2021-03-12 03:33:46 +00:00
|
|
|
/*************************************************************************/
|
|
|
|
/* soft_body_3d_sw.h */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
|
|
/* */
|
|
|
|
/* 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. */
|
|
|
|
/*************************************************************************/
|
|
|
|
|
|
|
|
#ifndef SOFT_BODY_3D_SW_H
|
|
|
|
#define SOFT_BODY_3D_SW_H
|
|
|
|
|
|
|
|
#include "collision_object_3d_sw.h"
|
|
|
|
|
|
|
|
#include "core/math/aabb.h"
|
|
|
|
#include "core/math/dynamic_bvh.h"
|
|
|
|
#include "core/math/vector3.h"
|
|
|
|
#include "core/templates/local_vector.h"
|
|
|
|
#include "core/templates/set.h"
|
|
|
|
#include "core/templates/vset.h"
|
|
|
|
#include "scene/resources/mesh.h"
|
|
|
|
|
|
|
|
class Constraint3DSW;
|
|
|
|
|
|
|
|
class SoftBody3DSW : public CollisionObject3DSW {
|
|
|
|
Ref<Mesh> soft_mesh;
|
|
|
|
|
|
|
|
struct Node {
|
|
|
|
Vector3 s; // Source position
|
|
|
|
Vector3 x; // Position
|
|
|
|
Vector3 q; // Previous step position/Test position
|
|
|
|
Vector3 f; // Force accumulator
|
|
|
|
Vector3 v; // Velocity
|
|
|
|
Vector3 bv; // Biased Velocity
|
|
|
|
Vector3 n; // Normal
|
|
|
|
real_t area = 0.0; // Area
|
|
|
|
real_t im = 0.0; // 1/mass
|
|
|
|
DynamicBVH::ID leaf; // Leaf data
|
|
|
|
uint32_t index = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Link {
|
|
|
|
Vector3 c3; // gradient
|
|
|
|
Node *n[2] = { nullptr, nullptr }; // Node pointers
|
|
|
|
real_t rl = 0.0; // Rest length
|
|
|
|
real_t c0 = 0.0; // (ima+imb)*kLST
|
|
|
|
real_t c1 = 0.0; // rl^2
|
|
|
|
real_t c2 = 0.0; // |gradient|^2/c0
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Face {
|
|
|
|
Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
|
|
|
|
Vector3 normal; // Normal
|
|
|
|
real_t ra = 0.0; // Rest area
|
|
|
|
DynamicBVH::ID leaf; // Leaf data
|
|
|
|
uint32_t index = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
LocalVector<Node> nodes;
|
|
|
|
LocalVector<Link> links;
|
|
|
|
LocalVector<Face> faces;
|
|
|
|
|
|
|
|
DynamicBVH node_tree;
|
|
|
|
DynamicBVH face_tree;
|
|
|
|
|
|
|
|
LocalVector<uint32_t> map_visual_to_physics;
|
|
|
|
|
|
|
|
AABB bounds;
|
|
|
|
|
|
|
|
real_t collision_margin = 0.05;
|
|
|
|
|
|
|
|
real_t total_mass = 1.0;
|
|
|
|
real_t inv_total_mass = 1.0;
|
|
|
|
|
|
|
|
int iteration_count = 5;
|
|
|
|
real_t linear_stiffness = 0.5; // [0,1]
|
|
|
|
real_t pressure_coefficient = 0.0; // [-inf,+inf]
|
|
|
|
real_t damping_coefficient = 0.01; // [0,1]
|
|
|
|
real_t drag_coefficient = 0.0; // [0,1]
|
|
|
|
LocalVector<int> pinned_vertices;
|
|
|
|
|
|
|
|
SelfList<SoftBody3DSW> active_list;
|
|
|
|
|
|
|
|
Set<Constraint3DSW *> constraints;
|
|
|
|
|
|
|
|
VSet<RID> exceptions;
|
|
|
|
|
2021-04-20 01:38:11 +00:00
|
|
|
uint64_t island_step = 0;
|
|
|
|
|
2021-03-12 03:33:46 +00:00
|
|
|
public:
|
|
|
|
SoftBody3DSW();
|
|
|
|
|
|
|
|
const AABB &get_bounds() const { return bounds; }
|
|
|
|
|
|
|
|
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
|
|
|
|
Variant get_state(PhysicsServer3D::BodyState p_state) const;
|
|
|
|
|
|
|
|
_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
|
|
|
|
_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
|
|
|
|
_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
|
|
|
|
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
|
|
|
|
|
|
|
|
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
|
|
|
|
_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
|
|
|
|
_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
|
|
|
|
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
|
|
|
|
|
2021-04-20 01:38:11 +00:00
|
|
|
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
|
|
|
|
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
|
|
|
|
|
2021-03-12 03:33:46 +00:00
|
|
|
virtual void set_space(Space3DSW *p_space);
|
|
|
|
|
|
|
|
void set_mesh(const Ref<Mesh> &p_mesh);
|
|
|
|
|
|
|
|
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
|
|
|
|
|
|
|
|
Vector3 get_vertex_position(int p_index) const;
|
|
|
|
void set_vertex_position(int p_index, const Vector3 &p_position);
|
|
|
|
|
|
|
|
void pin_vertex(int p_index);
|
|
|
|
void unpin_vertex(int p_index);
