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/*************************************************************************/
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/* soft_body_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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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# include "soft_body_3d.h"
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# include "core/list.h"
# include "core/object.h"
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# include "core/os/os.h"
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# include "core/rid.h"
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# include "scene/3d/collision_object_3d.h"
# include "scene/3d/physics_body_3d.h"
# include "scene/3d/skeleton_3d.h"
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# include "servers/physics_server_3d.h"
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SoftBodyRenderingServerHandler : : SoftBodyRenderingServerHandler ( ) { }
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void SoftBodyRenderingServerHandler : : prepare ( RID p_mesh , int p_surface ) {
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clear ( ) ;
ERR_FAIL_COND ( ! p_mesh . is_valid ( ) ) ;
mesh = p_mesh ;
surface = p_surface ;
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# ifndef _MSC_VER
# warning Softbody is not working, needs to be redone considering that these functions no longer exist
# endif
#if 0
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const uint32_t surface_format = RS : : get_singleton ( ) - > mesh_surface_get_format ( mesh , surface ) ;
const int surface_vertex_len = RS : : get_singleton ( ) - > mesh_surface_get_array_len ( mesh , p_surface ) ;
const int surface_index_len = RS : : get_singleton ( ) - > mesh_surface_get_array_index_len ( mesh , p_surface ) ;
uint32_t surface_offsets [ RS : : ARRAY_MAX ] ;
buffer = RS : : get_singleton ( ) - > mesh_surface_get_array ( mesh , surface ) ;
stride = RS : : get_singleton ( ) - > mesh_surface_make_offsets_from_format ( surface_format , surface_vertex_len , surface_index_len , surface_offsets ) ;
offset_vertices = surface_offsets [ RS : : ARRAY_VERTEX ] ;
offset_normal = surface_offsets [ RS : : ARRAY_NORMAL ] ;
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# endif
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}
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void SoftBodyRenderingServerHandler : : clear ( ) {
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if ( mesh . is_valid ( ) ) {
buffer . resize ( 0 ) ;
}
mesh = RID ( ) ;
}
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void SoftBodyRenderingServerHandler : : open ( ) {
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write_buffer = buffer . ptrw ( ) ;
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}
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void SoftBodyRenderingServerHandler : : close ( ) {
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//write_buffer.release();
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}
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void SoftBodyRenderingServerHandler : : commit_changes ( ) {
RS : : get_singleton ( ) - > mesh_surface_update_region ( mesh , surface , 0 , buffer ) ;
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}
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void SoftBodyRenderingServerHandler : : set_vertex ( int p_vertex_id , const void * p_vector3 ) {
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copymem ( & write_buffer [ p_vertex_id * stride + offset_vertices ] , p_vector3 , sizeof ( float ) * 3 ) ;
}
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void SoftBodyRenderingServerHandler : : set_normal ( int p_vertex_id , const void * p_vector3 ) {
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copymem ( & write_buffer [ p_vertex_id * stride + offset_normal ] , p_vector3 , sizeof ( float ) * 3 ) ;
}
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void SoftBodyRenderingServerHandler : : set_aabb ( const AABB & p_aabb ) {
RS : : get_singleton ( ) - > mesh_set_custom_aabb ( mesh , p_aabb ) ;
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}
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SoftBody3D : : PinnedPoint : : PinnedPoint ( ) :
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point_index ( - 1 ) ,
spatial_attachment ( NULL ) {
}
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SoftBody3D : : PinnedPoint : : PinnedPoint ( const PinnedPoint & obj_tocopy ) {
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point_index = obj_tocopy . point_index ;
spatial_attachment_path = obj_tocopy . spatial_attachment_path ;
spatial_attachment = obj_tocopy . spatial_attachment ;
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offset = obj_tocopy . offset ;
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}
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SoftBody3D : : PinnedPoint SoftBody3D : : PinnedPoint : : operator = ( const PinnedPoint & obj ) {
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point_index = obj . point_index ;
spatial_attachment_path = obj . spatial_attachment_path ;
spatial_attachment = obj . spatial_attachment ;
offset = obj . offset ;
return * this ;
}
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void SoftBody3D : : _update_pickable ( ) {
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if ( ! is_inside_tree ( ) )
return ;
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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 SoftBody3D : : _set ( const StringName & p_name , const Variant & p_value ) {
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String name = p_name ;
String which = name . get_slicec ( ' / ' , 0 ) ;
if ( " pinned_points " = = which ) {
return _set_property_pinned_points_indices ( p_value ) ;
} else if ( " attachments " = = which ) {
int idx = name . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
