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			150 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  soft_body_bullet.h                                                   */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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| #ifndef SOFT_BODY_BULLET_H
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| #define SOFT_BODY_BULLET_H
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| 
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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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| 
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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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| 
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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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| /**
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| 	@author AndreaCatania
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| */
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| 
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| class RenderingServerHandler;
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| 
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| class SoftBodyBullet : public CollisionObjectBullet {
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| 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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| 
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| 	Ref<Mesh> soft_mesh;
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| 
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| 	int simulation_precision = 5;
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| 	real_t total_mass = 1.;
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| 	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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| 
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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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| 
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| public:
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| 	SoftBodyBullet();
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| 	~SoftBodyBullet();
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| 
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| 	virtual void reload_body();
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| 	virtual void set_space(SpaceBullet *p_space);
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| 
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| 	virtual void dispatch_callbacks() {}
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| 	virtual void on_collision_filters_change() {}
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| 	virtual void on_collision_checker_start() {}
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| 	virtual void on_collision_checker_end() {}
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| 	virtual void on_enter_area(AreaBullet *p_area);
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| 	virtual void on_exit_area(AreaBullet *p_area);
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| 
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| 	_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
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| 
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| 	void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
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| 
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| 	void set_soft_mesh(const Ref<Mesh> &p_mesh);
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| 	void destroy_soft_body();
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| 
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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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| 
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| 	AABB get_bounds() const;
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| 
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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);
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| 	void set_node_position(int node_index, const btVector3 &p_global_position);
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| 	void get_node_position(int node_index, Vector3 &r_position) const;
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| 
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| 	void set_node_mass(int node_index, btScalar p_mass);
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| 	btScalar get_node_mass(int node_index) const;
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| 	void reset_all_node_mass();
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| 	void reset_all_node_positions();
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| 
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| 	void set_activation_state(bool p_active);
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| 
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| 	void set_total_mass(real_t p_val);
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| 	_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
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| 
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| 	void set_linear_stiffness(real_t p_val);
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| 	_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
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| 
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| 	void set_simulation_precision(int p_val);
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| 	_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
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| 
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| 	void set_pressure_coefficient(real_t p_val);
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| 	_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
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| 
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| 	void set_damping_coefficient(real_t p_val);
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| 	_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
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| 
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| 	void set_drag_coefficient(real_t p_val);
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| 	_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
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| 
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| private:
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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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| 
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| 	void pin_node(int p_node_index);
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| 	void unpin_node(int p_node_index);
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| 	int search_node_pinned(int p_node_index) const;
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| };
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| 
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| #endif // SOFT_BODY_BULLET_H
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