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			37 KiB
		
	
	
	
		
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			1290 lines
		
	
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  godot_soft_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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,        */
 | |
| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
 | |
| /* 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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| 
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| #include "godot_soft_body_3d.h"
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| 
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| #include "godot_space_3d.h"
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| 
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| #include "core/math/geometry_3d.h"
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| #include "core/templates/rb_map.h"
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| #include "servers/rendering_server.h"
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| 
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| // Based on Bullet soft body.
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| 
 | |
| /*
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| Bullet Continuous Collision Detection and Physics Library
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| Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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| 
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| This software is provided 'as-is', without any express or implied warranty.
 | |
| In no event will the authors be held liable for any damages arising from the use of this software.
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| Permission is granted to anyone to use this software for any purpose,
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| including commercial applications, and to alter it and redistribute it freely,
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| subject to the following restrictions:
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| 
 | |
| 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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| 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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| 3. This notice may not be removed or altered from any source distribution.
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| */
 | |
| ///btSoftBody implementation by Nathanael Presson
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| 
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| GodotSoftBody3D::GodotSoftBody3D() :
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| 		GodotCollisionObject3D(TYPE_SOFT_BODY),
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| 		active_list(this) {
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| 	_set_static(false);
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| }
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| 
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| void GodotSoftBody3D::_shapes_changed() {
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| }
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| 
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| void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
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| 	switch (p_state) {
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| 		case PhysicsServer3D::BODY_STATE_TRANSFORM: {
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| 			_set_transform(p_variant);
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| 			_set_inv_transform(get_transform().inverse());
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| 
 | |
| 			apply_nodes_transform(get_transform());
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| 
 | |
| 		} break;
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| 		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
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| 			// Not supported.
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| 			ERR_FAIL_MSG("Linear velocity is not supported for Soft bodies.");
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| 		} break;
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| 		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
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| 			ERR_FAIL_MSG("Angular velocity is not supported for Soft bodies.");
 | |
| 		} break;
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| 		case PhysicsServer3D::BODY_STATE_SLEEPING: {
 | |
| 			ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 		case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
 | |
| 			ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
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| 	switch (p_state) {
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| 		case PhysicsServer3D::BODY_STATE_TRANSFORM: {
 | |
| 			return get_transform();
 | |
| 		} break;
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| 		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
 | |
| 			ERR_FAIL_V_MSG(Vector3(), "Linear velocity is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
 | |
| 			ERR_FAIL_V_MSG(Vector3(), "Angular velocity is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 		case PhysicsServer3D::BODY_STATE_SLEEPING: {
 | |
| 			ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 		case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
 | |
| 			ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
 | |
| 		} break;
 | |
| 	}
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| 
 | |
| 	return Variant();
 | |
| }
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| 
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| void GodotSoftBody3D::set_space(GodotSpace3D *p_space) {
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| 	if (get_space()) {
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| 		get_space()->soft_body_remove_from_active_list(&active_list);
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| 
 | |
| 		deinitialize_shape();
 | |
| 	}
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| 
 | |
| 	_set_space(p_space);
 | |
| 
 | |
| 	if (get_space()) {
 | |
| 		get_space()->soft_body_add_to_active_list(&active_list);
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| 
 | |
| 		if (bounds != AABB()) {
 | |
| 			initialize_shape(true);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_mesh(RID p_mesh) {
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| 	destroy();
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| 
 | |
| 	soft_mesh = p_mesh;
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| 
 | |
| 	if (soft_mesh.is_null()) {
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| 		return;
 | |
| 	}
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| 
 | |
| 	Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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| 	ERR_FAIL_COND(arrays.is_empty());
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| 
 | |
| 	bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
 | |
| 	if (!success) {
 | |
| 		destroy();
 | |
| 	}
 | |
| }
 | |
| 
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| void GodotSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) {
 | |
| 	if (soft_mesh.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	const uint32_t vertex_count = map_visual_to_physics.size();
 | |
| 	for (uint32_t i = 0; i < vertex_count; ++i) {
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| 		const uint32_t node_index = map_visual_to_physics[i];
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| 		const Node &node = nodes[node_index];
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| 
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| 		p_rendering_server_handler->set_vertex(i, node.x);
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| 		p_rendering_server_handler->set_normal(i, node.n);
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| 	}
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| 
 | |
| 	p_rendering_server_handler->set_aabb(bounds);
 | |
| }
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| 
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| void GodotSoftBody3D::update_normals_and_centroids() {
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| 	for (Node &node : nodes) {
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| 		node.n = Vector3();
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| 	}
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| 
 | |
| 	for (Face &face : faces) {
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| 		const Vector3 n = vec3_cross(face.n[0]->x - face.n[2]->x, face.n[0]->x - face.n[1]->x);
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| 		face.n[0]->n += n;
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| 		face.n[1]->n += n;
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| 		face.n[2]->n += n;
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| 		face.normal = n;
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| 		face.normal.normalize();
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| 		face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x);
 | |
| 	}
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| 
 | |
| 	for (Node &node : nodes) {
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| 		real_t len = node.n.length();
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| 		if (len > CMP_EPSILON) {
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| 			node.n /= len;
 | |
| 		}
 | |
| 	}
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| }
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| 
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| void GodotSoftBody3D::update_bounds() {
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| 	AABB prev_bounds = bounds;
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| 	prev_bounds.grow_by(collision_margin);
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| 
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| 	bounds = AABB();
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| 
 | |
| 	const uint32_t nodes_count = nodes.size();
 | |
| 	if (nodes_count == 0) {
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| 		deinitialize_shape();
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| 		return;
 | |
| 	}
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| 
 | |
| 	bool first = true;
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| 	bool moved = false;
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| 	for (uint32_t node_index = 0; node_index < nodes_count; ++node_index) {
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| 		const Node &node = nodes[node_index];
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| 		if (!prev_bounds.has_point(node.x)) {
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| 			moved = true;
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| 		}
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| 		if (first) {
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| 			bounds.position = node.x;
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| 			first = false;
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| 		} else {
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| 			bounds.expand_to(node.x);
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| 		}
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| 	}
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| 
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| 	if (get_space()) {
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| 		initialize_shape(moved);
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| 	}
 | |
| }
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| 
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| void GodotSoftBody3D::update_constants() {
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| 	reset_link_rest_lengths();
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| 	update_link_constants();
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| 	update_area();
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| }
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| 
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| void GodotSoftBody3D::update_area() {
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| 	int i, ni;
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| 
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| 	// Face area.
