SoftBody3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_WORLD: {
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+
+ add_change_receptor(this);
+ }
+
+ RID space = get_world()->get_space();
+ PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, space);
+ prepare_physics_server();
+ } break;
+ case NOTIFICATION_READY: {
+ if (!parent_collision_ignore.is_empty())
+ add_collision_exception_with(get_node(parent_collision_ignore));
+
+ } break;
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ _reset_points_offsets();
+ return;
+ }
+
+ PhysicsServer3D::get_singleton()->soft_body_set_transform(physics_rid, get_global_transform());
+
+ set_notify_transform(false);
+ // Required to be top level with Transform at center of world in order to modify RenderingServer only to support custom Transform
+ set_as_toplevel(true);
+ set_transform(Transform());
+ set_notify_transform(true);
+
+ } break;
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+
+ _update_pickable();
+
+ } break;
+ case NOTIFICATION_EXIT_WORLD: {
+
+ PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, RID());
+
+ } break;
+ }
+
+#ifdef TOOLS_ENABLED
+
+ if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ update_configuration_warning();
+ }
+ }
+
+#endif
+}
+
+void SoftBody3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody3D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody3D::get_collision_layer);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &SoftBody3D::set_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &SoftBody3D::get_collision_mask_bit);
+
+ ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &SoftBody3D::set_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &SoftBody3D::get_collision_layer_bit);
+
+ ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody3D::set_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody3D::get_parent_collision_ignore);
+
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody3D::remove_collision_exception_with);
+
+ ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody3D::set_simulation_precision);
+ ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody3D::get_simulation_precision);
+
+ ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody3D::set_total_mass);
+ ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody3D::get_total_mass);
+
+ ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody3D::set_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody3D::get_linear_stiffness);
+
+ ClassDB::bind_method(D_METHOD("set_areaAngular_stiffness", "areaAngular_stiffness"), &SoftBody3D::set_areaAngular_stiffness);
+ ClassDB::bind_method(D_METHOD("get_areaAngular_stiffness"), &SoftBody3D::get_areaAngular_stiffness);
+
+ ClassDB::bind_method(D_METHOD("set_volume_stiffness", "volume_stiffness"), &SoftBody3D::set_volume_stiffness);
+ ClassDB::bind_method(D_METHOD("get_volume_stiffness"), &SoftBody3D::get_volume_stiffness);
+
+ ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody3D::set_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody3D::get_pressure_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_pose_matching_coefficient", "pose_matching_coefficient"), &SoftBody3D::set_pose_matching_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pose_matching_coefficient"), &SoftBody3D::get_pose_matching_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody3D::set_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody3D::get_damping_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody3D::set_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody3D::get_drag_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody3D::set_ray_pickable);
+ ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
+
+ ADD_GROUP("Collision", "collision_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "parent_collision_ignore", PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, "Parent collision object"), "set_parent_collision_ignore", "get_parent_collision_ignore");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "simulation_precision", PROPERTY_HINT_RANGE, "1,100,1"), "set_simulation_precision", "get_simulation_precision");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "areaAngular_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_areaAngular_stiffness", "get_areaAngular_stiffness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_volume_stiffness", "get_volume_stiffness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient");
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable");
+}
+
+String SoftBody3D::get_configuration_warning() const {
+
+ String warning = MeshInstance3D::get_configuration_warning();
+
+ if (get_mesh().is_null()) {
+ if (!warning.empty())
+ warning += "\n\n";
+
+ warning += TTR("This body will be ignored until you set a mesh.");
+ }
+
+ Transform t = get_transform();
+ if ((ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
+ if (!warning.empty())
+ warning += "\n\n";
+
+ warning += TTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
+ }
+
+ return warning;
+}
+
+void SoftBody3D::_update_physics_server() {
+ if (!simulation_started)
+ return;
+
+ _update_cache_pin_points_datas();
+ // Submit bone attachment
+ const int pinned_points_indices_size = pinned_points.size();
+ const PinnedPoint *r = pinned_points.ptr();
+ for (int i = 0; i < pinned_points_indices_size; ++i) {
+ if (r[i].spatial_attachment) {
+ PhysicsServer3D::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset));
+ }
+ }
+}
+
+void SoftBody3D::_draw_soft_mesh() {
+ if (get_mesh().is_null())
