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/**************************************************************************/
/* soft_body_3d.cpp */
/**************************************************************************/
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# include "soft_body_3d.h"
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# include "scene/3d/physics/physics_body_3d.h"
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SoftBodyRenderingServerHandler : : SoftBodyRenderingServerHandler ( ) { }
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void SoftBodyRenderingServerHandler : : prepare ( RID p_mesh , int p_surface ) {
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clear ( ) ;
ERR_FAIL_COND ( ! p_mesh . is_valid ( ) ) ;
mesh = p_mesh ;
surface = p_surface ;
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RS : : SurfaceData surface_data = RS : : get_singleton ( ) - > mesh_get_surface ( mesh , surface ) ;
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uint32_t surface_offsets [ RS : : ARRAY_MAX ] ;
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uint32_t vertex_stride ;
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uint32_t normal_tangent_stride ;
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uint32_t attrib_stride ;
uint32_t skin_stride ;
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RS : : get_singleton ( ) - > mesh_surface_make_offsets_from_format ( surface_data . format , surface_data . vertex_count , surface_data . index_count , surface_offsets , vertex_stride , normal_tangent_stride , attrib_stride , skin_stride ) ;
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buffer = surface_data . vertex_data ;
stride = vertex_stride ;
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normal_stride = normal_tangent_stride ;
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offset_vertices = surface_offsets [ RS : : ARRAY_VERTEX ] ;
offset_normal = surface_offsets [ RS : : ARRAY_NORMAL ] ;
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}
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void SoftBodyRenderingServerHandler : : clear ( ) {
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buffer . resize ( 0 ) ;
stride = 0 ;
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normal_stride = 0 ;
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offset_vertices = 0 ;
offset_normal = 0 ;
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surface = 0 ;
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mesh = RID ( ) ;
}
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void SoftBodyRenderingServerHandler : : open ( ) {
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write_buffer = buffer . ptrw ( ) ;
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}
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void SoftBodyRenderingServerHandler : : close ( ) {
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write_buffer = nullptr ;
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}
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void SoftBodyRenderingServerHandler : : commit_changes ( ) {
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RS : : get_singleton ( ) - > mesh_surface_update_vertex_region ( mesh , surface , 0 , buffer ) ;
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}
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void SoftBodyRenderingServerHandler : : set_vertex ( int p_vertex_id , const Vector3 & p_vertex ) {
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float * vertex_buffer = reinterpret_cast < float * > ( write_buffer + p_vertex_id * stride + offset_vertices ) ;
* vertex_buffer + + = ( float ) p_vertex . x ;
* vertex_buffer + + = ( float ) p_vertex . y ;
* vertex_buffer + + = ( float ) p_vertex . z ;
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}
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void SoftBodyRenderingServerHandler : : set_normal ( int p_vertex_id , const Vector3 & p_normal ) {
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Vector2 res = p_normal . octahedron_encode ( ) ;
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uint32_t value = 0 ;
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value | = ( uint16_t ) CLAMP ( res . x * 65535 , 0 , 65535 ) ;
value | = ( uint16_t ) CLAMP ( res . y * 65535 , 0 , 65535 ) < < 16 ;
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memcpy ( & write_buffer [ p_vertex_id * normal_stride + offset_normal ] , & value , sizeof ( uint32_t ) ) ;
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}
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void SoftBodyRenderingServerHandler : : set_aabb ( const AABB & p_aabb ) {
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RS : : get_singleton ( ) - > mesh_set_custom_aabb ( mesh , p_aabb ) ;
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}
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SoftBody3D : : PinnedPoint : : PinnedPoint ( ) {
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}
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SoftBody3D : : PinnedPoint : : PinnedPoint ( const PinnedPoint & obj_tocopy ) {
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point_index = obj_tocopy . point_index ;
spatial_attachment_path = obj_tocopy . spatial_attachment_path ;
spatial_attachment = obj_tocopy . spatial_attachment ;
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offset = obj_tocopy . offset ;
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}
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void SoftBody3D : : PinnedPoint : : operator = ( const PinnedPoint & obj ) {
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point_index = obj . point_index ;
spatial_attachment_path = obj . spatial_attachment_path ;
spatial_attachment = obj . spatial_attachment ;
offset = obj . offset ;
}
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void SoftBody3D : : _update_pickable ( ) {
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if ( ! is_inside_tree ( ) ) {
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return ;
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}
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bool pickable = ray_pickable & & is_visible_in_tree ( ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_ray_pickable ( physics_rid , pickable ) ;
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}
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bool SoftBody3D : : _set ( const StringName & p_name , const Variant & p_value ) {
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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 ;
}
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bool SoftBody3D : : _get ( const StringName & p_name , Variant & r_ret ) const {
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String name = p_name ;
String which = name . get_slicec ( ' / ' , 0 ) ;
if ( " pinned_points " = = which ) {
Array arr_ret ;
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const int pinned_points_indices_size = pinned_points . size ( ) ;