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| 	for (Face &face : faces) {
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| 		const Vector3 &x0 = face.n[0]->x;
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| 		const Vector3 &x1 = face.n[1]->x;
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| 		const Vector3 &x2 = face.n[2]->x;
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| 
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| 		const Vector3 a = x1 - x0;
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| 		const Vector3 b = x2 - x0;
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| 		const Vector3 cr = vec3_cross(a, b);
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| 		face.ra = cr.length() * 0.5;
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| 	}
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| 
 | |
| 	// Node area.
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| 	LocalVector<int> counts;
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| 	if (nodes.size() > 0) {
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| 		counts.resize(nodes.size());
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| 		memset(counts.ptr(), 0, counts.size() * sizeof(int));
 | |
| 	}
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| 
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| 	for (Node &node : nodes) {
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| 		node.area = 0.0;
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| 	}
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| 
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| 	for (const Face &face : faces) {
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| 		for (int j = 0; j < 3; ++j) {
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| 			const int index = (int)(face.n[j] - &nodes[0]);
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| 			counts[index]++;
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| 			face.n[j]->area += Math::abs(face.ra);
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| 		}
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| 	}
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| 
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| 	for (i = 0, ni = nodes.size(); i < ni; ++i) {
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| 		if (counts[i] > 0) {
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| 			nodes[i].area /= (real_t)counts[i];
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| 		} else {
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| 			nodes[i].area = 0.0;
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| 		}
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| 	}
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| }
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| 
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| void GodotSoftBody3D::reset_link_rest_lengths() {
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| 	for (Link &link : links) {
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| 		link.rl = (link.n[0]->x - link.n[1]->x).length();
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| 		link.c1 = link.rl * link.rl;
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| 	}
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| }
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| 
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| void GodotSoftBody3D::update_link_constants() {
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| 	real_t inv_linear_stiffness = 1.0 / linear_stiffness;
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| 	for (Link &link : links) {
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| 		link.c0 = (link.n[0]->im + link.n[1]->im) * inv_linear_stiffness;
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| 	}
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| }
 | |
| 
 | |
| void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) {
 | |
| 	if (soft_mesh.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	uint32_t node_count = nodes.size();
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| 	Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
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| 	for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
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| 		Node &node = nodes[node_index];
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| 
 | |
| 		node.x = p_transform.xform(node.x);
 | |
| 		node.q = node.x;
 | |
| 		node.v = Vector3();
 | |
| 		node.bv = Vector3();
 | |
| 
 | |
| 		AABB node_aabb(node.x, leaf_size);
 | |
| 		node_tree.update(node.leaf, node_aabb);
 | |
| 	}
 | |
| 
 | |
| 	face_tree.clear();
 | |
| 
 | |
| 	update_normals_and_centroids();
 | |
| 	update_bounds();
 | |
| 	update_constants();
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const {
 | |
| 	ERR_FAIL_COND_V(p_index < 0, Vector3());
 | |
| 
 | |
| 	if (soft_mesh.is_null()) {
 | |
| 		return Vector3();
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND_V(p_index >= (int)map_visual_to_physics.size(), Vector3());
 | |
| 	uint32_t node_index = map_visual_to_physics[p_index];
 | |
| 
 | |
| 	ERR_FAIL_COND_V(node_index >= nodes.size(), Vector3());
 | |
| 	return nodes[node_index].x;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) {
 | |
| 	ERR_FAIL_COND(p_index < 0);
 | |
| 
 | |
| 	if (soft_mesh.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
 | |
| 	uint32_t node_index = map_visual_to_physics[p_index];
 | |
| 
 | |
| 	ERR_FAIL_COND(node_index >= nodes.size());
 | |
| 	Node &node = nodes[node_index];
 | |
| 	node.q = node.x;
 | |
| 	node.x = p_position;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::pin_vertex(int p_index) {
 | |
| 	ERR_FAIL_COND(p_index < 0);
 | |
| 
 | |
| 	if (is_vertex_pinned(p_index)) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	pinned_vertices.push_back(p_index);
 | |
| 
