/*************************************************************************/ /* soft_body_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_body_3d.h" #include "core/list.h" #include "core/object.h" #include "core/os/os.h" #include "core/rid.h" #include "scene/3d/collision_object_3d.h" #include "scene/3d/physics_body_3d.h" #include "scene/3d/skeleton_3d.h" #include "servers/physics_server_3d.h" SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {} void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) { clear(); ERR_FAIL_COND(!p_mesh.is_valid()); mesh = p_mesh; surface = p_surface; #ifndef _MSC_VER #warning Softbody is not working, needs to be redone considering that these functions no longer exist #endif #if 0 const uint32_t surface_format = RS::get_singleton()->mesh_surface_get_format(mesh, surface); const int surface_vertex_len = RS::get_singleton()->mesh_surface_get_array_len(mesh, p_surface); const int surface_index_len = RS::get_singleton()->mesh_surface_get_array_index_len(mesh, p_surface); uint32_t surface_offsets[RS::ARRAY_MAX]; buffer = RS::get_singleton()->mesh_surface_get_array(mesh, surface); stride = RS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, surface_offsets); offset_vertices = surface_offsets[RS::ARRAY_VERTEX]; offset_normal = surface_offsets[RS::ARRAY_NORMAL]; #endif } void SoftBodyRenderingServerHandler::clear() { if (mesh.is_valid()) { buffer.resize(0); } mesh = RID(); } void SoftBodyRenderingServerHandler::open() { write_buffer = buffer.ptrw(); } void SoftBodyRenderingServerHandler::close() { //write_buffer.release(); } void SoftBodyRenderingServerHandler::commit_changes() { RS::get_singleton()->mesh_surface_update_region(mesh, surface, 0, buffer); } void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) { copymem(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3); } void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) { copymem(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3); } void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) { RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb); } SoftBody3D::PinnedPoint::PinnedPoint() { } SoftBody3D::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; } SoftBody3D::PinnedPoint &SoftBody3D::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; return *this; } void SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_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 SoftBody3D::_changed_callback(Object *p_changed, const char *p_prop) { prepare_physics_server(); _reset_points_offsets(); #ifdef TOOLS_ENABLED if (p_changed == this) { update_configuration_warning(); } #endif } void SoftBody3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { if (Engine::get_singleton()->is_editor_hint()) { 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(Transform()); 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; } #ifdef TOOLS_ENABLED if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { if (Engine::get_singleton()->is_editor_hint()) { update_configuration_warning(); } } #endif } void SoftBody3D::_bind_methods() { 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); 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); ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &SoftBody3D::set_collision_mask_bit); ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &SoftBody3D::get_collision_mask_bit); ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &SoftBody3D::set_collision_layer_bit); ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &SoftBody3D::get_collision_layer_bit); 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); 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); 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); 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); 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); ClassDB::bind_method(D_METHOD("set_areaAngular_stiffness", "areaAngular_stiffness"), &SoftBody3D::set_areaAngular_stiffness); ClassDB::bind_method(D_METHOD("get_areaAngular_stiffness"), &SoftBody3D::get_areaAngular_stiffness); ClassDB::bind_method(D_METHOD("set_volume_stiffness", "volume_stiffness"), &SoftBody3D::set_volume_stiffness); ClassDB::bind_method(D_METHOD("get_volume_stiffness"), &SoftBody3D::get_volume_stiffness); 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); ClassDB::bind_method(D_METHOD("set_pose_matching_coefficient", "pose_matching_coefficient"), &SoftBody3D::set_pose_matching_coefficient); ClassDB::bind_method(D_METHOD("get_pose_matching_coefficient"), &SoftBody3D::get_pose_matching_coefficient); 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); 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); 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); 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, "areaAngular_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_areaAngular_stiffness", "get_areaAngular_stiffness"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_volume_stiffness", "get_volume_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::FLOAT, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable"); } String SoftBody3D::get_configuration_warning() const { String warning = MeshInstance3D::get_configuration_warning(); if (get_mesh().is_null()) { if (!warning.empty()) { warning += "\n\n"; } warning += TTR("This body will be ignored until you set a mesh."); } Transform 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)) { if (!warning.empty()) { warning += "\n\n"; } warning += TTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); } return warning; } void SoftBody3D::_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 SoftBody3D::_draw_soft_mesh() { if (get_mesh().is_null()) { return; } if (!rendering_server_handler.is_ready()) { rendering_server_handler.prepare(get_mesh()->get_rid(), 0); /// Necessary in order to render the mesh correctly (Soft body nodes are in global space) simulation_started = true; call_deferred("set_as_top_level", true); call_deferred("set_transform", Transform()); } _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 SoftBody3D::prepare_physics_server() { if (Engine::get_singleton()->is_editor_hint()) { if (get_mesh().is_valid()) { PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()); } else { PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr); } return; } if (get_mesh().is_valid()) { become_mesh_owner(); PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()); RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh)); } else { PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr); 