+ return;
+
+ if (!rendering_server_handler.is_ready()) {
+
+ rendering_server_handler.prepare(get_mesh()->get_rid(), 0);
+
+ /// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
+ simulation_started = true;
+ call_deferred("set_as_toplevel", true);
+ call_deferred("set_transform", Transform());
+ }
+
+ _update_physics_server();
+
+ rendering_server_handler.open();
+ PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, &rendering_server_handler);
+ rendering_server_handler.close();
+
+ rendering_server_handler.commit_changes();
+}
+
+void SoftBody3D::prepare_physics_server() {
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+
+ if (get_mesh().is_valid())
+ PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
+ else
+ PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
+
+ return;
+ }
+
+ if (get_mesh().is_valid()) {
+
+ become_mesh_owner();
+ PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
+ RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
+ } else {
+
+ PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
+ if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh))) {
+ RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
+ }
+ }
+}
+
+void SoftBody3D::become_mesh_owner() {
+ if (mesh.is_null())
+ return;
+
+ if (!mesh_owner) {
+ mesh_owner = true;
+
+ Vector<Ref<Material>> copy_materials;
+ copy_materials.append_array(materials);
+
+ ERR_FAIL_COND(!mesh->get_surface_count());
+
+ // Get current mesh array and create new mesh array with necessary flag for softbody
+ Array surface_arrays = mesh->surface_get_arrays(0);
+ Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
+ Dictionary surface_lods = mesh->surface_get_lods(0);
+ uint32_t surface_format = mesh->surface_get_format(0);
+
+ surface_format &= ~(Mesh::ARRAY_COMPRESS_NORMAL);
+ surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
+
+ Ref<ArrayMesh> soft_mesh;
+ soft_mesh.instance();
+ soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_lods, surface_format);
+ soft_mesh->surface_set_material(0, mesh->surface_get_material(0));
+
+ set_mesh(soft_mesh);
+
+ for (int i = copy_materials.size() - 1; 0 <= i; --i) {
+ set_surface_material(i, copy_materials[i]);
+ }
+ }
+}
+
+void SoftBody3D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+ PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
+}
+
+uint32_t SoftBody3D::get_collision_mask() const {
+ return collision_mask;
+}
+void SoftBody3D::set_collision_layer(uint32_t p_layer) {
+ collision_layer = p_layer;
+ PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
+}
+
+uint32_t SoftBody3D::get_collision_layer() const {
+ return collision_layer;
+}
+
+void SoftBody3D::set_collision_mask_bit(int p_bit, bool p_value) {
+ uint32_t mask = get_collision_mask();
+ if (p_value)
+ mask |= 1 << p_bit;
+ else
+ mask &= ~(1 << p_bit);
+ set_collision_mask(mask);
+}
+
+bool SoftBody3D::get_collision_mask_bit(int p_bit) const {
+ return get_collision_mask() & (1 << p_bit);
+}
+
+void SoftBody3D::set_collision_layer_bit(int p_bit, bool p_value) {
+ uint32_t layer = get_collision_layer();
+ if (p_value)
+ layer |= 1 << p_bit;
+ else
+ layer &= ~(1 << p_bit);
+ set_collision_layer(layer);
+}
+
+bool SoftBody3D::get_collision_layer_bit(int p_bit) const {
+ return get_collision_layer() & (1 << p_bit);
+}
+
+void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
+ parent_collision_ignore = p_parent_collision_ignore;
+}
+
+const NodePath &SoftBody3D::get_parent_collision_ignore() const {
+ return parent_collision_ignore;
+}
+
+void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) {
+ pinned_points = p_pinned_points_indices;
+ for (int i = pinned_points.size() - 1; 0 <= i; --i) {
+ pin_point(p_pinned_points_indices[i].point_index, true);
+ }
+}
+
+Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() {
+ return pinned_points;
+}
+
+Array SoftBody3D::get_collision_exceptions() {
+ List<RID> exceptions;
+ PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
+ Array ret;
+ for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
+ RID body = E->get();
+ ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body);
+ Object *obj = ObjectDB::get_instance(instance_id);
+ PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj);
+ ret.append(physics_body);
+ }
+ return ret;
+}
+
+void SoftBody3D::add_collision_exception_with(Node *p_node) {
+ ERR_FAIL_NULL(p_node);
+ CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
+}
+
+void SoftBody3D::remove_collision_exception_with(Node *p_node) {
+ ERR_FAIL_NULL(p_node);
+ CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
+}
+
+int SoftBody3D::get_simulation_precision() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
+}
+
+void SoftBody3D::set_simulation_precision(int p_simulation_precision) {
+ PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
+}
+
+real_t SoftBody3D::get_total_mass() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
+}
+
+void SoftBody3D::set_total_mass(real_t p_total_mass) {
+ PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
+}
+
+void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
+ PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
+}
+
+real_t SoftBody3D::get_linear_stiffness() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
+}
+
+void SoftBody3D::set_areaAngular_stiffness(real_t p_areaAngular_stiffness) {
+ PhysicsServer3D::get_singleton()->soft_body_set_areaAngular_stiffness(physics_rid, p_areaAngular_stiffness);
+}
+
+real_t SoftBody3D::get_areaAngular_stiffness() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_areaAngular_stiffness(physics_rid);