 | |
| 	if (!soft_mesh.is_null()) {
 | |
| 		ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
 | |
| 		uint32_t node_index = map_visual_to_physics[p_index];
 | |
| 
 | |
| 		ERR_FAIL_COND(node_index >= nodes.size());
 | |
| 		Node &node = nodes[node_index];
 | |
| 		node.im = 0.0;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::unpin_vertex(int p_index) {
 | |
| 	ERR_FAIL_COND(p_index < 0);
 | |
| 
 | |
| 	uint32_t pinned_count = pinned_vertices.size();
 | |
| 	for (uint32_t i = 0; i < pinned_count; ++i) {
 | |
| 		if (p_index == pinned_vertices[i]) {
 | |
| 			pinned_vertices.remove_at(i);
 | |
| 
 | |
| 			if (!soft_mesh.is_null()) {
 | |
| 				ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
 | |
| 				uint32_t node_index = map_visual_to_physics[p_index];
 | |
| 
 | |
| 				ERR_FAIL_COND(node_index >= nodes.size());
 | |
| 				real_t inv_node_mass = nodes.size() * inv_total_mass;
 | |
| 
 | |
| 				Node &node = nodes[node_index];
 | |
| 				node.im = inv_node_mass;
 | |
| 			}
 | |
| 
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::unpin_all_vertices() {
 | |
| 	if (!soft_mesh.is_null()) {
 | |
| 		real_t inv_node_mass = nodes.size() * inv_total_mass;
 | |
| 		uint32_t pinned_count = pinned_vertices.size();
 | |
| 		for (uint32_t i = 0; i < pinned_count; ++i) {
 | |
| 			int pinned_vertex = pinned_vertices[i];
 | |
| 
 | |
| 			ERR_CONTINUE(pinned_vertex >= (int)map_visual_to_physics.size());
 | |
| 			uint32_t node_index = map_visual_to_physics[pinned_vertex];
 | |
| 
 | |
| 			ERR_CONTINUE(node_index >= nodes.size());
 | |
| 			Node &node = nodes[node_index];
 | |
| 			node.im = inv_node_mass;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	pinned_vertices.clear();
 | |
| }
 | |
| 
 | |
| bool GodotSoftBody3D::is_vertex_pinned(int p_index) const {
 | |
| 	ERR_FAIL_COND_V(p_index < 0, false);
 | |
| 
 | |
| 	uint32_t pinned_count = pinned_vertices.size();
 | |
| 	for (uint32_t i = 0; i < pinned_count; ++i) {
 | |
| 		if (p_index == pinned_vertices[i]) {
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| uint32_t GodotSoftBody3D::get_node_count() const {
 | |
| 	return nodes.size();
 | |
| }
 | |
| 
 | |
| real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), 0.0);
 | |
| 	return nodes[p_node_index].im;
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
 | |
| 	return nodes[p_node_index].x;
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
 | |
| 	return nodes[p_node_index].v;
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
 | |
| 	return nodes[p_node_index].bv;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
 | |
| 	Node &node = nodes[p_node_index];
 | |
| 	node.v += p_impulse * node.im;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
 | |
| 	Node &node = nodes[p_node_index];
 | |
| 	node.bv += p_impulse * node.im;
 | |
| }
 | |
| 
 | |
| uint32_t GodotSoftBody3D::get_face_count() const {
 | |
| 	return faces.size();
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX(p_face_index, faces.size());
 | |
| 	const Face &face = faces[p_face_index];
 | |
| 	r_point_1 = face.n[0]->x;
 | |
| 	r_point_2 = face.n[1]->x;
 | |
| 	r_point_3 = face.n[2]->x;
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const {
 | |
| 	ERR_FAIL_UNSIGNED_INDEX_V(p_face_index, faces.size(), Vector3());
 | |
| 	return faces[p_face_index].normal;
 | |
| }
 | |
| 
 | |
| bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
 | |
| 	ERR_FAIL_COND_V(p_indices.is_empty(), false);
 | |
| 	ERR_FAIL_COND_V(p_vertices.is_empty(), false);
 | |
| 
 | |
| 	uint32_t node_count = 0;
 | |
| 	LocalVector<Vector3> vertices;
 | |
| 	const int visual_vertex_count(p_vertices.size());
 | |
| 
 | |
| 	LocalVector<int> triangles;
 | |
| 	const uint32_t triangle_count(p_indices.size() / 3);
 | |
| 	triangles.resize(triangle_count * 3);
 | |
| 
 | |
| 	// Merge all overlapping vertices and create a map of physical vertices to visual vertices.
 | |
| 	{
 | |
| 		// Process vertices.
 | |
| 		{
 | |
| 			uint32_t vertex_count = 0;
 | |
| 			HashMap<Vector3, uint32_t> unique_vertices;
 | |
| 
 | |
| 			vertices.resize(visual_vertex_count);
 | |
| 			map_visual_to_physics.resize(visual_vertex_count);
 | |
| 
 | |
| 			for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
 | |
| 				const Vector3 &vertex = p_vertices[visual_vertex_index];
 | |
| 
 | |
| 				HashMap<Vector3, uint32_t>::Iterator e = unique_vertices.find(vertex);
 | |
| 				uint32_t vertex_id;
 | |
| 				if (e) {
 | |
| 					// Already existing.
 | |
| 					vertex_id = e->value;
 | |
| 				} else {
 | |
| 					// Create new one.
 | |
| 					vertex_id = vertex_count++;
 | |
| 					unique_vertices[vertex] = vertex_id;
 | |
| 					vertices[vertex_id] = vertex;
 | |
| 				}
 | |
| 
 | |
| 				map_visual_to_physics[visual_vertex_index] = vertex_id;
 | |
| 			}
 | |
| 
 | |
| 			vertices.resize(vertex_count);
 | |
| 		}
 | |
| 
 | |
| 		// Process triangles.
 | |
| 		{
 | |
| 			for (uint32_t triangle_index = 0; triangle_index < triangle_count; ++triangle_index) {
 | |
| 				for (int i = 0; i < 3; ++i) {
 | |
| 					int visual_index = 3 * triangle_index + i;
 | |
| 					int physics_index = map_visual_to_physics[p_indices[visual_index]];
 | |
| 					triangles[visual_index] = physics_index;
 | |
| 					node_count = MAX((int)node_count, physics_index);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	++node_count;
 | |
| 
 | |
| 	// Create nodes from vertices.
 | |
| 	nodes.resize(node_count);
 | |
| 	real_t inv_node_mass = node_count * inv_total_mass;
 | |
| 	Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
 | |
| 	for (uint32_t i = 0; i < node_count; ++i) {
 | |
| 		Node &node = nodes[i];
 | |
| 		node.s = vertices[i];
 | |
| 		node.x = node.s;
 | |
| 		node.q = node.s;
 | |
| 		node.im = inv_node_mass;
 | |
| 
 | |
| 		AABB node_aabb(node.x, leaf_size);
 | |
| 		node.leaf = node_tree.insert(node_aabb, &node);
 | |
| 
 | |
| 		node.index = i;
 | |
| 	}
 | |
| 
 | |
| 	// Create links and faces from triangles.