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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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 ;
}
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void SoftBody3D : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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const int pinned_points_indices_size = pinned_points . size ( ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : PACKED_INT32_ARRAY , PNAME ( " pinned_points " ) ) ) ;
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for ( int i = 0 ; i < pinned_points_indices_size ; + + i ) {
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const String prefix = vformat ( " %s/%d/ " , PNAME ( " attachments " ) , i ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : INT , prefix + PNAME ( " point_index " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : NODE_PATH , prefix + PNAME ( " spatial_attachment_path " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : VECTOR3 , prefix + PNAME ( " offset " ) ) ) ;
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}
}
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bool SoftBody3D : : _set_property_pinned_points_indices ( const Array & p_indices ) {
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const int p_indices_size = p_indices . size ( ) ;
{ // Remove the pined points on physics server that will be removed by resize
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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if ( p_indices_size < pinned_points . size ( ) ) {
for ( int i = pinned_points . size ( ) - 1 ; i > = p_indices_size ; - - i ) {
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pin_point ( r [ i ] . point_index , false ) ;
}
}
}
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pinned_points . resize ( p_indices_size ) ;
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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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 ) {
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if ( - 1 ! = w [ i ] . point_index ) {
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pin_point ( w [ i ] . point_index , false ) ;
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}
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w [ i ] . point_index = point_index ;
pin_point ( w [ i ] . point_index , true ) ;
}
}
return true ;
}
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bool SoftBody3D : : _set_property_pinned_points_attachment ( int p_item , const String & p_what , const Variant & p_value ) {
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if ( pinned_points . size ( ) < = p_item ) {
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return false ;
}
if ( " spatial_attachment_path " = = p_what ) {
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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if ( is_inside_tree ( ) ) {
callable_mp ( this , & SoftBody3D : : _pin_point_deferred ) . call_deferred ( Variant ( w [ p_item ] . point_index ) , true , p_value ) ;
} else {
pin_point ( w [ p_item ] . point_index , true , p_value ) ;
_make_cache_dirty ( ) ;
}
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} else if ( " offset " = = p_what ) {
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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w [ p_item ] . offset = p_value ;
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} else {
return false ;
}
return true ;
}
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bool SoftBody3D : : _get_property_pinned_points ( int p_item , const String & p_what , Variant & r_ret ) const {
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if ( pinned_points . size ( ) < = p_item ) {
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return false ;
}
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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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 ;
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} else if ( " offset " = = p_what ) {
r_ret = r [ p_item ] . offset ;
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} else {
return false ;
}
return true ;
}
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void SoftBody3D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_WORLD : {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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// 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);
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}
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RID space = get_world_3d ( ) - > get_space ( ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_space ( physics_rid , space ) ;
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_prepare_physics_server ( ) ;
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} break ;
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case NOTIFICATION_READY : {
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if ( ! parent_collision_ignore . is_empty ( ) ) {
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add_collision_exception_with ( get_node ( parent_collision_ignore ) ) ;
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}
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} break ;
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case NOTIFICATION_TRANSFORM_CHANGED : {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
_reset_points_offsets ( ) ;
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return ;
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}
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_transform ( physics_rid , get_global_transform ( ) ) ;
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set_notify_transform ( false ) ;
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// Required to be top level with Transform at center of world in order to modify RenderingServer only to support custom Transform
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set_as_top_level ( true ) ;
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set_transform ( Transform3D ( ) ) ;
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set_notify_transform ( true ) ;
} break ;
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case NOTIFICATION_VISIBILITY_CHANGED : {
_update_pickable ( ) ;
} break ;
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case NOTIFICATION_EXIT_WORLD : {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_space ( physics_rid , RID ( ) ) ;
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} break ;
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case NOTIFICATION_DISABLED : {
if ( is_inside_tree ( ) & & ( disable_mode = = DISABLE_MODE_REMOVE ) ) {
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_prepare_physics_server ( ) ;
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}
} break ;
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case NOTIFICATION_ENABLED : {
if ( is_inside_tree ( ) & & ( disable_mode = = DISABLE_MODE_REMOVE ) ) {
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_prepare_physics_server ( ) ;
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}
} break ;
}
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}