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)); } } } void SoftBody3D::become_mesh_owner() { if (mesh.is_null()) { return; } if (!mesh_owner) { mesh_owner = true; Vector> copy_materials; copy_materials.append_array(materials); ERR_FAIL_COND(!mesh->get_surface_count()); // Get current mesh array and create new mesh array with necessary flag for softbody 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_COMPRESS_NORMAL); surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE; Ref soft_mesh; soft_mesh.instance(); 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_material(i, copy_materials[i]); } } } void SoftBody3D::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 SoftBody3D::get_collision_mask() const { return collision_mask; } void SoftBody3D::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 SoftBody3D::get_collision_layer() const { return collision_layer; } void SoftBody3D::set_collision_mask_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_mask(); if (p_value) { mask |= 1 << p_bit; } else { mask &= ~(1 << p_bit); } set_collision_mask(mask); } bool SoftBody3D::get_collision_mask_bit(int p_bit) const { return get_collision_mask() & (1 << p_bit); } void SoftBody3D::set_collision_layer_bit(int p_bit, bool p_value) { uint32_t layer = get_collision_layer(); if (p_value) { layer |= 1 << p_bit; } else { layer &= ~(1 << p_bit); } set_collision_layer(layer); } bool SoftBody3D::get_collision_layer_bit(int p_bit) const { return get_collision_layer() & (1 << p_bit); } void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) { parent_collision_ignore = p_parent_collision_ignore; } const NodePath &SoftBody3D::get_parent_collision_ignore() const { return parent_collision_ignore; } void SoftBody3D::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 SoftBody3D::get_pinned_points_indices() { return pinned_points; } Array SoftBody3D::get_collision_exceptions() { List exceptions; PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions); Array ret; for (List::Element *E = exceptions.front(); E; E = E->next()) { RID body = E->get(); 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 SoftBody3D::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 SoftBody3D::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 SoftBody3D::get_simulation_precision() { return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid); } void SoftBody3D::set_simulation_precision(int p_simulation_precision) { PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision); } real_t SoftBody3D::get_total_mass() { return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid); } void SoftBody3D::set_total_mass(real_t p_total_mass) { PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass); } void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) { PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness); } real_t SoftBody3D::get_linear_stiffness() { return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid); } void SoftBody3D::set_areaAngular_stiffness(real_t p_areaAngular_stiffness) { PhysicsServer3D::get_singleton()->soft_body_set_areaAngular_stiffness(physics_rid, p_areaAngular_stiffness); } real_t SoftBody3D::get_areaAngular_stiffness() { return PhysicsServer3D::get_singleton()->soft_body_get_areaAngular_stiffness(physics_rid); } void SoftBody3D::set_volume_stiffness(real_t p_volume_stiffness) { PhysicsServer3D::get_singleton()->soft_body_set_volume_stiffness(physics_rid, p_volume_stiffness); } real_t SoftBody3D::get_volume_stiffness() { return PhysicsServer3D::get_singleton()->soft_body_get_volume_stiffness(physics_rid); } real_t SoftBody3D::get_pressure_coefficient() { return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid); } void SoftBody3D::set_pose_matching_coefficient(real_t p_pose_matching_coefficient) { PhysicsServer3D::get_singleton()->soft_body_set_pose_matching_coefficient(physics_rid, p_pose_matching_coefficient); } real_t SoftBody3D::get_pose_matching_coefficient() { return PhysicsServer3D::get_singleton()->soft_body_get_pose_matching_coefficient(physics_rid); } void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) { PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient); } real_t SoftBody3D::get_damping_coefficient() { return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid); } void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) { PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient); } real_t SoftBody3D::get_drag_coefficient() { return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid); } void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) { PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient); } Vector3 SoftBody3D::get_point_transform(int p_point_index) { return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index); } void SoftBody3D::pin_point_toggle(int p_point_index) { pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index))); } void SoftBody3D::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 SoftBody3D::is_point_pinned(int p_point_index) const { return -1 != _has_pinned_point(p_point_index); } void SoftBody3D::set_ray_pickable(bool p_ray_pickable) { ray_pickable = p_ray_pickable; _update_pickable(); } bool SoftBody3D::is_ray_pickable() const { return ray_pickable; } SoftBody3D::SoftBody3D() : physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) { PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id()); } SoftBody3D::~SoftBody3D() { PhysicsServer3D::get_singleton()->free(physics_rid); } void SoftBody3D::reset_softbody_pin() { PhysicsServer3D::get_singleton()->soft_body_remove_all_pinned_points(physics_rid); const PinnedPoint *pps = pinned_points.ptr(); for (int i = pinned_points.size() - 1; 0 < i; --i) { PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, pps[i].point_index, true); } } void SoftBody3D::_make_cache_dirty() { pinned_points_cache_dirty = true; } void SoftBody3D::_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, Softbody undefined behaviour!"); } } } void SoftBody3D::_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 SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) { SoftBody3D::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 SoftBody3D::_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) { 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 SoftBody3D::_remove_pinned_point(int p_point_index) { const int id(_has_pinned_point(p_point_index)); if (-1 != id) { pinned_points.remove(id); } } int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::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 SoftBody3D::_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; }