 | |
| 	LocalVector<bool> chks;
 | |
| 	chks.resize(node_count * node_count);
 | |
| 	memset(chks.ptr(), 0, chks.size() * sizeof(bool));
 | |
| 
 | |
| 	for (uint32_t i = 0; i < triangle_count * 3; i += 3) {
 | |
| 		const int idx[] = { triangles[i], triangles[i + 1], triangles[i + 2] };
 | |
| 
 | |
| 		for (int j = 2, k = 0; k < 3; j = k++) {
 | |
| 			int chk = idx[k] * node_count + idx[j];
 | |
| 			if (!chks[chk]) {
 | |
| 				chks[chk] = true;
 | |
| 				int inv_chk = idx[j] * node_count + idx[k];
 | |
| 				chks[inv_chk] = true;
 | |
| 
 | |
| 				append_link(idx[j], idx[k]);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		append_face(idx[0], idx[1], idx[2]);
 | |
| 	}
 | |
| 
 | |
| 	// Set pinned nodes.
 | |
| 	uint32_t pinned_count = pinned_vertices.size();
 | |
| 	for (uint32_t i = 0; i < pinned_count; ++i) {
 | |
| 		int pinned_vertex = pinned_vertices[i];
 | |
| 
 | |
| 		ERR_CONTINUE(pinned_vertex >= visual_vertex_count);
 | |
| 		uint32_t node_index = map_visual_to_physics[pinned_vertex];
 | |
| 
 | |
| 		ERR_CONTINUE(node_index >= node_count);
 | |
| 		Node &node = nodes[node_index];
 | |
| 		node.im = 0.0;
 | |
| 	}
 | |
| 
 | |
| 	generate_bending_constraints(2);
 | |
| 	reoptimize_link_order();
 | |
| 
 | |
| 	update_constants();
 | |
| 	update_normals_and_centroids();
 | |
| 	update_bounds();
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
 | |
| 	uint32_t i, j;
 | |
| 
 | |
| 	if (p_distance > 1) {
 | |
| 		// Build graph.
 | |
| 		const uint32_t n = nodes.size();
 | |
| 		const unsigned inf = (~(unsigned)0) >> 1;
 | |
| 		const uint32_t adj_size = n * n;
 | |
| 		unsigned *adj = memnew_arr(unsigned, adj_size);
 | |
| 
 | |
| #define IDX(_x_, _y_) ((_y_)*n + (_x_))
 | |
| 		for (j = 0; j < n; ++j) {
 | |
| 			for (i = 0; i < n; ++i) {
 | |
| 				int idx_ij = j * n + i;
 | |
| 				int idx_ji = i * n + j;
 | |
| 				if (i != j) {
 | |
| 					adj[idx_ij] = adj[idx_ji] = inf;
 | |
| 				} else {
 | |
| 					adj[idx_ij] = adj[idx_ji] = 0;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		for (Link &link : links) {
 | |
| 			const int ia = (int)(link.n[0] - &nodes[0]);
 | |
| 			const int ib = (int)(link.n[1] - &nodes[0]);
 | |
| 			int idx = ib * n + ia;
 | |
| 			int idx_inv = ia * n + ib;
 | |
| 			adj[idx] = 1;
 | |
| 			adj[idx_inv] = 1;
 | |
| 		}
 | |
| 
 | |
| 		// Special optimized case for distance == 2.
 | |
| 		if (p_distance == 2) {
 | |
| 			LocalVector<LocalVector<int>> node_links;
 | |
| 
 | |
| 			// Build node links.
 | |
| 			node_links.resize(nodes.size());
 | |
| 
 | |
| 			for (Link &link : links) {
 | |
| 				const int ia = (int)(link.n[0] - &nodes[0]);
 | |
| 				const int ib = (int)(link.n[1] - &nodes[0]);
 | |
| 				if (node_links[ia].find(ib) == -1) {
 | |
| 					node_links[ia].push_back(ib);
 | |
| 				}
 | |
| 
 | |
| 				if (node_links[ib].find(ia) == -1) {
 | |
| 					node_links[ib].push_back(ia);
 | |
| 				}
 | |
| 			}
 | |
| 			for (uint32_t ii = 0; ii < node_links.size(); ii++) {
 | |
| 				for (uint32_t jj = 0; jj < node_links[ii].size(); jj++) {
 | |
| 					int k = node_links[ii][jj];
 | |
| 					for (const int &l : node_links[k]) {
 | |
| 						if ((int)ii != l) {
 | |
| 							int idx_ik = k * n + ii;
 | |
| 							int idx_kj = l * n + k;
 | |
| 							const unsigned sum = adj[idx_ik] + adj[idx_kj];
 | |
| 							ERR_FAIL_COND(sum != 2);
 | |
| 							int idx_ij = l * n + ii;
 | |
| 							if (adj[idx_ij] > sum) {
 | |
| 								int idx_ji = l * n + ii;
 | |
| 								adj[idx_ij] = adj[idx_ji] = sum;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		} else {
 | |
| 			// Generic Floyd's algorithm.
 | |
| 			for (uint32_t k = 0; k < n; ++k) {
 | |
| 				for (j = 0; j < n; ++j) {
 | |
| 					for (i = j + 1; i < n; ++i) {
 | |
| 						int idx_ik = k * n + i;
 | |
| 						int idx_kj = j * n + k;
 | |
| 						const unsigned sum = adj[idx_ik] + adj[idx_kj];
 | |
| 						int idx_ij = j * n + i;
 | |
| 						if (adj[idx_ij] > sum) {
 | |
| 							int idx_ji = j * n + i;
 | |
| 							adj[idx_ij] = adj[idx_ji] = sum;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// Build links.
 | |
| 		for (j = 0; j < n; ++j) {
 | |
| 			for (i = j + 1; i < n; ++i) {
 | |
| 				int idx_ij = j * n + i;
 | |
| 				if (adj[idx_ij] == (unsigned)p_distance) {
 | |
| 					append_link(i, j);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		memdelete_arr(adj);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| //===================================================================
 | |
| //
 | |
| //
 | |
| // This function takes in a list of interdependent Links and tries
 | |
| // to maximize the distance between calculation
 | |
| // of dependent links. This increases the amount of parallelism that can
 | |
| // be exploited by out-of-order instruction processors with large but
 | |
| // (inevitably) finite instruction windows.
 | |
| //
 | |
| //===================================================================
 | |
| 
 | |
| // A small structure to track lists of dependent link calculations.