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void SoftBody3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " get_physics_rid " ) , & SoftBody3D : : get_physics_rid ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mask " , " collision_mask " ) , & SoftBody3D : : set_collision_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask " ) , & SoftBody3D : : get_collision_mask ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_layer " , " collision_layer " ) , & SoftBody3D : : set_collision_layer ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer " ) , & SoftBody3D : : get_collision_layer ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mask_value " , " layer_number " , " value " ) , & SoftBody3D : : set_collision_mask_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask_value " , " layer_number " ) , & SoftBody3D : : get_collision_mask_value ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_layer_value " , " layer_number " , " value " ) , & SoftBody3D : : set_collision_layer_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer_value " , " layer_number " ) , & SoftBody3D : : get_collision_layer_value ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_parent_collision_ignore " , " parent_collision_ignore " ) , & SoftBody3D : : set_parent_collision_ignore ) ;
ClassDB : : bind_method ( D_METHOD ( " get_parent_collision_ignore " ) , & SoftBody3D : : get_parent_collision_ignore ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disable_mode " , " mode " ) , & SoftBody3D : : set_disable_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_disable_mode " ) , & SoftBody3D : : get_disable_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_exceptions " ) , & SoftBody3D : : get_collision_exceptions ) ;
ClassDB : : bind_method ( D_METHOD ( " add_collision_exception_with " , " body " ) , & SoftBody3D : : add_collision_exception_with ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_collision_exception_with " , " body " ) , & SoftBody3D : : remove_collision_exception_with ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_simulation_precision " , " simulation_precision " ) , & SoftBody3D : : set_simulation_precision ) ;
ClassDB : : bind_method ( D_METHOD ( " get_simulation_precision " ) , & SoftBody3D : : get_simulation_precision ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_total_mass " , " mass " ) , & SoftBody3D : : set_total_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_total_mass " ) , & SoftBody3D : : get_total_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_stiffness " , " linear_stiffness " ) , & SoftBody3D : : set_linear_stiffness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_stiffness " ) , & SoftBody3D : : get_linear_stiffness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_pressure_coefficient " , " pressure_coefficient " ) , & SoftBody3D : : set_pressure_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pressure_coefficient " ) , & SoftBody3D : : get_pressure_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_damping_coefficient " , " damping_coefficient " ) , & SoftBody3D : : set_damping_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_damping_coefficient " ) , & SoftBody3D : : get_damping_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_drag_coefficient " , " drag_coefficient " ) , & SoftBody3D : : set_drag_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_drag_coefficient " ) , & SoftBody3D : : get_drag_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_point_transform " , " point_index " ) , & SoftBody3D : : get_point_transform ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_point_pinned " , " point_index " , " pinned " , " attachment_path " ) , & SoftBody3D : : pin_point , DEFVAL ( NodePath ( ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " is_point_pinned " , " point_index " ) , & SoftBody3D : : is_point_pinned ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_ray_pickable " , " ray_pickable " ) , & SoftBody3D : : set_ray_pickable ) ;
ClassDB : : bind_method ( D_METHOD ( " is_ray_pickable " ) , & SoftBody3D : : is_ray_pickable ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " parent_collision_ignore " , PROPERTY_HINT_NODE_PATH_VALID_TYPES , " CollisionObject3D " ) , " set_parent_collision_ignore " , " get_parent_collision_ignore " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " simulation_precision " , PROPERTY_HINT_RANGE , " 1,100,1 " ) , " set_simulation_precision " , " get_simulation_precision " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " ray_pickable " ) , " set_ray_pickable " , " is_ray_pickable " ) ;
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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 ) ;
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}
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PackedStringArray SoftBody3D : : get_configuration_warnings ( ) const {
PackedStringArray warnings = Node : : get_configuration_warnings ( ) ;
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if ( mesh . is_null ( ) ) {
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warnings . push_back ( RTR ( " This body will be ignored until you set a mesh. " ) ) ;
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}
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return warnings ;
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}
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void SoftBody3D : : _update_physics_server ( ) {
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if ( ! simulation_started ) {
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return ;
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}
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_update_cache_pin_points_datas ( ) ;
// Submit bone attachment
const int pinned_points_indices_size = pinned_points . size ( ) ;
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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for ( int i = 0 ; i < pinned_points_indices_size ; + + i ) {
if ( r [ i ] . spatial_attachment ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_move_point ( physics_rid , r [ i ] . point_index , r [ i ] . spatial_attachment - > get_global_transform ( ) . xform ( r [ i ] . offset ) ) ;
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}
}
}
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void SoftBody3D : : _draw_soft_mesh ( ) {
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if ( mesh . is_null ( ) ) {
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return ;
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}
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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 ) ;
}
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if ( ! rendering_server_handler - > is_ready ( mesh_rid ) ) {
rendering_server_handler - > prepare ( mesh_rid , 0 ) ;
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/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
simulation_started = true ;
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callable_mp ( ( Node3D * ) this , & Node3D : : set_as_top_level ) . call_deferred ( true ) ;