String what = name . get_slicec ( ' / ' , 2 ) ;
return _set_property_pinned_points_attachment ( idx , what , p_value ) ;
}
return false ;
}
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bool SoftBody3D : : _get ( const StringName & p_name , Variant & r_ret ) const {
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String name = p_name ;
String which = name . get_slicec ( ' / ' , 0 ) ;
if ( " pinned_points " = = which ) {
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 ) ;
for ( int i = 0 ; i < pinned_points_indices_size ; + + i ) {
arr_ret [ i ] = r [ i ] . point_index ;
}
r_ret = arr_ret ;
return true ;
} else if ( " attachments " = = which ) {
int idx = name . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
String what = name . get_slicec ( ' / ' , 2 ) ;
return _get_property_pinned_points ( idx , what , r_ret ) ;
}
return false ;
}
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void SoftBody3D : : _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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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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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 ) {
p_list - > push_back ( PropertyInfo ( Variant : : INT , " attachments/ " + itos ( i ) + " /point_index " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : NODE_PATH , " attachments/ " + itos ( i ) + " /spatial_attachment_path " ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : VECTOR3 , " attachments/ " + itos ( i ) + " /offset " ) ) ;
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}
}
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bool SoftBody3D : : _set_property_pinned_points_indices ( const Array & p_indices ) {
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const int p_indices_size = p_indices . size ( ) ;
{ // 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 ( ) ) {
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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pinned_points . resize ( p_indices_size ) ;
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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int point_index ;
for ( int i = 0 ; i < p_indices_size ; + + i ) {
point_index = p_indices . get ( i ) ;
if ( w [ i ] . point_index ! = point_index ) {
if ( - 1 ! = w [ i ] . point_index )
pin_point ( w [ i ] . point_index , false ) ;
w [ i ] . point_index = point_index ;
pin_point ( w [ i ] . point_index , true ) ;
}
}
return true ;
}
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bool SoftBody3D : : _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 ;
}
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 ( ) ;
} 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 {
return false ;
}
return true ;
}
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bool SoftBody3D : : _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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const PinnedPoint * r = pinned_points . ptr ( ) ;
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if ( " point_index " = = p_what ) {
r_ret = r [ p_item ] . point_index ;
} else if ( " spatial_attachment_path " = = p_what ) {
r_ret = r [ p_item ] . spatial_attachment_path ;
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} else if ( " offset " = = p_what ) {
r_ret = r [ p_item ] . offset ;
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} else {
return false ;
}
return true ;
}
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void SoftBody3D : : _changed_callback ( Object * p_changed , const char * p_prop ) {
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prepare_physics_server ( ) ;
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_reset_points_offsets ( ) ;
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# ifdef TOOLS_ENABLED
if ( p_changed = = this ) {
update_configuration_warning ( ) ;
}
# endif
}
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void SoftBody3D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_WORLD : {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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add_change_receptor ( this ) ;
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}
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RID space = get_world ( ) - > 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 ;
case NOTIFICATION_READY : {
if ( ! parent_collision_ignore . is_empty ( ) )
add_collision_exception_with ( get_node ( parent_collision_ignore ) ) ;
} break ;
case NOTIFICATION_TRANSFORM_CHANGED : {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
_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_toplevel ( true ) ;
set_transform ( Transform ( ) ) ;
set_notify_transform ( true ) ;
} break ;
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case NOTIFICATION_VISIBILITY_CHANGED : {
_update_pickable ( ) ;
} break ;
case NOTIFICATION_EXIT_WORLD : {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_space ( physics_rid , RID ( ) ) ;
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} break ;
}
# ifdef TOOLS_ENABLED
if ( p_what = = NOTIFICATION_LOCAL_TRANSFORM_CHANGED ) {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
update_configuration_warning ( ) ;
}
}
# endif
}
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void SoftBody3D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mask " , " collision_mask " ) , & SoftBody3D : : set_collision_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask " ) , & SoftBody3D : : get_collision_mask ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_layer " , " collision_layer " ) , & SoftBody3D : : set_collision_layer ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer " ) , & SoftBody3D : : get_collision_layer ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_mask_bit " , " bit " , " value " ) , & SoftBody3D : : set_collision_mask_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask_bit " , " bit " ) , & SoftBody3D : : get_collision_mask_bit ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_layer_bit " , " bit " , " value " ) , & SoftBody3D : : set_collision_layer_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer_bit " , " bit " ) , & SoftBody3D : : get_collision_layer_bit ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_parent_collision_ignore " , " parent_collision_ignore " ) , & SoftBody3D : : set_parent_collision_ignore ) ;