 | |
| class LinkDeps {
 | |
| public:
 | |
| 	// A link calculation that is dependent on this one.
 | |
| 	// Positive values = "input A" while negative values = "input B".
 | |
| 	int value;
 | |
| 	// Next dependence in the list.
 | |
| 	LinkDeps *next;
 | |
| };
 | |
| typedef LinkDeps *LinkDepsPtr;
 | |
| 
 | |
| void GodotSoftBody3D::reoptimize_link_order() {
 | |
| 	const int reop_not_dependent = -1;
 | |
| 	const int reop_node_complete = -2;
 | |
| 
 | |
| 	uint32_t link_count = links.size();
 | |
| 	uint32_t node_count = nodes.size();
 | |
| 
 | |
| 	if (link_count < 1 || node_count < 2) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	uint32_t i;
 | |
| 	Link *lr;
 | |
| 	int ar, br;
 | |
| 	Node *node0 = &(nodes[0]);
 | |
| 	Node *node1 = &(nodes[1]);
 | |
| 	LinkDepsPtr link_dep;
 | |
| 	int ready_list_head, ready_list_tail, link_num, link_dep_frees, dep_link;
 | |
| 
 | |
| 	// Allocate temporary buffers.
 | |
| 	int *node_written_at = memnew_arr(int, node_count + 1); // What link calculation produced this node's current values?
 | |
| 	int *link_dep_A = memnew_arr(int, link_count); // Link calculation input is dependent upon prior calculation #N
 | |
| 	int *link_dep_B = memnew_arr(int, link_count);
 | |
| 	int *ready_list = memnew_arr(int, link_count); // List of ready-to-process link calculations (# of links, maximum)
 | |
| 	LinkDeps *link_dep_free_list = memnew_arr(LinkDeps, 2 * link_count); // Dependent-on-me list elements (2x# of links, maximum)
 | |
| 	LinkDepsPtr *link_dep_list_starts = memnew_arr(LinkDepsPtr, link_count); // Start nodes of dependent-on-me lists, one for each link
 | |
| 
 | |
| 	// Copy the original, unsorted links to a side buffer.
 | |
| 	Link *link_buffer = memnew_arr(Link, link_count);
 | |
| 	memcpy(link_buffer, &(links[0]), sizeof(Link) * link_count);
 | |
| 
 | |
| 	// Clear out the node setup and ready list.
 | |
| 	for (i = 0; i < node_count + 1; i++) {
 | |
| 		node_written_at[i] = reop_not_dependent;
 | |
| 	}
 | |
| 	for (i = 0; i < link_count; i++) {
 | |
| 		link_dep_list_starts[i] = nullptr;
 | |
| 	}
 | |
| 	ready_list_head = ready_list_tail = link_dep_frees = 0;
 | |
| 
 | |
| 	// Initial link analysis to set up data structures.
 | |
| 	for (i = 0; i < link_count; i++) {
 | |
| 		// Note which prior link calculations we are dependent upon & build up dependence lists.
 | |
| 		lr = &(links[i]);
 | |
| 		ar = (lr->n[0] - node0) / (node1 - node0);
 | |
| 		br = (lr->n[1] - node0) / (node1 - node0);
 | |
| 		if (node_written_at[ar] > reop_not_dependent) {
 | |
| 			link_dep_A[i] = node_written_at[ar];
 | |
| 			link_dep = &link_dep_free_list[link_dep_frees++];
 | |
| 			link_dep->value = i;
 | |
| 			link_dep->next = link_dep_list_starts[node_written_at[ar]];
 | |
| 			link_dep_list_starts[node_written_at[ar]] = link_dep;
 | |
| 		} else {
 | |
| 			link_dep_A[i] = reop_not_dependent;
 | |
| 		}
 | |
| 		if (node_written_at[br] > reop_not_dependent) {
 | |
| 			link_dep_B[i] = node_written_at[br];
 | |
| 			link_dep = &link_dep_free_list[link_dep_frees++];
 | |
| 			link_dep->value = -(int)(i + 1);
 | |
| 			link_dep->next = link_dep_list_starts[node_written_at[br]];
 | |
| 			link_dep_list_starts[node_written_at[br]] = link_dep;
 | |
| 		} else {
 | |
| 			link_dep_B[i] = reop_not_dependent;
 | |
| 		}
 | |
| 
 | |
| 		// Add this link to the initial ready list, if it is not dependent on any other links.
 | |
| 		if ((link_dep_A[i] == reop_not_dependent) && (link_dep_B[i] == reop_not_dependent)) {
 | |
| 			ready_list[ready_list_tail++] = i;
 | |
| 			link_dep_A[i] = link_dep_B[i] = reop_node_complete; // Probably not needed now.
 | |
| 		}
 | |
| 
 | |
| 		// Update the nodes to mark which ones are calculated by this link.
 | |
| 		node_written_at[ar] = node_written_at[br] = i;
 | |
| 	}
 | |
| 
 | |
| 	// Process the ready list and create the sorted list of links:
 | |
| 	// -- By treating the ready list as a queue, we maximize the distance between any
 | |
| 	//    inter-dependent node calculations.
 | |
| 	// -- All other (non-related) nodes in the ready list will automatically be inserted
 | |
| 	//    in between each set of inter-dependent link calculations by this loop.
 | |
| 	i = 0;
 | |
| 	while (ready_list_head != ready_list_tail) {
 | |
| 		// Use ready list to select the next link to process.
 | |
| 		link_num = ready_list[ready_list_head++];
 | |
| 		// Copy the next-to-calculate link back into the original link array.
 | |
| 		links[i++] = link_buffer[link_num];
 | |
| 
 | |
| 		// Free up any link inputs that are dependent on this one.
 | |
| 		link_dep = link_dep_list_starts[link_num];
 | |
| 		while (link_dep) {
 | |
| 			dep_link = link_dep->value;
 | |
| 			if (dep_link >= 0) {
 | |
| 				link_dep_A[dep_link] = reop_not_dependent;
 | |
| 			} else {
 | |
| 				dep_link = -dep_link - 1;
 | |
| 				link_dep_B[dep_link] = reop_not_dependent;
 | |
| 			}
 | |
| 			// Add this dependent link calculation to the ready list if *both* inputs are clear.
