800 lines
30 KiB
C++
800 lines
30 KiB
C++
/*************************************************************************/
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/* soft_dynamic_body_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "soft_dynamic_body_3d.h"
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#include "scene/3d/physics_body_3d.h"
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SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
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void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
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clear();
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ERR_FAIL_COND(!p_mesh.is_valid());
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mesh = p_mesh;
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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 attrib_stride;
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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, attrib_stride, skin_stride);
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buffer = surface_data.vertex_data;
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stride = vertex_stride;
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offset_vertices = surface_offsets[RS::ARRAY_VERTEX];
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offset_normal = surface_offsets[RS::ARRAY_NORMAL];
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}
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void SoftDynamicBodyRenderingServerHandler::clear() {
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buffer.resize(0);
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stride = 0;
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offset_vertices = 0;
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offset_normal = 0;
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surface = 0;
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mesh = RID();
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}
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void SoftDynamicBodyRenderingServerHandler::open() {
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write_buffer = buffer.ptrw();
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}
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void SoftDynamicBodyRenderingServerHandler::close() {
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write_buffer = nullptr;
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}
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void SoftDynamicBodyRenderingServerHandler::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 SoftDynamicBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
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memcpy(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
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}
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void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
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memcpy(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
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}
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void SoftDynamicBodyRenderingServerHandler::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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SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
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}
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SoftDynamicBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
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point_index = obj_tocopy.point_index;
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spatial_attachment_path = obj_tocopy.spatial_attachment_path;
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spatial_attachment = obj_tocopy.spatial_attachment;
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offset = obj_tocopy.offset;
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}
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void SoftDynamicBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
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point_index = obj.point_index;
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spatial_attachment_path = obj.spatial_attachment_path;
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spatial_attachment = obj.spatial_attachment;
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offset = obj.offset;
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}
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void SoftDynamicBody3D::_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 SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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String which = name.get_slicec('/', 0);
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if ("pinned_points" == which) {
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return _set_property_pinned_points_indices(p_value);
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} else if ("attachments" == which) {
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int idx = name.get_slicec('/', 1).to_int();
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String what = name.get_slicec('/', 2);
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return _set_property_pinned_points_attachment(idx, what, p_value);
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}
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return false;
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}
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bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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String which = name.get_slicec('/', 0);
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if ("pinned_points" == which) {
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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);
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for (int i = 0; i < pinned_points_indices_size; ++i) {
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arr_ret[i] = r[i].point_index;
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}
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r_ret = arr_ret;
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return true;
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} else if ("attachments" == which) {
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int idx = name.get_slicec('/', 1).to_int();
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String what = name.get_slicec('/', 2);
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return _get_property_pinned_points(idx, what, r_ret);
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}
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return false;
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}
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void SoftDynamicBody3D::_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, "pinned_points"));
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for (int i = 0; i < pinned_points_indices_size; ++i) {
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p_list->push_back(PropertyInfo(Variant::INT, "attachments/" + itos(i) + "/point_index"));
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p_list->push_back(PropertyInfo(Variant::NODE_PATH, "attachments/" + itos(i) + "/spatial_attachment_path"));
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p_list->push_back(PropertyInfo(Variant::VECTOR3, "attachments/" + itos(i) + "/offset"));
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}
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}
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bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
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const int p_indices_size = p_indices.size();
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{ // 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()) {
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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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}
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}
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}
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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;
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for (int i = 0; i < p_indices_size; ++i) {