ClassDB : : bind_method ( D_METHOD ( " get_parent_collision_ignore " ) , & SoftBody3D : : get_parent_collision_ignore ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_exceptions " ) , & SoftBody3D : : get_collision_exceptions ) ;
ClassDB : : bind_method ( D_METHOD ( " add_collision_exception_with " , " body " ) , & SoftBody3D : : add_collision_exception_with ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_collision_exception_with " , " body " ) , & SoftBody3D : : remove_collision_exception_with ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_simulation_precision " , " simulation_precision " ) , & SoftBody3D : : set_simulation_precision ) ;
ClassDB : : bind_method ( D_METHOD ( " get_simulation_precision " ) , & SoftBody3D : : get_simulation_precision ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_total_mass " , " mass " ) , & SoftBody3D : : set_total_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_total_mass " ) , & SoftBody3D : : get_total_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_stiffness " , " linear_stiffness " ) , & SoftBody3D : : set_linear_stiffness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_stiffness " ) , & SoftBody3D : : get_linear_stiffness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_areaAngular_stiffness " , " areaAngular_stiffness " ) , & SoftBody3D : : set_areaAngular_stiffness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_areaAngular_stiffness " ) , & SoftBody3D : : get_areaAngular_stiffness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_volume_stiffness " , " volume_stiffness " ) , & SoftBody3D : : set_volume_stiffness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_volume_stiffness " ) , & SoftBody3D : : get_volume_stiffness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_pressure_coefficient " , " pressure_coefficient " ) , & SoftBody3D : : set_pressure_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pressure_coefficient " ) , & SoftBody3D : : get_pressure_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_pose_matching_coefficient " , " pose_matching_coefficient " ) , & SoftBody3D : : set_pose_matching_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_pose_matching_coefficient " ) , & SoftBody3D : : get_pose_matching_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_damping_coefficient " , " damping_coefficient " ) , & SoftBody3D : : set_damping_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_damping_coefficient " ) , & SoftBody3D : : get_damping_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_drag_coefficient " , " drag_coefficient " ) , & SoftBody3D : : set_drag_coefficient ) ;
ClassDB : : bind_method ( D_METHOD ( " get_drag_coefficient " ) , & SoftBody3D : : get_drag_coefficient ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_ray_pickable " , " ray_pickable " ) , & SoftBody3D : : set_ray_pickable ) ;
ClassDB : : bind_method ( D_METHOD ( " is_ray_pickable " ) , & SoftBody3D : : is_ray_pickable ) ;
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ADD_GROUP ( " Collision " , " collision_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " collision_layer " , PROPERTY_HINT_LAYERS_3D_PHYSICS ) , " set_collision_layer " , " get_collision_layer " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " collision_mask " , PROPERTY_HINT_LAYERS_3D_PHYSICS ) , " set_collision_mask " , " get_collision_mask " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " parent_collision_ignore " , PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE , " Parent collision object " ) , " set_parent_collision_ignore " , " get_parent_collision_ignore " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " simulation_precision " , PROPERTY_HINT_RANGE , " 1,100,1 " ) , " set_simulation_precision " , " get_simulation_precision " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " total_mass " , PROPERTY_HINT_RANGE , " 0.01,10000,1 " ) , " set_total_mass " , " get_total_mass " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " linear_stiffness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_linear_stiffness " , " get_linear_stiffness " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " areaAngular_stiffness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_areaAngular_stiffness " , " get_areaAngular_stiffness " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " volume_stiffness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_volume_stiffness " , " get_volume_stiffness " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " pressure_coefficient " ) , " set_pressure_coefficient " , " get_pressure_coefficient " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " damping_coefficient " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_damping_coefficient " , " get_damping_coefficient " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " drag_coefficient " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_drag_coefficient " , " get_drag_coefficient " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " pose_matching_coefficient " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_pose_matching_coefficient " , " get_pose_matching_coefficient " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " ray_pickable " ) , " set_ray_pickable " , " is_ray_pickable " ) ;
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}
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String SoftBody3D : : get_configuration_warning ( ) const {