callable_mp ( ( Node3D * ) this , & Node3D : : set_transform ) . call_deferred ( Transform3D ( ) ) ;
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}
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_update_physics_server ( ) ;
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rendering_server_handler - > open ( ) ;
PhysicsServer3D : : get_singleton ( ) - > soft_body_update_rendering_server ( physics_rid , rendering_server_handler ) ;
rendering_server_handler - > close ( ) ;
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rendering_server_handler - > commit_changes ( ) ;
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}
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void SoftBody3D : : _prepare_physics_server ( ) {
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# ifdef TOOLS_ENABLED
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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if ( mesh . is_valid ( ) ) {
PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , mesh - > get_rid ( ) ) ;
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} else {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , RID ( ) ) ;
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}
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return ;
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}
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# endif
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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 ) ;
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RS : : get_singleton ( ) - > connect ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ;
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} else {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , RID ( ) ) ;
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if ( RS : : get_singleton ( ) - > is_connected ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ) {
RS : : get_singleton ( ) - > disconnect ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ;
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}
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}
}
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void SoftBody3D : : _become_mesh_owner ( ) {
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Vector < Ref < Material > > copy_materials ;
copy_materials . append_array ( surface_override_materials ) ;
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ERR_FAIL_COND ( ! mesh - > get_surface_count ( ) ) ;
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// Get current mesh array and create new mesh array with necessary flag for SoftBody
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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 ) ;
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surface_format | = Mesh : : ARRAY_FLAG_USE_DYNAMIC_UPDATE ;
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surface_format & = ~ Mesh : : ARRAY_FLAG_COMPRESS_ATTRIBUTES ;
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Ref < ArrayMesh > 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 ) ) ;
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set_mesh ( soft_mesh ) ;
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for ( int i = copy_materials . size ( ) - 1 ; 0 < = i ; - - i ) {
set_surface_override_material ( i , copy_materials [ i ] ) ;
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}
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owned_mesh = soft_mesh - > get_rid ( ) ;
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}
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void SoftBody3D : : set_collision_mask ( uint32_t p_mask ) {
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collision_mask = p_mask ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_collision_mask ( physics_rid , p_mask ) ;
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}
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uint32_t SoftBody3D : : get_collision_mask ( ) const {
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return collision_mask ;
}
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void SoftBody3D : : set_collision_layer ( uint32_t p_layer ) {
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collision_layer = p_layer ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_collision_layer ( physics_rid , p_layer ) ;
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}
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uint32_t SoftBody3D : : get_collision_layer ( ) const {
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return collision_layer ;
}
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void SoftBody3D : : set_collision_layer_value ( int p_layer_number , bool p_value ) {
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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. " ) ;
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uint32_t collision_layer_new = get_collision_layer ( ) ;
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if ( p_value ) {
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collision_layer_new | = 1 < < ( p_layer_number - 1 ) ;
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} else {
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collision_layer_new & = ~ ( 1 < < ( p_layer_number - 1 ) ) ;
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}
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set_collision_layer ( collision_layer_new ) ;
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}
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bool SoftBody3D : : get_collision_layer_value ( int p_layer_number ) const {
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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 ) ) ;
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}
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void SoftBody3D : : set_collision_mask_value ( int p_layer_number , bool p_value ) {
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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 ( ) ;
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if ( p_value ) {
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mask | = 1 < < ( p_layer_number - 1 ) ;
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} else {
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mask & = ~ ( 1 < < ( p_layer_number - 1 ) ) ;
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}
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set_collision_mask ( mask ) ;
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}
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bool SoftBody3D : : get_collision_mask_value ( int p_layer_number ) const {
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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 ) ) ;
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}
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void SoftBody3D : : set_disable_mode ( DisableMode p_mode ) {
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if ( disable_mode = = p_mode ) {
return ;
}
disable_mode = p_mode ;
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if ( mesh . is_valid ( ) & & is_inside_tree ( ) & & ! is_enabled ( ) ) {