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point_index = p_indices.get(i);
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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;
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pin_point(w[i].point_index, true);
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}
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}
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return true;
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}
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bool SoftDynamicBody3D::_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;
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}
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if ("spatial_attachment_path" == p_what) {
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PinnedPoint *w = pinned_points.ptrw();
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pin_point(w[p_item].point_index, true, p_value);
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_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 {
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return false;
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}
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return true;
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}
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bool SoftDynamicBody3D::_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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}
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const PinnedPoint *r = pinned_points.ptr();
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if ("point_index" == p_what) {
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r_ret = r[p_item].point_index;
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} else if ("spatial_attachment_path" == p_what) {
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r_ret = r[p_item].spatial_attachment_path;
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} else if ("offset" == p_what) {
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r_ret = r[p_item].offset;
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} else {
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return false;
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}
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return true;
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}
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void SoftDynamicBody3D::_notification(int p_what) {
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switch (p_what) {
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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
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// leaving for upcoming PK work on physics
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//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()) {
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_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);
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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_update_pickable();
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} 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: {
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if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
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_prepare_physics_server();
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}
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} break;
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case NOTIFICATION_ENABLED: {
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if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
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_prepare_physics_server();
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}
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} break;
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#ifdef TOOLS_ENABLED
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (Engine::get_singleton()->is_editor_hint()) {
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update_configuration_warnings();
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}
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} break;
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#endif
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}
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}
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void SoftDynamicBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
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ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
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ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
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ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
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ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
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ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
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ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
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ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
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ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
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ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
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ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
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ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
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ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
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ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
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ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
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ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
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ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
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ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
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ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
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ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
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ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
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ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
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ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
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ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
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ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::is_ray_pickable);
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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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_PROPERTY_OF_VARIANT_TYPE, "Parent collision object"), "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");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
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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");
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BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
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BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
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}
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TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
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TypedArray<String> 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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Transform3D t = get_transform();
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if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) {
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warnings.push_back(RTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
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}