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String warning = MeshInstance3D : : get_configuration_warning ( ) ;
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if ( get_mesh ( ) . is_null ( ) ) {
if ( ! warning . empty ( ) )
warning + = " \n \n " ;
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warning + = TTR ( " This body will be ignored until you set a mesh. " ) ;
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}
Transform t = get_transform ( ) ;
Fix many errors found by PVS-Studio
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
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if ( ( ABS ( t . basis . get_axis ( 0 ) . length ( ) - 1.0 ) > 0.05 | | ABS ( t . basis . get_axis ( 1 ) . length ( ) - 1.0 ) > 0.05 | | ABS ( t . basis . get_axis ( 2 ) . length ( ) - 1.0 ) > 0.05 ) ) {
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if ( ! warning . empty ( ) )
warning + = " \n \n " ;
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warning + = TTR ( " Size changes to SoftBody will be overridden by the physics engine when running. \n Change the size in children collision shapes instead. " ) ;
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}
return warning ;
}
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void SoftBody3D : : _update_physics_server ( ) {
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if ( ! simulation_started )
return ;
_update_cache_pin_points_datas ( ) ;
// Submit bone attachment
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 ) {
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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void SoftBody3D : : _draw_soft_mesh ( ) {
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if ( get_mesh ( ) . is_null ( ) )
return ;
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if ( ! rendering_server_handler . is_ready ( ) ) {
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rendering_server_handler . prepare ( get_mesh ( ) - > get_rid ( ) , 0 ) ;
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/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
simulation_started = true ;
call_deferred ( " set_as_toplevel " , true ) ;
call_deferred ( " set_transform " , Transform ( ) ) ;
}
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_update_physics_server ( ) ;
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rendering_server_handler . open ( ) ;
PhysicsServer3D : : get_singleton ( ) - > soft_body_update_rendering_server ( physics_rid , & rendering_server_handler ) ;
rendering_server_handler . close ( ) ;
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rendering_server_handler . commit_changes ( ) ;
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}
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void SoftBody3D : : prepare_physics_server ( ) {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
if ( get_mesh ( ) . is_valid ( ) )
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , get_mesh ( ) ) ;
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else
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , NULL ) ;
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return ;
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}
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if ( get_mesh ( ) . is_valid ( ) ) {
become_mesh_owner ( ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , get_mesh ( ) ) ;
RS : : get_singleton ( ) - > connect ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ;
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} else {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_mesh ( physics_rid , NULL ) ;
if ( RS : : get_singleton ( ) - > is_connected ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ) {
RS : : get_singleton ( ) - > disconnect ( " frame_pre_draw " , callable_mp ( this , & SoftBody3D : : _draw_soft_mesh ) ) ;
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}
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}
}
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void SoftBody3D : : become_mesh_owner ( ) {
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if ( mesh . is_null ( ) )
return ;
if ( ! mesh_owner ) {
mesh_owner = true ;
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Vector < Ref < Material > > copy_materials ;
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copy_materials . append_array ( materials ) ;
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ERR_FAIL_COND ( ! mesh - > get_surface_count ( ) ) ;
// Get current mesh array and create new mesh array with necessary flag for softbody
Array surface_arrays = mesh - > surface_get_arrays ( 0 ) ;
Array surface_blend_arrays = mesh - > surface_get_blend_shape_arrays ( 0 ) ;
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Dictionary surface_lods = mesh - > surface_get_lods ( 0 ) ;
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uint32_t surface_format = mesh - > surface_get_format ( 0 ) ;
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surface_format & = ~ ( Mesh : : ARRAY_COMPRESS_NORMAL ) ;
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surface_format | = Mesh : : ARRAY_FLAG_USE_DYNAMIC_UPDATE ;
Ref < ArrayMesh > soft_mesh ;
soft_mesh . instance ( ) ;
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soft_mesh - > add_surface_from_arrays ( Mesh : : PRIMITIVE_TRIANGLES , surface_arrays , surface_blend_arrays , surface_lods , surface_format ) ;
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soft_mesh - > surface_set_material ( 0 , mesh - > surface_get_material ( 0 ) ) ;
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set_mesh ( soft_mesh ) ;
for ( int i = copy_materials . size ( ) - 1 ; 0 < = i ; - - i ) {
set_surface_material ( i , copy_materials [ i ] ) ;
}
}
}
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void SoftBody3D : : set_collision_mask ( uint32_t p_mask ) {
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collision_mask = p_mask ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_collision_mask ( physics_rid , p_mask ) ;
