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+/*************************************************************************/
+/* soft_body_3d.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef SOFT_PHYSICS_BODY_H
+#define SOFT_PHYSICS_BODY_H
+
+#include "scene/3d/mesh_instance_3d.h"
+
+class SoftBody3D;
+
+class SoftBodyVisualServerHandler {
+
+ friend class SoftBody3D;
+
+ RID mesh;
+ int surface;
+ Vector<uint8_t> buffer;
+ uint32_t stride;
+ uint32_t offset_vertices;
+ uint32_t offset_normal;
+
+ uint8_t *write_buffer;
+
+private:
+ SoftBodyVisualServerHandler();
+ bool is_ready() { return mesh.is_valid(); }
+ void prepare(RID p_mesh_rid, int p_surface);
+ void clear();
+ void open();
+ void close();
+ void commit_changes();
+
+public:
+ void set_vertex(int p_vertex_id, const void *p_vector3);
+ void set_normal(int p_vertex_id, const void *p_vector3);
+ void set_aabb(const AABB &p_aabb);
+};
+
+class SoftBody3D : public MeshInstance3D {
+ GDCLASS(SoftBody3D, MeshInstance3D);
+
+public:
+ struct PinnedPoint {
+ int point_index;
+ NodePath spatial_attachment_path;
+ Node3D *spatial_attachment; // Cache
+ Vector3 offset;
+
+ PinnedPoint();
+ PinnedPoint(const PinnedPoint &obj_tocopy);
+ PinnedPoint operator=(const PinnedPoint &obj);
+ };
+
+private:
+ SoftBodyVisualServerHandler visual_server_handler;
+
+ RID physics_rid;
+
+ bool mesh_owner;
+ uint32_t collision_mask;
+ uint32_t collision_layer;
+ NodePath parent_collision_ignore;
+ Vector<PinnedPoint> pinned_points;
+ bool simulation_started;
+ bool pinned_points_cache_dirty;
+
+ Ref<ArrayMesh> debug_mesh_cache;
+ class MeshInstance3D *debug_mesh;
+
+ bool capture_input_on_drag;
+ bool ray_pickable;
+
+ void _update_pickable();
+
+protected:
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+ void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ bool _set_property_pinned_points_indices(const Array &p_indices);
+ bool _set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value);
+ bool _get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const;
+
+ virtual void _changed_callback(Object *p_changed, const char *p_prop);
+
+ void _notification(int p_what);
+ static void _bind_methods();
+
+ virtual String get_configuration_warning() const;
+
+protected:
+ void _update_physics_server();
+ void _draw_soft_mesh();
+
+public:
+ void prepare_physics_server();
+ void become_mesh_owner();
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_layer(uint32_t p_layer);
+ uint32_t get_collision_layer() const;
+
+ void set_collision_mask_bit(int p_bit, bool p_value);
+ bool get_collision_mask_bit(int p_bit) const;
+
+ void set_collision_layer_bit(int p_bit, bool p_value);
+ bool get_collision_layer_bit(int p_bit) const;
+
+ void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
+ const NodePath &get_parent_collision_ignore() const;
+
+ void set_pinned_points_indices(Vector<PinnedPoint> p_pinned_points_indices);
+ Vector<PinnedPoint> get_pinned_points_indices();
+
+ void set_simulation_precision(int p_simulation_precision);
+ int get_simulation_precision();
+
+ void set_total_mass(real_t p_total_mass);
+ real_t get_total_mass();
+
+ void set_linear_stiffness(real_t p_linear_stiffness);
+ real_t get_linear_stiffness();
+
+ void set_areaAngular_stiffness(real_t p_areaAngular_stiffness);
+ real_t get_areaAngular_stiffness();
+
+ void set_volume_stiffness(real_t p_volume_stiffness);
+ real_t get_volume_stiffness();
+
+ void set_pressure_coefficient(real_t p_pressure_coefficient);
+ real_t get_pressure_coefficient();
+
+ void set_pose_matching_coefficient(real_t p_pose_matching_coefficient);
+ real_t get_pose_matching_coefficient();
+
+ void set_damping_coefficient(real_t p_damping_coefficient);
+ real_t get_damping_coefficient();
+
+ void set_drag_coefficient(real_t p_drag_coefficient);
+ real_t get_drag_coefficient();
+
+ Array get_collision_exceptions();
+ void add_collision_exception_with(Node *p_node);
+ void remove_collision_exception_with(Node *p_node);
+
+ Vector3 get_point_transform(int p_point_index);
+
+ void pin_point_toggle(int p_point_index);
+ void pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath());
+ bool is_point_pinned(int p_point_index) const;
+
+ void set_ray_pickable(bool p_ray_pickable);
+ bool is_ray_pickable() const;
+
+ SoftBody3D();
+ ~SoftBody3D();
+
+private:
+ void reset_softbody_pin();
+
+ void _make_cache_dirty();
+ void _update_cache_pin_points_datas();
+
+ void _pin_point_on_physics_server(int p_point_index, bool pin);
+ void _add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path);
+ void _reset_points_offsets();
+
+ void _remove_pinned_point(int p_point_index);
+ int _get_pinned_point(int p_point_index, PinnedPoint *&r_point) const;
+ int _has_pinned_point(int p_point_index) const;
+};
+
+#endif // SOFT_PHYSICS_BODY_H