summaryrefslogtreecommitdiff
path: root/servers/physics_3d/soft_body_3d_sw.h
blob: 6c0451ff4502670bf2afa6458252d49df776c171 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
/*************************************************************************/
/*  soft_body_3d_sw.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_BODY_3D_SW_H
#define SOFT_BODY_3D_SW_H

#include "collision_object_3d_sw.h"

#include "core/math/aabb.h"
#include "core/math/dynamic_bvh.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
#include "core/templates/set.h"
#include "core/templates/vset.h"
#include "scene/resources/mesh.h"

class Constraint3DSW;

class SoftBody3DSW : public CollisionObject3DSW {
	Ref<Mesh> soft_mesh;

	struct Node {
		Vector3 s; // Source position
		Vector3 x; // Position
		Vector3 q; // Previous step position/Test position
		Vector3 f; // Force accumulator
		Vector3 v; // Velocity
		Vector3 bv; // Biased Velocity
		Vector3 n; // Normal
		real_t area = 0.0; // Area
		real_t im = 0.0; // 1/mass
		DynamicBVH::ID leaf; // Leaf data
		uint32_t index = 0;
	};

	struct Link {
		Vector3 c3; // gradient
		Node *n[2] = { nullptr, nullptr }; // Node pointers
		real_t rl = 0.0; // Rest length
		real_t c0 = 0.0; // (ima+imb)*kLST
		real_t c1 = 0.0; // rl^2
		real_t c2 = 0.0; // |gradient|^2/c0
	};

	struct Face {
		Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
		Vector3 normal; // Normal
		real_t ra = 0.0; // Rest area
		DynamicBVH::ID leaf; // Leaf data
		uint32_t index = 0;
	};

	LocalVector<Node> nodes;
	LocalVector<Link> links;
	LocalVector<Face> faces;

	DynamicBVH node_tree;
	DynamicBVH face_tree;

	LocalVector<uint32_t> map_visual_to_physics;

	AABB bounds;

	real_t collision_margin = 0.05;

	real_t total_mass = 1.0;
	real_t inv_total_mass = 1.0;

	int iteration_count = 5;
	real_t linear_stiffness = 0.5; // [0,1]
	real_t pressure_coefficient = 0.0; // [-inf,+inf]
	real_t damping_coefficient = 0.01; // [0,1]
	real_t drag_coefficient = 0.0; // [0,1]
	LocalVector<int> pinned_vertices;

	SelfList<SoftBody3DSW> active_list;

	Set<Constraint3DSW *> constraints;

	VSet<RID> exceptions;

public:
	SoftBody3DSW();

	const AABB &get_bounds() const { return bounds; }

	void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
	Variant get_state(PhysicsServer3D::BodyState p_state) const;

	_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
	_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
	_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
	_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }

	_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
	_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
	_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
	_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }

	virtual void set_space(Space3DSW *p_space);

	void set_mesh(const Ref<Mesh> &p_mesh);

	void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);

	Vector3 get_vertex_position(int p_index) const;
	void set_vertex_position(int p_index, const Vector3 &p_position);

	void pin_vertex(int p_index);
	void unpin_vertex(int p_index);
	void unpin_all_vertices();
	bool is_vertex_pinned(int p_index) const;

	uint32_t get_node_count() const;
	real_t get_node_inv_mass(uint32_t p_node_index) const;
	Vector3 get_node_position(uint32_t p_node_index) const;
	Vector3 get_node_velocity(uint32_t p_node_index) const;
	Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
	void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
	void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);

	uint32_t get_face_count() const;
	void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
	Vector3 get_face_normal(uint32_t p_face_index) const;

	void set_iteration_count(int p_val);
	_FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }

	void set_total_mass(real_t p_val);
	_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
	_FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }

	void set_collision_margin(real_t p_val);
	_FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }

	void set_linear_stiffness(real_t p_val);
	_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }

	void set_pressure_coefficient(real_t p_val);
	_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }

	void set_damping_coefficient(real_t p_val);
	_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }

	void set_drag_coefficient(real_t p_val);
	_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }

	void predict_motion(real_t p_delta);
	void solve_constraints(real_t p_delta);

	_FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
	_FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }

	// Return true to stop the query.
	// p_index is the node index for AABB query, face index for Ray query.
	typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);

	void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
	void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);

protected:
	virtual void _shapes_changed();

private:
	void update_normals();
	void update_bounds();
	void update_constants();
	void update_area();
	void reset_link_rest_lengths();
	void update_link_constants();

	void apply_nodes_transform(const Transform &p_transform);

	void add_velocity(const Vector3 &p_velocity);

	void apply_forces();

	bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
	void generate_bending_constraints(int p_distance);
	void reoptimize_link_order();
	void append_link(uint32_t p_node1, uint32_t p_node2);
	void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);

	void solve_links(real_t kst, real_t ti);

	void initialize_face_tree();
	void update_face_tree(real_t p_delta);

	void initialize_shape(bool p_force_move = true);
	void deinitialize_shape();

	void destroy();
};

class SoftBodyShape3DSW : public Shape3DSW {
	SoftBody3DSW *soft_body = nullptr;

public:
	SoftBody3DSW *get_soft_body() const { return soft_body; }

	virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
	virtual void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
	virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }

	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
	virtual bool intersect_point(const Vector3 &p_point) const;
	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
	virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }

	virtual void set_data(const Variant &p_data) {}
	virtual Variant get_data() const { return Variant(); }

	void update_bounds();

	SoftBodyShape3DSW(SoftBody3DSW *p_soft_body);
	~SoftBodyShape3DSW() {}
};

#endif // SOFT_BODY_3D_SW_H