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}
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uint32_t SoftBody3D : : get_collision_mask ( ) const {
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return collision_mask ;
}
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void SoftBody3D : : set_collision_layer ( uint32_t p_layer ) {
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collision_layer = p_layer ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_collision_layer ( physics_rid , p_layer ) ;
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}
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uint32_t SoftBody3D : : get_collision_layer ( ) const {
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return collision_layer ;
}
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void SoftBody3D : : set_collision_mask_bit ( int p_bit , bool p_value ) {
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uint32_t mask = get_collision_mask ( ) ;
if ( p_value )
mask | = 1 < < p_bit ;
else
mask & = ~ ( 1 < < p_bit ) ;
set_collision_mask ( mask ) ;
}
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bool SoftBody3D : : get_collision_mask_bit ( int p_bit ) const {
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return get_collision_mask ( ) & ( 1 < < p_bit ) ;
}
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void SoftBody3D : : set_collision_layer_bit ( int p_bit , bool p_value ) {
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uint32_t layer = get_collision_layer ( ) ;
if ( p_value )
layer | = 1 < < p_bit ;
else
layer & = ~ ( 1 < < p_bit ) ;
set_collision_layer ( layer ) ;
}
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bool SoftBody3D : : get_collision_layer_bit ( int p_bit ) const {
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return get_collision_layer ( ) & ( 1 < < p_bit ) ;
}
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void SoftBody3D : : set_parent_collision_ignore ( const NodePath & p_parent_collision_ignore ) {
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parent_collision_ignore = p_parent_collision_ignore ;
}
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const NodePath & SoftBody3D : : get_parent_collision_ignore ( ) const {
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return parent_collision_ignore ;
}
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void SoftBody3D : : set_pinned_points_indices ( Vector < SoftBody3D : : PinnedPoint > p_pinned_points_indices ) {
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pinned_points = p_pinned_points_indices ;
for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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pin_point ( p_pinned_points_indices [ i ] . point_index , true ) ;
}
}
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Vector < SoftBody3D : : PinnedPoint > SoftBody3D : : get_pinned_points_indices ( ) {
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return pinned_points ;
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}
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Array SoftBody3D : : get_collision_exceptions ( ) {
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List < RID > exceptions ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_get_collision_exceptions ( physics_rid , & exceptions ) ;
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Array ret ;
for ( List < RID > : : Element * E = exceptions . front ( ) ; E ; E = E - > next ( ) ) {
RID body = E - > get ( ) ;
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ObjectID instance_id = PhysicsServer3D : : get_singleton ( ) - > body_get_object_instance_id ( body ) ;
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Object * obj = ObjectDB : : get_instance ( instance_id ) ;
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PhysicsBody3D * physics_body = Object : : cast_to < PhysicsBody3D > ( obj ) ;
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ret . append ( physics_body ) ;
}
return ret ;
}
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void SoftBody3D : : add_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! collision_object , " Collision exception only works between two CollisionObject. " ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_add_collision_exception ( physics_rid , collision_object - > get_rid ( ) ) ;
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}
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void SoftBody3D : : remove_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_COND_MSG ( ! collision_object , " Collision exception only works between two CollisionObject. " ) ;
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PhysicsServer3D : : get_singleton ( ) - > soft_body_remove_collision_exception ( physics_rid , collision_object - > get_rid ( ) ) ;
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}
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int SoftBody3D : : get_simulation_precision ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_simulation_precision ( physics_rid ) ;
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}
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void SoftBody3D : : set_simulation_precision ( int p_simulation_precision ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_simulation_precision ( physics_rid , p_simulation_precision ) ;
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}
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real_t SoftBody3D : : get_total_mass ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_total_mass ( physics_rid ) ;
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}
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void SoftBody3D : : set_total_mass ( real_t p_total_mass ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_total_mass ( physics_rid , p_total_mass ) ;
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}