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_prepare_physics_server ( ) ;
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}
}
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SoftBody3D : : DisableMode SoftBody3D : : get_disable_mode ( ) const {
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return disable_mode ;
}
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void SoftBody3D : : set_parent_collision_ignore ( const NodePath & p_parent_collision_ignore ) {
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parent_collision_ignore = p_parent_collision_ignore ;
}
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const NodePath & SoftBody3D : : get_parent_collision_ignore ( ) const {
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return parent_collision_ignore ;
}
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void SoftBody3D : : set_pinned_points_indices ( Vector < SoftBody3D : : PinnedPoint > p_pinned_points_indices ) {
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pinned_points = p_pinned_points_indices ;
for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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pin_point ( p_pinned_points_indices [ i ] . point_index , true ) ;
}
}
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Vector < SoftBody3D : : PinnedPoint > SoftBody3D : : get_pinned_points_indices ( ) {
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return pinned_points ;
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}
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TypedArray < PhysicsBody3D > SoftBody3D : : get_collision_exceptions ( ) {
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List < RID > exceptions ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_get_collision_exceptions ( physics_rid , & exceptions ) ;
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TypedArray < PhysicsBody3D > ret ;
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for ( const RID & body : exceptions ) {
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ObjectID instance_id = PhysicsServer3D : : get_singleton ( ) - > body_get_object_instance_id ( body ) ;
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Object * obj = ObjectDB : : get_instance ( instance_id ) ;
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PhysicsBody3D * physics_body = Object : : cast_to < PhysicsBody3D > ( obj ) ;
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ret . append ( physics_body ) ;
}
return ret ;
}
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void SoftBody3D : : add_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_NULL_MSG ( collision_object , " Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D). " ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_add_collision_exception ( physics_rid , collision_object - > get_rid ( ) ) ;
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}
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void SoftBody3D : : remove_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_NULL_MSG ( collision_object , " Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D). " ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_remove_collision_exception ( physics_rid , collision_object - > get_rid ( ) ) ;
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}
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int SoftBody3D : : get_simulation_precision ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_simulation_precision ( physics_rid ) ;
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}
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void SoftBody3D : : set_simulation_precision ( int p_simulation_precision ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_simulation_precision ( physics_rid , p_simulation_precision ) ;
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}
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real_t SoftBody3D : : get_total_mass ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_total_mass ( physics_rid ) ;
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}
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void SoftBody3D : : set_total_mass ( real_t p_total_mass ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_total_mass ( physics_rid , p_total_mass ) ;
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}
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void SoftBody3D : : set_linear_stiffness ( real_t p_linear_stiffness ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_linear_stiffness ( physics_rid , p_linear_stiffness ) ;
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}
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real_t SoftBody3D : : get_linear_stiffness ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_linear_stiffness ( physics_rid ) ;
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}
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real_t SoftBody3D : : get_pressure_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_pressure_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_pressure_coefficient ( real_t p_pressure_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_pressure_coefficient ( physics_rid , p_pressure_coefficient ) ;
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}
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real_t SoftBody3D : : get_damping_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_damping_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_damping_coefficient ( real_t p_damping_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_damping_coefficient ( physics_rid , p_damping_coefficient ) ;
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}
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real_t SoftBody3D : : get_drag_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_drag_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_drag_coefficient ( real_t p_drag_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_drag_coefficient ( physics_rid , p_drag_coefficient ) ;
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}
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Vector3 SoftBody3D : : get_point_transform ( int p_point_index ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_point_global_position ( physics_rid , p_point_index ) ;
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}
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void SoftBody3D : : pin_point_toggle ( int p_point_index ) {
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pin_point ( p_point_index , ! ( - 1 ! = _has_pinned_point ( p_point_index ) ) ) ;
}
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void SoftBody3D : : pin_point ( int p_point_index , bool pin , const NodePath & p_spatial_attachment_path ) {
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_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 ) ;
}
}
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void SoftBody3D : : _pin_point_deferred ( int p_point_index , bool pin , const NodePath p_spatial_attachment_path ) {
pin_point ( p_point_index , pin , p_spatial_attachment_path ) ;
