virtualx-engine/modules/bullet/soft_body_bullet.h

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/*************************************************************************/
/* soft_body_bullet.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_BULLET_H
#define SOFT_BODY_BULLET_H
#include "collision_object_bullet.h"
#include "scene/resources/material.h" // TODO remove this please
#ifdef None
/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
#undef None
#define x11_None 0L
#endif
#include <BulletSoftBody/btSoftBodyHelpers.h>
#ifdef x11_None
/// This is required to re add the macro None defined by x11 compiler
#undef x11_None
#define None 0L
#endif
/**
@author AndreaCatania
*/
struct SoftShapeData {};
struct TrimeshSoftShapeData : public SoftShapeData {
PoolVector<int> m_triangles_indices;
PoolVector<Vector3> m_vertices;
int m_triangles_num;
};
class SoftBodyBullet : public CollisionObjectBullet {
public:
enum SoftShapeType {
SOFT_SHAPETYPE_NONE = 0,
SOFT_SHAPE_TYPE_TRIMESH
};
private:
btSoftBody *bt_soft_body;
btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
SoftShapeType soft_shape_type;
bool isScratched;
SoftShapeData *soft_body_shape_data;
Transform transform;
int simulation_precision;
real_t mass;
real_t stiffness; // [0,1]
real_t pressure_coefficient; // [-inf,+inf]
real_t damping_coefficient; // [0,1]
real_t drag_coefficient; // [0,1]
class ImmediateGeometry *test_geometry; // TODO remove this please
Ref<SpatialMaterial> red_mat; // TODO remove this please
bool test_is_in_scene; // TODO remove this please
public:
SoftBodyBullet();
~SoftBodyBullet();
virtual void reload_body();
virtual void set_space(SpaceBullet *p_space);
virtual void dispatch_callbacks();
virtual void on_collision_filters_change();
virtual void on_collision_checker_start();
virtual void on_enter_area(AreaBullet *p_area);
virtual void on_exit_area(AreaBullet *p_area);
_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
void set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type);
void set_transform(const Transform &p_transform);
/// This function doesn't return the exact COM transform.
/// It returns the origin only of first node (vertice) of current soft body
/// ---
/// The soft body doesn't have a fixed center of mass, but is a group of nodes (vertices)
/// that each has its own position in the world.
/// For this reason return the correct COM is not so simple and must be calculate
/// Check this to improve this function http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8803
const Transform &get_transform() const;
void get_first_node_origin(btVector3 &p_out_origin) const;
void set_activation_state(bool p_active);
void set_mass(real_t p_val);
_FORCE_INLINE_ real_t get_mass() const { return mass; }
void set_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_stiffness() const { return stiffness; }
void set_simulation_precision(int p_val);
_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
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; }
private:
void reload_soft_body();
void create_soft_body();
void destroy_soft_body();
};
#endif // SOFT_BODY_BULLET_H