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void SoftBody3D : : set_linear_stiffness ( real_t p_linear_stiffness ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_linear_stiffness ( physics_rid , p_linear_stiffness ) ;
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}
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real_t SoftBody3D : : get_linear_stiffness ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_linear_stiffness ( physics_rid ) ;
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}
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void SoftBody3D : : set_areaAngular_stiffness ( real_t p_areaAngular_stiffness ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_areaAngular_stiffness ( physics_rid , p_areaAngular_stiffness ) ;
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}
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real_t SoftBody3D : : get_areaAngular_stiffness ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_areaAngular_stiffness ( physics_rid ) ;
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}
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void SoftBody3D : : set_volume_stiffness ( real_t p_volume_stiffness ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_volume_stiffness ( physics_rid , p_volume_stiffness ) ;
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}
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real_t SoftBody3D : : get_volume_stiffness ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_volume_stiffness ( physics_rid ) ;
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}
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real_t SoftBody3D : : get_pressure_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_pressure_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_pose_matching_coefficient ( real_t p_pose_matching_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_pose_matching_coefficient ( physics_rid , p_pose_matching_coefficient ) ;
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}
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real_t SoftBody3D : : get_pose_matching_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_pose_matching_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_pressure_coefficient ( real_t p_pressure_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_pressure_coefficient ( physics_rid , p_pressure_coefficient ) ;
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}
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real_t SoftBody3D : : get_damping_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_damping_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_damping_coefficient ( real_t p_damping_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_damping_coefficient ( physics_rid , p_damping_coefficient ) ;
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}
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real_t SoftBody3D : : get_drag_coefficient ( ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_drag_coefficient ( physics_rid ) ;
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}
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void SoftBody3D : : set_drag_coefficient ( real_t p_drag_coefficient ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_set_drag_coefficient ( physics_rid , p_drag_coefficient ) ;
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}
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Vector3 SoftBody3D : : get_point_transform ( int p_point_index ) {
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return PhysicsServer3D : : get_singleton ( ) - > soft_body_get_point_global_position ( physics_rid , p_point_index ) ;
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}
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void SoftBody3D : : pin_point_toggle ( int p_point_index ) {
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pin_point ( p_point_index , ! ( - 1 ! = _has_pinned_point ( p_point_index ) ) ) ;
}
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void SoftBody3D : : pin_point ( int p_point_index , bool pin , const NodePath & p_spatial_attachment_path ) {
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_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 ) ;
}
}
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bool SoftBody3D : : is_point_pinned ( int p_point_index ) const {
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return - 1 ! = _has_pinned_point ( p_point_index ) ;
}
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void SoftBody3D : : set_ray_pickable ( bool p_ray_pickable ) {
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ray_pickable = p_ray_pickable ;
_update_pickable ( ) ;
}
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bool SoftBody3D : : is_ray_pickable ( ) const {
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return ray_pickable ;
}
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SoftBody3D : : SoftBody3D ( ) :
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physics_rid ( PhysicsServer3D : : get_singleton ( ) - > soft_body_create ( ) ) ,
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mesh_owner ( false ) ,
collision_mask ( 1 ) ,
collision_layer ( 1 ) ,
simulation_started ( false ) ,
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pinned_points_cache_dirty ( true ) ,
ray_pickable ( true ) {
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PhysicsServer3D : : get_singleton ( ) - > body_attach_object_instance_id ( physics_rid , get_instance_id ( ) ) ;
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}
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SoftBody3D : : ~ SoftBody3D ( ) {
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PhysicsServer3D : : get_singleton ( ) - > free ( physics_rid ) ;
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}
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void SoftBody3D : : reset_softbody_pin ( ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_remove_all_pinned_points ( physics_rid ) ;
