/*************************************************************************/ /* 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 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(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; } 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 pinned_points; bool simulation_started = false; bool pinned_points_cache_dirty = true; Ref 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 *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 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 p_pinned_points_indices); Vector 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