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return warnings;
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}
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void SoftDynamicBody3D::_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();
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// Submit bone attachment
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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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for (int i = 0; i < pinned_points_indices_size; ++i) {
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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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}
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}
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void SoftDynamicBody3D::_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();
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if (owned_mesh != mesh_rid) {
|
|
_become_mesh_owner();
|
|
mesh_rid = mesh->get_rid();
|
|
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
|
|
}
|
|
|
|
if (!rendering_server_handler->is_ready(mesh_rid)) {
|
|
rendering_server_handler->prepare(mesh_rid, 0);
|
|
|
|
/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
|
|
simulation_started = true;
|
|
call_deferred(SNAME("set_as_top_level"), true);
|
|
call_deferred(SNAME("set_transform"), Transform3D());
|
|
}
|
|
|
|
_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 SoftDynamicBody3D::_prepare_physics_server() {
|
|
#ifdef TOOLS_ENABLED
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
if (mesh.is_valid()) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh->get_rid());
|
|
} else {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
|
|
}
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
|
|
} else {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
|
|
if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
|
|
RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoftDynamicBody3D::_become_mesh_owner() {
|
|
Vector<Ref<Material>> copy_materials;
|
|
copy_materials.append_array(surface_override_materials);
|
|
|
|
ERR_FAIL_COND(!mesh->get_surface_count());
|
|
|
|
// Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
|
|
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_FLAG_USE_DYNAMIC_UPDATE;
|
|
|
|
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));
|
|
|
|
set_mesh(soft_mesh);
|
|
|
|
for (int i = copy_materials.size() - 1; 0 <= i; --i) {
|
|
set_surface_override_material(i, copy_materials[i]);
|
|
}
|
|
|
|
owned_mesh = soft_mesh->get_rid();
|
|
}
|
|
|
|
void SoftDynamicBody3D::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 SoftDynamicBody3D::get_collision_mask() const {
|
|
return collision_mask;
|
|
}
|
|
|
|
void SoftDynamicBody3D::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 SoftDynamicBody3D::get_collision_layer() const {
|
|
return collision_layer;
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
|
|
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 collision_layer = get_collision_layer();
|
|
if (p_value) {
|
|
collision_layer |= 1 << (p_layer_number - 1);
|
|
} else {
|
|
collision_layer &= ~(1 << (p_layer_number - 1));
|
|
}
|
|
set_collision_layer(collision_layer);
|
|
}
|
|
|
|
bool SoftDynamicBody3D::get_collision_layer_value(int p_layer_number) const {
|
|
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));
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
|
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();
|
|
if (p_value) {
|
|
mask |= 1 << (p_layer_number - 1);
|
|
} else {
|
|
mask &= ~(1 << (p_layer_number - 1));
|
|
}
|
|
set_collision_mask(mask);
|
|
}
|
|
|
|
bool SoftDynamicBody3D::get_collision_mask_value(int p_layer_number) const {
|
|
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));
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
|
|
if (disable_mode == p_mode) {
|
|
return;
|
|
}
|
|
|
|
disable_mode = p_mode;
|
|
|
|
if (mesh.is_valid() && is_inside_tree() && !is_enabled()) {
|
|
_prepare_physics_server();
|
|
}
|
|
}
|
|
|
|
SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
|
|
return disable_mode;
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
|
|
parent_collision_ignore = p_parent_collision_ignore;
|
|
}
|
|
|
|
const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
|
|
return parent_collision_ignore;
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::PinnedPoint> 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<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
|
|
return pinned_points;
|
|
}
|
|
|
|
Array SoftDynamicBody3D::get_collision_exceptions() {
|
|
List<RID> exceptions;
|
|
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
|
|
Array ret;
|
|
for (const RID &body : exceptions) {
|
|
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<PhysicsBody3D>(obj);
|
|
ret.append(physics_body);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void SoftDynamicBody3D::add_collision_exception_with(Node *p_node) {
|
|
ERR_FAIL_NULL(p_node);
|
|
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(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 SoftDynamicBody3D::remove_collision_exception_with(Node *p_node) {
|
|
ERR_FAIL_NULL(p_node);
|
|
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(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 SoftDynamicBody3D::get_simulation_precision() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
|
|
}
|
|
|
|
real_t SoftDynamicBody3D::get_total_mass() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
|
|
}
|
|
|
|
real_t SoftDynamicBody3D::get_linear_stiffness() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
|
|
}
|
|
|
|
real_t SoftDynamicBody3D::get_pressure_coefficient() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
|
|
}
|
|
|
|
real_t SoftDynamicBody3D::get_damping_coefficient() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
|
|
}
|
|
|
|
real_t SoftDynamicBody3D::get_drag_coefficient() {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
|
|
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
|
|
}
|
|
|
|
Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
|
|
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
|
|
}
|
|
|
|
void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
|
|
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
|
|
}
|
|
|
|
void SoftDynamicBody3D::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 SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
|
|
return -1 != _has_pinned_point(p_point_index);
|
|
}
|
|
|
|
void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
|
|
ray_pickable = p_ray_pickable;
|
|
_update_pickable();
|
|
}
|
|
|
|
bool SoftDynamicBody3D::is_ray_pickable() const {
|
|
return ray_pickable;
|
|
}
|
|
|
|
SoftDynamicBody3D::SoftDynamicBody3D() :
|
|
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
|
|
rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler);
|
|
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
|
|
}
|
|
|
|
SoftDynamicBody3D::~SoftDynamicBody3D() {
|
|
memdelete(rendering_server_handler);
|
|
PhysicsServer3D::get_singleton()->free(physics_rid);
|
|
}
|
|
|
|
void SoftDynamicBody3D::_make_cache_dirty() {
|
|
pinned_points_cache_dirty = true;
|
|
}
|
|
|
|
void SoftDynamicBody3D::_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<Node3D>(get_node(w[i].spatial_attachment_path));
|
|
}
|
|
if (!w[i].spatial_attachment) {
|
|
ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftDynamicBody3D!");
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoftDynamicBody3D::_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 SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
|
|
SoftDynamicBody3D::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<Node3D>(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<Node3D>(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 SoftDynamicBody3D::_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) {
|
|
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));
|
|
}
|
|
}
|
|
|
|
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 SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
|
|
const int id(_has_pinned_point(p_point_index));
|
|
if (-1 != id) {
|
|
pinned_points.remove_at(id);
|
|
}
|
|
}
|
|
|
|
int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::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<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
|
|
return id;
|
|
}
|
|
}
|
|
|
|
int SoftDynamicBody3D::_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;
|
|
}
|