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const PinnedPoint * pps = pinned_points . ptr ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < i ; - - i ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_pin_point ( physics_rid , pps [ i ] . point_index , true ) ;
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}
}
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void SoftBody3D : : _make_cache_dirty ( ) {
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pinned_points_cache_dirty = true ;
}
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void SoftBody3D : : _update_cache_pin_points_datas ( ) {
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if ( ! pinned_points_cache_dirty )
return ;
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pinned_points_cache_dirty = false ;
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PinnedPoint * w = pinned_points . ptrw ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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if ( ! w [ i ] . spatial_attachment_path . is_empty ( ) ) {
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w [ i ] . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( w [ i ] . spatial_attachment_path ) ) ;
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}
if ( ! w [ i ] . spatial_attachment ) {
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ERR_PRINT ( " Node3D node not defined in the pinned point, Softbody undefined behaviour! " ) ;
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}
}
}
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void SoftBody3D : : _pin_point_on_physics_server ( int p_point_index , bool pin ) {
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PhysicsServer3D : : get_singleton ( ) - > soft_body_pin_point ( physics_rid , p_point_index , pin ) ;
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}
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void SoftBody3D : : _add_pinned_point ( int p_point_index , const NodePath & p_spatial_attachment_path ) {
SoftBody3D : : PinnedPoint * pinned_point ;
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if ( - 1 = = _get_pinned_point ( p_point_index , pinned_point ) ) {
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// Create new
PinnedPoint pp ;
pp . point_index = p_point_index ;
pp . spatial_attachment_path = p_spatial_attachment_path ;
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if ( ! p_spatial_attachment_path . is_empty ( ) & & has_node ( p_spatial_attachment_path ) ) {
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pp . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( p_spatial_attachment_path ) ) ;
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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 ) ) ;
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}
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pinned_points . push_back ( pp ) ;
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} else {
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pinned_point - > point_index = p_point_index ;
pinned_point - > spatial_attachment_path = p_spatial_attachment_path ;
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if ( ! p_spatial_attachment_path . is_empty ( ) & & has_node ( p_spatial_attachment_path ) ) {
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pinned_point - > spatial_attachment = Object : : cast_to < Node3D > ( get_node ( p_spatial_attachment_path ) ) ;
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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 ) ) ;
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}
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}
}
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void SoftBody3D : : _reset_points_offsets ( ) {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) )
return ;
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const PinnedPoint * r = pinned_points . ptr ( ) ;
PinnedPoint * w = pinned_points . ptrw ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
if ( ! r [ i ] . spatial_attachment )
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w [ i ] . spatial_attachment = Object : : cast_to < Node3D > ( get_node ( r [ i ] . spatial_attachment_path ) ) ;
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if ( ! r [ i ] . spatial_attachment )
continue ;
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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 ) ) ;
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}
}
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void SoftBody3D : : _remove_pinned_point ( int p_point_index ) {
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const int id ( _has_pinned_point ( p_point_index ) ) ;
if ( - 1 ! = id ) {
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pinned_points . remove ( id ) ;
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}
}
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int SoftBody3D : : _get_pinned_point ( int p_point_index , SoftBody3D : : PinnedPoint * & r_point ) const {
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const int id = _has_pinned_point ( p_point_index ) ;
if ( - 1 = = id ) {
r_point = NULL ;
return - 1 ;
} else {
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r_point = const_cast < SoftBody3D : : PinnedPoint * > ( & pinned_points . ptr ( ) [ id ] ) ;
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return id ;
}
}
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int SoftBody3D : : _has_pinned_point ( int p_point_index ) const {
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const PinnedPoint * r = pinned_points . ptr ( ) ;
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for ( int i = pinned_points . size ( ) - 1 ; 0 < = i ; - - i ) {
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if ( p_point_index = = r [ i ] . point_index ) {
return i ;
}
}
return - 1 ;
}