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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  soft_body_bullet.h                                                   */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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							|  |  |  | #ifndef SOFT_BODY_BULLET_H
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							|  |  |  | #define SOFT_BODY_BULLET_H
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										 |  |  | #include "collision_object_bullet.h"
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										 |  |  | #include "scene/resources/material.h" // TODO remove this please
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										 |  |  | #ifdef None
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							|  |  |  | /// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
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							|  |  |  | #undef None
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							|  |  |  | #define x11_None 0L
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							|  |  |  | #endif
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										 |  |  | #include "BulletSoftBody/btSoftBodyHelpers.h"
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							|  |  |  | #include "collision_object_bullet.h"
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							|  |  |  | #include "scene/resources/mesh.h"
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										 |  |  | #include "servers/physics_server_3d.h"
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										 |  |  | 
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							|  |  |  | #ifdef x11_None
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							|  |  |  | /// This is required to re add the macro None defined by x11 compiler
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							|  |  |  | #undef x11_None
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							|  |  |  | #define None 0L
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							|  |  |  | #endif
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										 |  |  | /**
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							|  |  |  | 	@author AndreaCatania | 
					
						
							|  |  |  | */ | 
					
						
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										 |  |  | class RenderingServerHandler; | 
					
						
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										 |  |  | class SoftBodyBullet : public CollisionObjectBullet { | 
					
						
							|  |  |  | private: | 
					
						
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										 |  |  | 	btSoftBody *bt_soft_body = nullptr; | 
					
						
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										 |  |  | 	Vector<Vector<int>> indices_table; | 
					
						
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										 |  |  | 	btSoftBody::Material *mat0 = nullptr; // This is just a copy of pointer managed by btSoftBody
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										 |  |  | 	bool isScratched = false; | 
					
						
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										 |  |  | 	Ref<Mesh> soft_mesh; | 
					
						
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										 |  |  | 	int simulation_precision = 5; | 
					
						
							|  |  |  | 	real_t total_mass = 1.; | 
					
						
							|  |  |  | 	real_t linear_stiffness = 0.5; // [0,1]
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							|  |  |  | 	real_t pressure_coefficient = 0.; // [-inf,+inf]
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							|  |  |  | 	real_t damping_coefficient = 0.01; // [0,1]
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							|  |  |  | 	real_t drag_coefficient = 0.; // [0,1]
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										 |  |  | 	Vector<int> pinned_nodes; | 
					
						
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										 |  |  | 	// Other property to add
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							|  |  |  | 	//btScalar				kVC;			// Volume conversation coefficient [0,+inf]
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							|  |  |  | 	//btScalar				kDF;			// Dynamic friction coefficient [0,1]
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							|  |  |  | 	//btScalar				kMT;			// Pose matching coefficient [0,1]
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							|  |  |  | 	//btScalar				kCHR;			// Rigid contacts hardness [0,1]
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							|  |  |  | 	//btScalar				kKHR;			// Kinetic contacts hardness [0,1]
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							|  |  |  | 	//btScalar				kSHR;			// Soft contacts hardness [0,1]
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							|  |  |  | public: | 
					
						
							|  |  |  | 	SoftBodyBullet(); | 
					
						
							|  |  |  | 	~SoftBodyBullet(); | 
					
						
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										 |  |  | 	virtual void reload_body(); | 
					
						
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										 |  |  | 	virtual void set_space(SpaceBullet *p_space); | 
					
						
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										 |  |  | 	virtual void dispatch_callbacks() {} | 
					
						
							|  |  |  | 	virtual void on_collision_filters_change() {} | 
					
						
							|  |  |  | 	virtual void on_collision_checker_start() {} | 
					
						
							|  |  |  | 	virtual void on_collision_checker_end() {} | 
					
						
							|  |  |  | 	virtual void on_enter_area(AreaBullet *p_area); | 
					
						
							|  |  |  | 	virtual void on_exit_area(AreaBullet *p_area); | 
					
						
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							|  |  |  | 	_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; } | 
					
						
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										 |  |  | 	void update_rendering_server(RenderingServerHandler *p_rendering_server_handler); | 
					
						
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										 |  |  | 	void set_soft_mesh(const Ref<Mesh> &p_mesh); | 
					
						
							|  |  |  | 	void destroy_soft_body(); | 
					
						
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							|  |  |  | 	// Special function. This function has bad performance
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										 |  |  | 	void set_soft_transform(const Transform3D &p_transform); | 
					
						
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										 |  |  | 	AABB get_bounds() const; | 
					
						
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										 |  |  | 	void move_all_nodes(const Transform3D &p_transform); | 
					
						
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										 |  |  | 	void set_node_position(int node_index, const Vector3 &p_global_position); | 
					
						
							|  |  |  | 	void set_node_position(int node_index, const btVector3 &p_global_position); | 
					
						
							|  |  |  | 	void get_node_position(int node_index, Vector3 &r_position) const; | 
					
						
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							|  |  |  | 	void set_node_mass(int node_index, btScalar p_mass); | 
					
						
							|  |  |  | 	btScalar get_node_mass(int node_index) const; | 
					
						
							|  |  |  | 	void reset_all_node_mass(); | 
					
						
							|  |  |  | 	void reset_all_node_positions(); | 
					
						
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							|  |  |  | 	void set_activation_state(bool p_active); | 
					
						
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										 |  |  | 	void set_total_mass(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; } | 
					
						
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							|  |  |  | 	void set_linear_stiffness(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; } | 
					
						
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										 |  |  | 	void set_simulation_precision(int p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; } | 
					
						
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										 |  |  | 	void set_pressure_coefficient(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; } | 
					
						
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										 |  |  | 	void set_damping_coefficient(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; } | 
					
						
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										 |  |  | 	void set_drag_coefficient(real_t p_val); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; } | 
					
						
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										 |  |  | 	void set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices); | 
					
						
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										 |  |  | 	void setup_soft_body(); | 
					
						
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							|  |  |  | 	void pin_node(int p_node_index); | 
					
						
							|  |  |  | 	void unpin_node(int p_node_index); | 
					
						
							|  |  |  | 	int search_node_pinned(int p_node_index) const; | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | #endif // SOFT_BODY_BULLET_H
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