+}
+
+void SoftBody3D::set_volume_stiffness(real_t p_volume_stiffness) {
+ PhysicsServer3D::get_singleton()->soft_body_set_volume_stiffness(physics_rid, p_volume_stiffness);
+}
+
+real_t SoftBody3D::get_volume_stiffness() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_volume_stiffness(physics_rid);
+}
+
+real_t SoftBody3D::get_pressure_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
+}
+
+void SoftBody3D::set_pose_matching_coefficient(real_t p_pose_matching_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_pose_matching_coefficient(physics_rid, p_pose_matching_coefficient);
+}
+
+real_t SoftBody3D::get_pose_matching_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_pose_matching_coefficient(physics_rid);
+}
+
+void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
+}
+
+real_t SoftBody3D::get_damping_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
+}
+
+void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
+}
+
+real_t SoftBody3D::get_drag_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
+}
+
+void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
+}
+
+Vector3 SoftBody3D::get_point_transform(int p_point_index) {
+ return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
+}
+
+void SoftBody3D::pin_point_toggle(int p_point_index) {
+ pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
+}
+
+void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
+ _pin_point_on_physics_server(p_point_index, pin);
+ if (pin) {
+ _add_pinned_point(p_point_index, p_spatial_attachment_path);
+ } else {
+ _remove_pinned_point(p_point_index);
+ }
+}
+
+bool SoftBody3D::is_point_pinned(int p_point_index) const {
+ return -1 != _has_pinned_point(p_point_index);
+}
+
+void SoftBody3D::set_ray_pickable(bool p_ray_pickable) {
+
+ ray_pickable = p_ray_pickable;
+ _update_pickable();
+}
+
+bool SoftBody3D::is_ray_pickable() const {
+
+ return ray_pickable;
+}
+
+SoftBody3D::SoftBody3D() :
+ physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()),
+ mesh_owner(false),
+ collision_mask(1),
+ collision_layer(1),
+ simulation_started(false),
+ pinned_points_cache_dirty(true),
+ ray_pickable(true) {
+
+ PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
+}
+
+SoftBody3D::~SoftBody3D() {
+ PhysicsServer3D::get_singleton()->free(physics_rid);
+}
+
+void SoftBody3D::reset_softbody_pin() {
+ PhysicsServer3D::get_singleton()->soft_body_remove_all_pinned_points(physics_rid);
+ const PinnedPoint *pps = pinned_points.ptr();
+ for (int i = pinned_points.size() - 1; 0 < i; --i) {
+ PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, pps[i].point_index, true);
+ }
+}
+
+void SoftBody3D::_make_cache_dirty() {
+ pinned_points_cache_dirty = true;
+}
+
+void SoftBody3D::_update_cache_pin_points_datas() {
+ if (!pinned_points_cache_dirty)
+ return;
+
+ pinned_points_cache_dirty = false;
+
+ PinnedPoint *w = pinned_points.ptrw();
+ for (int i = pinned_points.size() - 1; 0 <= i; --i) {
+
+ if (!w[i].spatial_attachment_path.is_empty()) {
+ w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
+ }
+ if (!w[i].spatial_attachment) {
+ ERR_PRINT("Node3D node not defined in the pinned point, Softbody undefined behaviour!");
+ }
+ }
+}
+
+void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
+ PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
+}
+
+void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
+ SoftBody3D::PinnedPoint *pinned_point;
+ if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
+
+ // Create new
+ PinnedPoint pp;
+ pp.point_index = p_point_index;
+ pp.spatial_attachment_path = p_spatial_attachment_path;
+
+ if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
+ pp.spatial_attachment = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
+ pp.offset = (pp.spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pp.point_index));
+ }
+
+ pinned_points.push_back(pp);
+
+ } else {
+
+ pinned_point->point_index = p_point_index;
+ pinned_point->spatial_attachment_path = p_spatial_attachment_path;
+
+ if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
+ pinned_point->spatial_attachment = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
+ pinned_point->offset = (pinned_point->spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pinned_point->point_index));
+ }
+ }
+}
+
+void SoftBody3D::_reset_points_offsets() {
+
+ if (!Engine::get_singleton()->is_editor_hint())
+ return;
+
+ const PinnedPoint *r = pinned_points.ptr();
+ PinnedPoint *w = pinned_points.ptrw();
+ for (int i = pinned_points.size() - 1; 0 <= i; --i) {
+
+ if (!r[i].spatial_attachment)
+ w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(r[i].spatial_attachment_path));
+
+ if (!r[i].spatial_attachment)
+ continue;
+
+ w[i].offset = (r[i].spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, r[i].point_index));
+ }
+}
+
+void SoftBody3D::_remove_pinned_point(int p_point_index) {
+ const int id(_has_pinned_point(p_point_index));
+ if (-1 != id) {
+ pinned_points.remove(id);
+ }
+}
+
+int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const {
+ const int id = _has_pinned_point(p_point_index);
+ if (-1 == id) {
+ r_point = nullptr;
+ return -1;
+ } else {
+ r_point = const_cast<SoftBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
+ return id;
+ }
+}
+
+int SoftBody3D::_has_pinned_point(int p_point_index) const {
+ const PinnedPoint *r = pinned_points.ptr();
+ for (int i = pinned_points.size() - 1; 0 <= i; --i) {
+ if (p_point_index == r[i].point_index) {
+ return i;
+ }
+ }
+ return -1;
+}