|
|
|
|
void unpin_all_vertices();
|
|
|
|
bool is_vertex_pinned(int p_index) const;
|
|
|
|
|
|
|
|
uint32_t get_node_count() const;
|
|
|
|
real_t get_node_inv_mass(uint32_t p_node_index) const;
|
|
|
|
Vector3 get_node_position(uint32_t p_node_index) const;
|
|
|
|
Vector3 get_node_velocity(uint32_t p_node_index) const;
|
|
|
|
Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
|
|
|
|
void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
|
|
|
|
void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
|
|
|
|
|
|
|
|
uint32_t get_face_count() const;
|
|
|
|
void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
|
|
|
|
Vector3 get_face_normal(uint32_t p_face_index) const;
|
|
|
|
|
|
|
|
void set_iteration_count(int p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
|
|
|
|
|
|
|
|
void set_total_mass(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
|
|
|
|
_FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
|
|
|
|
|
|
|
|
void set_collision_margin(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
|
|
|
|
|
|
|
|
void set_linear_stiffness(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
|
|
|
|
|
|
|
|
void set_pressure_coefficient(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
|
|
|
|
|
|
|
|
void set_damping_coefficient(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
|
|
|
|
|
|
|
|
void set_drag_coefficient(real_t p_val);
|
|
|
|
_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
|
|
|
|
|
|
|
|
void predict_motion(real_t p_delta);
|
|
|
|
void solve_constraints(real_t p_delta);
|
|
|
|
|
|
|
|
_FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
|
|
|
|
_FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }
|
|
|
|
|
|
|
|
// Return true to stop the query.
|
|
|
|
// p_index is the node index for AABB query, face index for Ray query.
|
|
|
|
typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
|
|
|
|
|
|
|
|
void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
|
|
|
|
void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
virtual void _shapes_changed();
|
|
|
|
|
|
|
|
private:
|
|
|
|
void update_normals();
|
|
|
|
void update_bounds();
|
|
|
|
void update_constants();
|
|
|
|
void update_area();
|
|
|
|
void reset_link_rest_lengths();
|
|
|
|
void update_link_constants();
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
void apply_nodes_transform(const Transform3D &p_transform);
|
2021-03-12 03:33:46 +00:00
|
|
|
|
|
|
|
void add_velocity(const Vector3 &p_velocity);
|
|
|
|
|
|
|
|
void apply_forces();
|
|
|
|
|
|
|
|
bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
|
|
|
|
void generate_bending_constraints(int p_distance);
|
|
|
|
void reoptimize_link_order();
|
|
|
|
void append_link(uint32_t p_node1, uint32_t p_node2);
|
|
|
|
void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
|
|
|
|
|
|
|
|
void solve_links(real_t kst, real_t ti);
|
|
|
|
|
|
|
|
void initialize_face_tree();
|
|
|
|
void update_face_tree(real_t p_delta);
|
|
|
|
|
|
|
|
void initialize_shape(bool p_force_move = true);
|
|
|
|
void deinitialize_shape();
|
|
|
|
|
|
|
|
void destroy();
|
|
|
|
};
|
|
|
|
|
|
|
|
class SoftBodyShape3DSW : public Shape3DSW {
|
|
|
|
SoftBody3DSW *soft_body = nullptr;
|
|
|
|
|
|
|
|
public:
|
|
|
|
SoftBody3DSW *get_soft_body() const { return soft_body; }
|
|
|
|
|
|
|
|
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
|
2020-10-17 05:08:21 +00:00
|
|
|
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
|
2021-03-12 03:33:46 +00:00
|
|
|
virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
|
|
|
|
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
|
|
|
|
|
|
|
|
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
|
|
|
|
virtual bool intersect_point(const Vector3 &p_point) const;
|
|
|
|
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
|
|
|
|
virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
|
|
|
|
|
|
|
|
virtual void set_data(const Variant &p_data) {}
|
|
|
|
virtual Variant get_data() const { return Variant(); }
|
|
|
|
|
|
|
|
void update_bounds();
|
|
|
|
|
|
|
|
SoftBodyShape3DSW(SoftBody3DSW *p_soft_body);
|
|
|
|
~SoftBodyShape3DSW() {}
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // SOFT_BODY_3D_SW_H
|