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Diffstat (limited to 'scene/3d/soft_body_3d.cpp')
-rw-r--r-- | scene/3d/soft_body_3d.cpp | 810 |
1 files changed, 810 insertions, 0 deletions
diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp new file mode 100644 index 0000000000..83e3369423 --- /dev/null +++ b/scene/3d/soft_body_3d.cpp @@ -0,0 +1,810 @@ +/*************************************************************************/ +/* soft_body_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 "scene/3d/physics_body_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; + + RS::SurfaceData surface_data = RS::get_singleton()->mesh_get_surface(mesh, surface); + + uint32_t surface_offsets[RS::ARRAY_MAX]; + uint32_t vertex_stride; + uint32_t attrib_stride; + uint32_t skin_stride; + RS::get_singleton()->mesh_surface_make_offsets_from_format(surface_data.format, surface_data.vertex_count, surface_data.index_count, surface_offsets, vertex_stride, attrib_stride, skin_stride); + + buffer = surface_data.vertex_data; + stride = vertex_stride; + offset_vertices = surface_offsets[RS::ARRAY_VERTEX]; + offset_normal = surface_offsets[RS::ARRAY_NORMAL]; +} + +void SoftBodyRenderingServerHandler::clear() { + buffer.resize(0); + stride = 0; + offset_vertices = 0; + offset_normal = 0; + + surface = 0; + mesh = RID(); +} + +void SoftBodyRenderingServerHandler::open() { + write_buffer = buffer.ptrw(); +} + +void SoftBodyRenderingServerHandler::close() { + write_buffer = nullptr; +} + +void SoftBodyRenderingServerHandler::commit_changes() { + RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer); +} + +void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) { + memcpy(&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) { + // Store normal vector in A2B10G10R10 format. + Vector3 n; + memcpy(&n, p_vector3, sizeof(Vector3)); + n *= Vector3(0.5, 0.5, 0.5); + n += Vector3(0.5, 0.5, 0.5); + Vector2 res = n.octahedron_encode(); + uint32_t value = 0; + value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535); + value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16; + memcpy(&write_buffer[p_vertex_id * stride + offset_normal], &value, sizeof(uint32_t)); +} + +void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) { + RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb); +} + +SoftBody3D::PinnedPoint::PinnedPoint() { +} + +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; +} + +void 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; +} + +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, PNAME("pinned_points"))); + + for (int i = 0; i < pinned_points_indices_size; ++i) { + const String prefix = vformat("%s/%d/", PNAME("attachments"), i); + p_list->push_back(PropertyInfo(Variant::INT, prefix + PNAME("point_index"))); + p_list->push_back(PropertyInfo(Variant::NODE_PATH, prefix + PNAME("spatial_attachment_path"))); + p_list->push_back(PropertyInfo(Variant::VECTOR3, prefix + PNAME("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::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_WORLD: { + if (Engine::get_singleton()->is_editor_hint()) { + // I have no idea what this is supposed to do, it's really weird + // leaving for upcoming PK work on physics + //add_change_receptor(this); + } + + RID space = get_world_3d()->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_top_level(true); + set_transform(Transform3D()); + 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; + + case NOTIFICATION_DISABLED: { + if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) { + _prepare_physics_server(); + } + } break; + + case NOTIFICATION_ENABLED: { + if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) { + _prepare_physics_server(); + } + } break; + +#ifdef TOOLS_ENABLED + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (Engine::get_singleton()->is_editor_hint()) { + update_configuration_warnings(); + } + } break; +#endif + } +} + +void SoftBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftBody3D::get_physics_rid); + + 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_value", "layer_number", "value"), &SoftBody3D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftBody3D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftBody3D::set_collision_layer_value); + ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftBody3D::get_collision_layer_value); + + 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("set_disable_mode", "mode"), &SoftBody3D::set_disable_mode); + ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftBody3D::get_disable_mode); + + 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_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_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("get_point_transform", "point_index"), &SoftBody3D::get_point_transform); + + ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftBody3D::pin_point, DEFVAL(NodePath())); + ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned); + + 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, "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::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable"); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,KeepActive"), "set_disable_mode", "get_disable_mode"); + + BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE); + BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE); +} + +PackedStringArray SoftBody3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (mesh.is_null()) { + warnings.push_back(RTR("This body will be ignored until you set a mesh.")); + } + + Transform3D t = get_transform(); + if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) { + warnings.push_back(RTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); + } + + return warnings; +} + +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 (mesh.is_null()) { + return; + } + + RID mesh_rid = mesh->get_rid(); + if (owned_mesh != mesh_rid) { + _become_mesh_owner(); + mesh_rid = mesh->get_rid(); + PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid); + } + + if (!rendering_server_handler->is_ready(mesh_rid)) { + rendering_server_handler->prepare(mesh_rid, 0); + + /// Necessary in order to render the mesh correctly (Soft body nodes are in global space) + simulation_started = true; + call_deferred(SNAME("set_as_top_level"), true); + call_deferred(SNAME("set_transform"), Transform3D()); + } + + _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() { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + if (mesh.is_valid()) { + PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh->get_rid()); + } else { + PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID()); + } + + return; + } +#endif + + if (mesh.is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) { + RID mesh_rid = mesh->get_rid(); + if (owned_mesh != mesh_rid) { + _become_mesh_owner(); + mesh_rid = mesh->get_rid(); + } + PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid); + RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh)); + } else { + PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID()); + 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() { + Vector<Ref<Material>> copy_materials; + copy_materials.append_array(surface_override_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_FLAG_USE_DYNAMIC_UPDATE; + + Ref<ArrayMesh> soft_mesh; + soft_mesh.instantiate(); + 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_override_material(i, copy_materials[i]); + } + + owned_mesh = soft_mesh->get_rid(); +} + +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_layer_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t collision_layer_new = get_collision_layer(); + if (p_value) { + collision_layer_new |= 1 << (p_layer_number - 1); + } else { + collision_layer_new &= ~(1 << (p_layer_number - 1)); + } + set_collision_layer(collision_layer_new); +} + +bool SoftBody3D::get_collision_layer_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_layer() & (1 << (p_layer_number - 1)); +} + +void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool SoftBody3D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +void SoftBody3D::set_disable_mode(DisableMode p_mode) { + if (disable_mode == p_mode) { + return; + } + + disable_mode = p_mode; + + if (mesh.is_valid() && is_inside_tree() && !is_enabled()) { + _prepare_physics_server(); + } +} + +SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const { + return disable_mode; +} + +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; +} + +TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() { + List<RID> exceptions; + PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions); + TypedArray<PhysicsBody3D> ret; + for (const RID &body : exceptions) { + 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); +} + +real_t SoftBody3D::get_pressure_coefficient() { + return PhysicsServer3D::get_singleton()->soft_body_get_pressure_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()) { + rendering_server_handler = memnew(SoftBodyRenderingServerHandler); + PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id()); +} + +SoftBody3D::~SoftBody3D() { + memdelete(rendering_server_handler); + PhysicsServer3D::get_singleton()->free(physics_rid); +} + +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, this is undefined behavior for SoftBody3D!"); + } + } +} + +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) { + if (!r[i].spatial_attachment_path.is_empty() && has_node(r[i].spatial_attachment_path)) { + 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_at(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; +} |