/*************************************************************************/ /* soft_dynamic_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_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; } void 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; } 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 *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 SoftDynamicBody3D::get_configuration_warnings() const { TypedArray warnings = Node::get_configuration_warnings(); if (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 (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 SoftDynamicBody3D::_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, &SoftDynamicBody3D::_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, &SoftDynamicBody3D::_draw_soft_mesh))) { RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh)); } } } void SoftDynamicBody3D::_become_mesh_owner() { Vector> 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 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 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; } disable_mode = p_mode; if (mesh.is_valid() && is_inside_tree() && !is_enabled()) { _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 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::get_pinned_points_indices() { return pinned_points; } Array SoftDynamicBody3D::get_collision_exceptions() { List 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(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(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(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()) { rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler); PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id()); } SoftDynamicBody3D::~SoftDynamicBody3D() { memdelete(rendering_server_handler); 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(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(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(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(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_at(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(&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; }