 | |
| 			if ((link_dep_A[dep_link] == reop_not_dependent) && (link_dep_B[dep_link] == reop_not_dependent)) {
 | |
| 				ready_list[ready_list_tail++] = dep_link;
 | |
| 				link_dep_A[dep_link] = link_dep_B[dep_link] = reop_node_complete; // Probably not needed now.
 | |
| 			}
 | |
| 			link_dep = link_dep->next;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Delete the temporary buffers.
 | |
| 	memdelete_arr(node_written_at);
 | |
| 	memdelete_arr(link_dep_A);
 | |
| 	memdelete_arr(link_dep_B);
 | |
| 	memdelete_arr(ready_list);
 | |
| 	memdelete_arr(link_dep_free_list);
 | |
| 	memdelete_arr(link_dep_list_starts);
 | |
| 	memdelete_arr(link_buffer);
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) {
 | |
| 	if (p_node1 == p_node2) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Node *node1 = &nodes[p_node1];
 | |
| 	Node *node2 = &nodes[p_node2];
 | |
| 
 | |
| 	Link link;
 | |
| 	link.n[0] = node1;
 | |
| 	link.n[1] = node2;
 | |
| 	link.rl = (node1->x - node2->x).length();
 | |
| 
 | |
| 	links.push_back(link);
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
 | |
| 	if (p_node1 == p_node2) {
 | |
| 		return;
 | |
| 	}
 | |
| 	if (p_node1 == p_node3) {
 | |
| 		return;
 | |
| 	}
 | |
| 	if (p_node2 == p_node3) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Node *node1 = &nodes[p_node1];
 | |
| 	Node *node2 = &nodes[p_node2];
 | |
| 	Node *node3 = &nodes[p_node3];
 | |
| 
 | |
| 	Face face;
 | |
| 	face.n[0] = node1;
 | |
| 	face.n[1] = node2;
 | |
| 	face.n[2] = node3;
 | |
| 
 | |
| 	face.index = faces.size();
 | |
| 
 | |
| 	faces.push_back(face);
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_iteration_count(int p_val) {
 | |
| 	iteration_count = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_total_mass(real_t p_val) {
 | |
| 	ERR_FAIL_COND(p_val < 0.0);
 | |
| 
 | |
| 	inv_total_mass = 1.0 / p_val;
 | |
| 	real_t mass_factor = total_mass * inv_total_mass;
 | |
| 	total_mass = p_val;
 | |
| 
 | |
| 	uint32_t node_count = nodes.size();
 | |
| 	for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
 | |
| 		Node &node = nodes[node_index];
 | |
| 		node.im *= mass_factor;
 | |
| 	}
 | |
| 
 | |
| 	update_constants();
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_collision_margin(real_t p_val) {
 | |
| 	collision_margin = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_linear_stiffness(real_t p_val) {
 | |
| 	linear_stiffness = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) {
 | |
| 	pressure_coefficient = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_damping_coefficient(real_t p_val) {
 | |
| 	damping_coefficient = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::set_drag_coefficient(real_t p_val) {
 | |
| 	drag_coefficient = p_val;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) {
 | |
| 	for (Node &node : nodes) {
 | |
| 		if (node.im > 0) {
 | |
| 			node.v += p_velocity;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) {
 | |
| 	if (nodes.is_empty()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	int32_t j;
 | |
| 
 | |
| 	real_t volume = 0.0;
 | |
| 	const Vector3 &org = nodes[0].x;
 | |
| 
 | |
| 	// Iterate over faces (try not to iterate elsewhere if possible).
 | |
| 	for (const Face &face : faces) {
 | |
| 		Vector3 wind_force(0, 0, 0);
 | |
| 
 | |
| 		// Compute volume.
 | |
| 		volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
 | |
| 
 | |
| 		// Compute nodal forces from area winds.
 | |
| 		if (!p_wind_areas.is_empty()) {
 | |
| 			for (const GodotArea3D *area : p_wind_areas) {
 | |
| 				wind_force += _compute_area_windforce(area, &face);
 | |
| 			}
 | |
| 
 | |
| 			for (j = 0; j < 3; j++) {
 | |
| 				Node *current_node = face.n[j];
 | |
| 				current_node->f += wind_force;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	volume /= 6.0;
 | |
| 
 | |
| 	// Apply nodal pressure forces.
 | |
| 	if (pressure_coefficient > CMP_EPSILON) {
 | |
| 		real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient;
 | |
| 		for (Node &node : nodes) {
 | |
| 			if (node.im > 0) {
 | |
| 				node.f += node.n * (node.area * ivolumetp);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
 | |
| 	real_t wfm = p_area->get_wind_force_magnitude();
 | |
| 	real_t waf = p_area->get_wind_attenuation_factor();
 | |
| 	const Vector3 &wd = p_area->get_wind_direction();
 | |
| 	const Vector3 &ws = p_area->get_wind_source();
 | |
| 	real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd);
 | |
| 	real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd);
 | |
| 	real_t attenuation_over_distance = pow(projection_toward_centroid, -waf);
 | |
| 	real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance;
 | |
| 	return nodal_force_magnitude * p_face->normal;
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::predict_motion(real_t p_delta) {
 | |
| 	const real_t inv_delta = 1.0 / p_delta;
 | |
| 
 | |
| 	ERR_FAIL_NULL(get_space());
 | |
| 
 | |
| 	bool gravity_done = false;
 | |
| 	Vector3 gravity;
 | |
| 
 | |
| 	LocalVector<GodotArea3D *> wind_areas;
 | |
| 
 | |
| 	int ac = areas.size();
 | |
| 	if (ac) {
 | |
| 		areas.sort();
 | |
| 		const AreaCMP *aa = &areas[0];
 | |
| 		for (int i = ac - 1; i >= 0; i--) {
 | |
| 			if (!gravity_done) {
 | |
| 				PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
 | |
| 				if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
 | |
| 					Vector3 area_gravity;
 | |
| 					aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
 | |
| 					switch (area_gravity_mode) {
 | |
| 						case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
 | |
| 						case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
 | |
| 							gravity += area_gravity;
 | |
| 							gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
 | |
| 						} break;
 | |
| 						case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
 | |
| 						case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
 | |
| 							gravity = area_gravity;
 | |
| 							gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
 | |
| 						} break;
 | |
| 						default: {
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) {
 | |
| 				wind_areas.push_back(aa[i].area);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Add default gravity and damping from space area.
