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Diffstat (limited to 'scene/3d/soft_dynamic_body_3d.h')
-rw-r--r-- | scene/3d/soft_dynamic_body_3d.h | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/scene/3d/soft_dynamic_body_3d.h b/scene/3d/soft_dynamic_body_3d.h new file mode 100644 index 0000000000..0b4b3021cd --- /dev/null +++ b/scene/3d/soft_dynamic_body_3d.h @@ -0,0 +1,203 @@ +/*************************************************************************/ +/* soft_dynamic_body_3d.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef SOFT_DYNAMIC_BODY_H +#define SOFT_DYNAMIC_BODY_H + +#include "scene/3d/mesh_instance_3d.h" +#include "servers/physics_server_3d.h" + +class SoftDynamicBody3D; + +class SoftDynamicBodyRenderingServerHandler : public RenderingServerHandler { + friend class SoftDynamicBody3D; + + RID mesh; + int surface = 0; + Vector<uint8_t> buffer; + uint32_t stride = 0; + uint32_t offset_vertices = 0; + uint32_t offset_normal = 0; + + uint8_t *write_buffer = nullptr; + +private: + SoftDynamicBodyRenderingServerHandler(); + 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) override; + void set_normal(int p_vertex_id, const void *p_vector3) override; + void set_aabb(const AABB &p_aabb) override; +}; + +class SoftDynamicBody3D : public MeshInstance3D { + GDCLASS(SoftDynamicBody3D, MeshInstance3D); + +public: + enum DisableMode { + DISABLE_MODE_REMOVE, + DISABLE_MODE_KEEP_ACTIVE, + }; + + struct PinnedPoint { + int point_index = -1; + NodePath spatial_attachment_path; + Node3D *spatial_attachment = nullptr; // Cache + Vector3 offset; + + PinnedPoint(); + PinnedPoint(const PinnedPoint &obj_tocopy); + PinnedPoint &operator=(const PinnedPoint &obj); + }; + +private: + SoftDynamicBodyRenderingServerHandler rendering_server_handler; + + RID physics_rid; + + DisableMode disable_mode = DISABLE_MODE_REMOVE; + + bool mesh_owner = false; + uint32_t collision_mask = 1; + uint32_t collision_layer = 1; + NodePath parent_collision_ignore; + Vector<PinnedPoint> pinned_points; + bool simulation_started = false; + bool pinned_points_cache_dirty = true; + + Ref<ArrayMesh> debug_mesh_cache; + class MeshInstance3D *debug_mesh = nullptr; + + bool capture_input_on_drag = false; + bool ray_pickable = true; + + 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; + + void _notification(int p_what); + static void _bind_methods(); + + TypedArray<String> get_configuration_warnings() const override; + +protected: + void _update_physics_server(); + void _draw_soft_mesh(); + +public: + void prepare_physics_server(); + void become_mesh_owner(); + + RID get_physics_rid() const { return physics_rid; } + + 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_layer_value(int p_layer_number, bool p_value); + bool get_collision_layer_value(int p_layer_number) const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_disable_mode(DisableMode p_mode); + DisableMode get_disable_mode() 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_pressure_coefficient(real_t p_pressure_coefficient); + real_t get_pressure_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; + + SoftDynamicBody3D(); + ~SoftDynamicBody3D(); + +private: + 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; +}; + +VARIANT_ENUM_CAST(SoftDynamicBody3D::DisableMode); + +#endif // SOFT_DYNAMIC_BODY_H |