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+/*************************************************************************/
+/* soft_dynamic_body_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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_dynamic_body_3d.h"
+
+#include "scene/3d/physics_body_3d.h"
+
+SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
+
+void SoftDynamicBodyRenderingServerHandler::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 SoftDynamicBodyRenderingServerHandler::clear() {
+ buffer.resize(0);
+ stride = 0;
+ offset_vertices = 0;
+ offset_normal = 0;
+
+ surface = 0;
+ mesh = RID();
+}
+
+void SoftDynamicBodyRenderingServerHandler::open() {
+ write_buffer = buffer.ptrw();
+}
+
+void SoftDynamicBodyRenderingServerHandler::close() {
+ write_buffer = nullptr;
+}
+
+void SoftDynamicBodyRenderingServerHandler::commit_changes() {
+ RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
+}
+
+void SoftDynamicBodyRenderingServerHandler::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 SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
+ memcpy(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
+}
+
+void SoftDynamicBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
+ RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
+}
+
+SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
+}
+
+SoftDynamicBody3D::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;
+}
+
+SoftDynamicBody3D::PinnedPoint &SoftDynamicBody3D::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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
+
+ ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
+
+ ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
+ ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
+
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
+
+ ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
+ ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
+
+ ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
+ ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
+
+ ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
+
+ ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
+
+ ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
+
+ ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
+
+ ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
+ ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
+
+ ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
+ ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::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);
+}
+
+TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
+ TypedArray<String> warnings = Node::get_configuration_warnings();
+
+ if (get_mesh().is_null()) {
+ warnings.push_back(TTR("This body will be ignored until you set a mesh."));
+ }
+
+ Transform3D 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)) {
+ warnings.push_back(TTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ }
+
+ return warnings;
+}
+
+void SoftDynamicBody3D::_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 SoftDynamicBody3D::_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(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 SoftDynamicBody3D::prepare_physics_server() {
+#ifdef TOOLS_ENABLED
+ 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;
+ }
+#endif
+
+ if (get_mesh().is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
+ become_mesh_owner();
+ PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
+ RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_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, &SoftDynamicBody3D::_draw_soft_mesh))) {
+ RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ }
+ }
+}
+
+void SoftDynamicBody3D::become_mesh_owner() {
+ if (mesh.is_null()) {
+ return;
+ }
+
+ if (!mesh_owner) {
+ mesh_owner = true;
+
+ 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 SoftDynamicBody
+ 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]);
+ }
+ }
+}
+
+void SoftDynamicBody3D::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 SoftDynamicBody3D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void SoftDynamicBody3D::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 SoftDynamicBody3D::get_collision_layer() const {
+ return collision_layer;
+}
+
+void SoftDynamicBody3D::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 = get_collision_layer();
+ if (p_value) {
+ collision_layer |= 1 << (p_layer_number - 1);
+ } else {
+ collision_layer &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_layer(collision_layer);
+}
+
+bool SoftDynamicBody3D::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 SoftDynamicBody3D::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 SoftDynamicBody3D::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 SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
+ if (disable_mode == p_mode) {
+ return;
+ }
+
+ bool inside_tree = is_inside_tree();
+
+ if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
+ prepare_physics_server();
+ }
+
+ disable_mode = p_mode;
+
+ if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
+ prepare_physics_server();
+ }
+}
+
+SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
+ return disable_mode;
+}
+
+void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
+ parent_collision_ignore = p_parent_collision_ignore;
+}
+
+const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
+ return parent_collision_ignore;
+}
+
+void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::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<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
+ return pinned_points;
+}
+
+Array SoftDynamicBody3D::get_collision_exceptions() {
+ List<RID> exceptions;
+ PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
+ Array 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 SoftDynamicBody3D::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 SoftDynamicBody3D::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 SoftDynamicBody3D::get_simulation_precision() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
+}
+
+void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
+ PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
+}
+
+real_t SoftDynamicBody3D::get_total_mass() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
+}
+
+void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
+ PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
+}
+
+void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
+ PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
+}
+
+real_t SoftDynamicBody3D::get_linear_stiffness() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
+}
+
+real_t SoftDynamicBody3D::get_pressure_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
+}
+
+void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
+}
+
+real_t SoftDynamicBody3D::get_damping_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
+}
+
+void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
+}
+
+real_t SoftDynamicBody3D::get_drag_coefficient() {
+ return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
+}
+
+void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
+ PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
+}
+
+Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
+ return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
+}
+
+void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
+ pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
+}
+
+void SoftDynamicBody3D::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 SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
+ return -1 != _has_pinned_point(p_point_index);
+}
+
+void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
+ ray_pickable = p_ray_pickable;
+ _update_pickable();
+}
+
+bool SoftDynamicBody3D::is_ray_pickable() const {
+ return ray_pickable;
+}
+
+SoftDynamicBody3D::SoftDynamicBody3D() :
+ physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
+ PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
+}
+
+SoftDynamicBody3D::~SoftDynamicBody3D() {
+ PhysicsServer3D::get_singleton()->free(physics_rid);
+}
+
+void SoftDynamicBody3D::_make_cache_dirty() {
+ pinned_points_cache_dirty = true;
+}
+
+void SoftDynamicBody3D::_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 SoftDynamicBody3D!");
+ }
+ }
+}
+
+void SoftDynamicBody3D::_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 SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
+ SoftDynamicBody3D::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 SoftDynamicBody3D::_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 SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
+ const int id(_has_pinned_point(p_point_index));
+ if (-1 != id) {
+ pinned_points.remove(id);
+ }
+}
+
+int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::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<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
+ return id;
+ }
+}
+
+int SoftDynamicBody3D::_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;
+}