 | |
| 	if (!gravity_done) {
 | |
| 		GodotArea3D *default_area = get_space()->get_default_area();
 | |
| 		ERR_FAIL_NULL(default_area);
 | |
| 
 | |
| 		Vector3 default_gravity;
 | |
| 		default_area->compute_gravity(get_transform().get_origin(), default_gravity);
 | |
| 		gravity += default_gravity;
 | |
| 	}
 | |
| 
 | |
| 	// Apply forces.
 | |
| 	add_velocity(gravity * p_delta);
 | |
| 	if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) {
 | |
| 		apply_forces(wind_areas);
 | |
| 	}
 | |
| 
 | |
| 	// Avoid soft body from 'exploding' so use some upper threshold of maximum motion
 | |
| 	// that a node can travel per frame.
 | |
| 	const real_t max_displacement = 1000.0;
 | |
| 	real_t clamp_delta_v = max_displacement * inv_delta;
 | |
| 
 | |
| 	// Integrate.
 | |
| 	for (Node &node : nodes) {
 | |
| 		node.q = node.x;
 | |
| 		Vector3 delta_v = node.f * node.im * p_delta;
 | |
| 		for (int c = 0; c < 3; c++) {
 | |
| 			delta_v[c] = CLAMP(delta_v[c], -clamp_delta_v, clamp_delta_v);
 | |
| 		}
 | |
| 		node.v += delta_v;
 | |
| 		node.x += node.v * p_delta;
 | |
| 		node.f = Vector3();
 | |
| 	}
 | |
| 
 | |
| 	// Bounds and tree update.
 | |
| 	update_bounds();
 | |
| 
 | |
| 	// Node tree update.
 | |
| 	for (const Node &node : nodes) {
 | |
| 		AABB node_aabb(node.x, Vector3());
 | |
| 		node_aabb.expand_to(node.x + node.v * p_delta);
 | |
| 		node_aabb.grow_by(collision_margin);
 | |
| 
 | |
| 		node_tree.update(node.leaf, node_aabb);
 | |
| 	}
 | |
| 
 | |
| 	// Face tree update.
 | |
| 	if (!face_tree.is_empty()) {
 | |
| 		update_face_tree(p_delta);
 | |
| 	}
 | |
| 
 | |
| 	// Optimize node tree.
 | |
| 	node_tree.optimize_incremental(1);
 | |
| 	face_tree.optimize_incremental(1);
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::solve_constraints(real_t p_delta) {
 | |
| 	const real_t inv_delta = 1.0 / p_delta;
 | |
| 
 | |
| 	for (Link &link : links) {
 | |
| 		link.c3 = link.n[1]->q - link.n[0]->q;
 | |
| 		link.c2 = 1 / (link.c3.length_squared() * link.c0);
 | |
| 	}
 | |
| 
 | |
| 	// Solve velocities.
 | |
| 	for (Node &node : nodes) {
 | |
| 		node.x = node.q + node.v * p_delta;
 | |
| 	}
 | |
| 
 | |
| 	// Solve positions.
 | |
| 	for (int isolve = 0; isolve < iteration_count; ++isolve) {
 | |
| 		const real_t ti = isolve / (real_t)iteration_count;
 | |
| 		solve_links(1.0, ti);
 | |
| 	}
 | |
| 	const real_t vc = (1.0 - damping_coefficient) * inv_delta;
 | |
| 	for (Node &node : nodes) {
 | |
| 		node.x += node.bv * p_delta;
 | |
| 		node.bv = Vector3();
 | |
| 
 | |
| 		node.v = (node.x - node.q) * vc;
 | |
| 
 | |
| 		node.q = node.x;
 | |
| 	}
 | |
| 
 | |
| 	update_normals_and_centroids();
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::solve_links(real_t kst, real_t ti) {
 | |
| 	for (Link &link : links) {
 | |
| 		if (link.c0 > 0) {
 | |
| 			Node &node_a = *link.n[0];
 | |
| 			Node &node_b = *link.n[1];
 | |
| 			const Vector3 del = node_b.x - node_a.x;
 | |
| 			const real_t len = del.length_squared();
 | |
| 			if (link.c1 + len > CMP_EPSILON) {
 | |
| 				const real_t k = ((link.c1 - len) / (link.c0 * (link.c1 + len))) * kst;
 | |
| 				node_a.x -= del * (k * node_a.im);
 | |
| 				node_b.x += del * (k * node_b.im);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| struct AABBQueryResult {
 | |
| 	const GodotSoftBody3D *soft_body = nullptr;
 | |
| 	void *userdata = nullptr;
 | |
| 	GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
 | |
| 
 | |
| 	_FORCE_INLINE_ bool operator()(void *p_data) {
 | |
| 		return result_callback(soft_body->get_node_index(p_data), userdata);
 | |
| 	};
 | |
| };
 | |
| 
 | |
| void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
 | |
| 	AABBQueryResult query_result;
 | |
| 	query_result.soft_body = this;
 | |
| 	query_result.result_callback = p_result_callback;
 | |
| 	query_result.userdata = p_userdata;
 | |
| 
 | |
| 	node_tree.aabb_query(p_aabb, query_result);
 | |
| }
 | |
| 
 | |
| struct RayQueryResult {
 | |
| 	const GodotSoftBody3D *soft_body = nullptr;
 | |
| 	void *userdata = nullptr;
 | |
| 	GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
 | |
| 
 | |
| 	_FORCE_INLINE_ bool operator()(void *p_data) {
 | |
| 		return result_callback(soft_body->get_face_index(p_data), userdata);
 | |
| 	};
 | |
| };
 | |
| 
 | |
| void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
 | |
| 	if (face_tree.is_empty()) {
 | |
| 		initialize_face_tree();
 | |
| 	}
 | |
| 
 | |
| 	RayQueryResult query_result;
 | |
| 	query_result.soft_body = this;
 | |