_make_cache_dirty ( ) ;
}
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bool SoftBody3D : : is_point_pinned ( int p_point_index ) const {
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return - 1 ! = _has_pinned_point ( p_point_index ) ;
}
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void SoftBody3D : : set_ray_pickable ( bool p_ray_pickable ) {
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ray_pickable = p_ray_pickable ;
_update_pickable ( ) ;
}
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bool SoftBody3D : : is_ray_pickable ( ) const {
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return ray_pickable ;
}
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SoftBody3D : : SoftBody3D ( ) :
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physics_rid ( PhysicsServer3D : : get_singleton ( ) - > soft_body_create ( ) ) {
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rendering_server_handler = memnew ( SoftBodyRenderingServerHandler ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_attach_object_instance_id ( physics_rid , get_instance_id ( ) ) ;
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}
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SoftBody3D : : ~ SoftBody3D ( ) {
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memdelete ( rendering_server_handler ) ;
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ERR_FAIL_NULL ( PhysicsServer3D : : get_singleton ( ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > free ( physics_rid ) ;
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}
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void SoftBody3D : : _make_cache_dirty ( ) {
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pinned_points_cache_dirty = true ;
}
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void SoftBody3D : : _update_cache_pin_points_datas ( ) {
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if ( ! pinned_points_cache_dirty ) {
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return ;
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}
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pinned_points_cache_dirty = false ;
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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if ( ! w [ i ] . spatial_attachment_path . is_empty ( ) ) {
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w [ i ] . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( w [ i ] . spatial_attachment_path ) ) ;
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}
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}
}
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void SoftBody3D : : _pin_point_on_physics_server ( int p_point_index , bool pin ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_pin_point ( physics_rid , p_point_index , pin ) ;
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}
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void SoftBody3D : : _add_pinned_point ( int p_point_index , const NodePath & p_spatial_attachment_path ) {
SoftBody3D : : PinnedPoint * pinned_point ;
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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 ;
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if ( ! p_spatial_attachment_path . is_empty ( ) & & has_node ( p_spatial_attachment_path ) ) {
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pp . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( p_spatial_attachment_path ) ) ;
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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 ) ) ;
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}
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pinned_points . push_back ( pp ) ;
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} else {
pinned_point - > point_index = p_point_index ;
pinned_point - > spatial_attachment_path = p_spatial_attachment_path ;
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if ( ! p_spatial_attachment_path . is_empty ( ) & & has_node ( p_spatial_attachment_path ) ) {
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Node3D * attachment_node = Object : : cast_to < Node3D > ( get_node ( p_spatial_attachment_path ) ) ;
ERR_FAIL_NULL_MSG ( attachment_node , " Attachment node path is invalid. " ) ;
pinned_point - > spatial_attachment = attachment_node ;
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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 ) ) ;
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}
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}
}
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void SoftBody3D : : _reset_points_offsets ( ) {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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return ;
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}
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const PinnedPoint * r = pinned_points . ptr ( ) ;
PinnedPoint * w = pinned_points . ptrw ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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if ( ! r [ i ] . spatial_attachment ) {
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if ( ! r [ i ] . spatial_attachment_path . is_empty ( ) & & has_node ( r [ i ] . spatial_attachment_path ) ) {
w [ i ] . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( r [ i ] . spatial_attachment_path ) ) ;
}
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}
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if ( ! r [ i ] . spatial_attachment ) {
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continue ;
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}
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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 ) ) ;
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}
}
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void SoftBody3D : : _remove_pinned_point ( int p_point_index ) {
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const int id ( _has_pinned_point ( p_point_index ) ) ;
if ( - 1 ! = id ) {
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pinned_points . remove_at ( id ) ;
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}
}
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int SoftBody3D : : _get_pinned_point ( int p_point_index , SoftBody3D : : PinnedPoint * & r_point ) const {
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const int id = _has_pinned_point ( p_point_index ) ;
if ( - 1 = = id ) {
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r_point = nullptr ;
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return - 1 ;
} else {
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r_point = const_cast < SoftBody3D : : PinnedPoint * > ( & pinned_points . ptr ( ) [ id ] ) ;
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return id ;
}
}
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int SoftBody3D : : _has_pinned_point ( int p_point_index ) const {
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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if ( p_point_index = = r [ i ] . point_index ) {
return i ;
}
}
return - 1 ;
}