| 	query_result.result_callback = p_result_callback;
 | |
| 	query_result.userdata = p_userdata;
 | |
| 
 | |
| 	face_tree.ray_query(p_from, p_to, query_result);
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::initialize_face_tree() {
 | |
| 	face_tree.clear();
 | |
| 	for (Face &face : faces) {
 | |
| 		AABB face_aabb;
 | |
| 
 | |
| 		face_aabb.position = face.n[0]->x;
 | |
| 		face_aabb.expand_to(face.n[1]->x);
 | |
| 		face_aabb.expand_to(face.n[2]->x);
 | |
| 
 | |
| 		face_aabb.grow_by(collision_margin);
 | |
| 
 | |
| 		face.leaf = face_tree.insert(face_aabb, &face);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::update_face_tree(real_t p_delta) {
 | |
| 	for (const Face &face : faces) {
 | |
| 		AABB face_aabb;
 | |
| 
 | |
| 		const Node *node0 = face.n[0];
 | |
| 		face_aabb.position = node0->x;
 | |
| 		face_aabb.expand_to(node0->x + node0->v * p_delta);
 | |
| 
 | |
| 		const Node *node1 = face.n[1];
 | |
| 		face_aabb.expand_to(node1->x);
 | |
| 		face_aabb.expand_to(node1->x + node1->v * p_delta);
 | |
| 
 | |
| 		const Node *node2 = face.n[2];
 | |
| 		face_aabb.expand_to(node2->x);
 | |
| 		face_aabb.expand_to(node2->x + node2->v * p_delta);
 | |
| 
 | |
| 		face_aabb.grow_by(collision_margin);
 | |
| 
 | |
| 		face_tree.update(face.leaf, face_aabb);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::initialize_shape(bool p_force_move) {
 | |
| 	if (get_shape_count() == 0) {
 | |
| 		GodotSoftBodyShape3D *soft_body_shape = memnew(GodotSoftBodyShape3D(this));
 | |
| 		add_shape(soft_body_shape);
 | |
| 	} else if (p_force_move) {
 | |
| 		GodotSoftBodyShape3D *soft_body_shape = static_cast<GodotSoftBodyShape3D *>(get_shape(0));
 | |
| 		soft_body_shape->update_bounds();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::deinitialize_shape() {
 | |
| 	if (get_shape_count() > 0) {
 | |
| 		GodotShape3D *shape = get_shape(0);
 | |
| 		remove_shape(shape);
 | |
| 		memdelete(shape);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GodotSoftBody3D::destroy() {
 | |
| 	soft_mesh = RID();
 | |
| 
 | |
| 	map_visual_to_physics.clear();
 | |
| 
 | |
| 	node_tree.clear();
 | |
| 	face_tree.clear();
 | |
| 
 | |
| 	nodes.clear();
 | |
| 	links.clear();
 | |
| 	faces.clear();
 | |
| 
 | |
| 	bounds = AABB();
 | |
| 	deinitialize_shape();
 | |
| }
 | |
| 
 | |
| void GodotSoftBodyShape3D::update_bounds() {
 | |
| 	ERR_FAIL_NULL(soft_body);
 | |
| 
 | |
| 	AABB collision_aabb = soft_body->get_bounds();
 | |
| 	collision_aabb.grow_by(soft_body->get_collision_margin());
 | |
| 	configure(collision_aabb);
 | |
| }
 | |
| 
 | |
| GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) {
 | |
| 	soft_body = p_soft_body;
 | |
| 	update_bounds();
 | |
| }
 | |
| 
 | |
| struct _SoftBodyIntersectSegmentInfo {
 | |
| 	const GodotSoftBody3D *soft_body = nullptr;
 | |
| 	Vector3 from;
 | |
| 	Vector3 dir;
 | |
| 	Vector3 hit_position;
 | |
| 	uint32_t hit_face_index = -1;
 | |
| 	real_t hit_dist_sq = INFINITY;
 | |
| 
 | |
| 	static bool process_hit(uint32_t p_face_index, void *p_userdata) {
 | |
| 		_SoftBodyIntersectSegmentInfo &query_info = *(static_cast<_SoftBodyIntersectSegmentInfo *>(p_userdata));
 | |
| 
 | |
| 		Vector3 points[3];
 | |
| 		query_info.soft_body->get_face_points(p_face_index, points[0], points[1], points[2]);
 | |
| 
 | |
| 		Vector3 result;
 | |
| 		if (Geometry3D::ray_intersects_triangle(query_info.from, query_info.dir, points[0], points[1], points[2], &result)) {
 | |
| 			real_t dist_sq = query_info.from.distance_squared_to(result);
 | |
| 			if (dist_sq < query_info.hit_dist_sq) {
 | |
| 				query_info.hit_dist_sq = dist_sq;
 | |
| 				query_info.hit_position = result;
 | |
| 				query_info.hit_face_index = p_face_index;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// Continue with the query.
 | |
| 		return false;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
 | |
| 	_SoftBodyIntersectSegmentInfo query_info;
 | |
| 	query_info.soft_body = soft_body;
 | |
| 	query_info.from = p_begin;
 | |
| 	query_info.dir = (p_end - p_begin).normalized();
 | |
| 
 | |
| 	soft_body->query_ray(p_begin, p_end, _SoftBodyIntersectSegmentInfo::process_hit, &query_info);
 | |
| 
 | |
| 	if (query_info.hit_dist_sq != INFINITY) {
 | |
| 		r_result = query_info.hit_position;
 | |
| 		r_normal = soft_body->get_face_normal(query_info.hit_face_index);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const {
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const {
 | |
| 	ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies.");
 | |
| }
 | 
