Implemented Soft body

- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
This commit is contained in:
AndreaCatania 2017-11-21 01:36:32 +01:00 committed by Andrea Catania
parent fbf3ad2841
commit 17ebbfb56d
32 changed files with 2086 additions and 274 deletions

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@ -3229,24 +3229,6 @@ VS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh)
return mesh->blend_shape_mode;
}
uint32_t RasterizerStorageGLES3::mesh_surface_get_stride_in_array(RID p_mesh, int p_surface, int p_array_index) const {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
ERR_FAIL_INDEX_V(p_array_index, VS::ARRAY_MAX, 0);
return mesh->surfaces[p_surface]->attribs[p_array_index].stride;
}
uint32_t RasterizerStorageGLES3::mesh_surface_get_offset_in_array(RID p_mesh, int p_surface, int p_array_index) const {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
ERR_FAIL_INDEX_V(p_array_index, VS::ARRAY_MAX, 0);
return mesh->surfaces[p_surface]->attribs[p_array_index].offset;
}
void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.getornull(p_mesh);

View File

@ -722,8 +722,6 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
virtual uint32_t mesh_surface_get_stride_in_array(RID p_mesh, int p_surface, int p_array_index) const;
virtual uint32_t mesh_surface_get_offset_in_array(RID p_mesh, int p_surface, int p_array_index) const;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);

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@ -0,0 +1,56 @@
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@ -60,6 +60,7 @@ public:
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
virtual bool is_gizmo_handle_highlighted(int idx) const { return false; }
virtual bool intersect_frustum(const Camera *p_camera, const Vector<Plane> &p_frustum);
virtual bool intersect_ray(Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = NULL, bool p_sec_first = false);

View File

@ -33,6 +33,7 @@
#include "geometry.h"
#include "quick_hull.h"
#include "scene/3d/camera.h"
#include "scene/3d/soft_body.h"
#include "scene/resources/box_shape.h"
#include "scene/resources/capsule_shape.h"
#include "scene/resources/convex_polygon_shape.h"
@ -256,8 +257,12 @@ void EditorSpatialGizmo::add_handles(const Vector<Vector3> &p_handles, bool p_bi
for (int i = 0; i < p_handles.size(); i++) {
Color col(1, 1, 1, 1);
if (is_gizmo_handle_highlighted(i))
col = Color(0, 0, 1, 0.9);
if (SpatialEditor::get_singleton()->get_over_gizmo_handle() != i)
col = Color(0.9, 0.9, 0.9, 0.9);
col.a = 0.8;
w[i] = col;
}
}
@ -1914,6 +1919,100 @@ VehicleWheelSpatialGizmo::VehicleWheelSpatialGizmo(VehicleWheel *p_car_wheel) {
///////////
void SoftBodySpatialGizmo::redraw() {
clear();
if (!soft_body || soft_body->get_mesh().is_null()) {
return;
}
// find mesh
Vector<Vector3> lines;
soft_body->get_mesh()->generate_debug_mesh_lines(lines);
if (!lines.size()) {
return;
}
Vector<Vector3> points;
soft_body->get_mesh()->generate_debug_mesh_indices(points);
soft_body->get_mesh()->clear_cache();
Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
Ref<Material> material = create_material("shape_material", gizmo_color);
add_lines(lines, material);
add_collision_segments(lines);
add_handles(points);
}
bool SoftBodySpatialGizmo::intersect_ray(Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle, bool p_sec_first) {
return EditorSpatialGizmo::intersect_ray(p_camera, p_point, r_pos, r_normal, r_gizmo_handle, p_sec_first);
/* Perform a shape cast but doesn't work with softbody
PhysicsDirectSpaceState *space_state = PhysicsServer::get_singleton()->space_get_direct_state(SceneTree::get_singleton()->get_root()->get_world()->get_space());
if (!physics_sphere_shape.is_valid()) {
physics_sphere_shape = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE);
real_t radius = 0.02;
PhysicsServer::get_singleton()->shape_set_data(physics_sphere_shape, radius);
}
Vector3 sphere_motion(p_camera->project_ray_normal(p_point));
real_t closest_safe;
real_t closest_unsafe;
PhysicsDirectSpaceState::ShapeRestInfo result;
bool collided = space_state->cast_motion(
physics_sphere_shape,
p_camera->get_transform(),
sphere_motion * Vector3(1000, 1000, 1000),
0.f,
closest_safe,
closest_unsafe,
Set<RID>(),
0xFFFFFFFF,
0xFFFFFFFF,
&result);
if (collided) {
if (result.collider_id == soft_body->get_instance_id()) {
print_line("Collided");
} else {
print_line("Collided but with wrong object: " + itos(result.collider_id));
}
} else {
print_line("Not collided, motion: x: " + rtos(sphere_motion[0]) + " y: " + rtos(sphere_motion[1]) + " z: " + rtos(sphere_motion[2]));
}
return false;
*/
}
void SoftBodySpatialGizmo::commit_handle(int p_idx, const Variant &p_restore, bool p_cancel) {
soft_body->pin_point_toggle(p_idx);
redraw();
}
bool SoftBodySpatialGizmo::is_gizmo_handle_highlighted(int idx) const {
return soft_body->is_point_pinned(idx);
}
SoftBodySpatialGizmo::SoftBodySpatialGizmo(SoftBody *p_soft_physics_body) :
EditorSpatialGizmo(),
soft_body(p_soft_physics_body) {
set_spatial_node(p_soft_physics_body);
}
SoftBodySpatialGizmo::~SoftBodySpatialGizmo() {
//if (!physics_sphere_shape.is_valid()) {
// PhysicsServer::get_singleton()->free(physics_sphere_shape);
//}
}
///////////
String CollisionShapeSpatialGizmo::get_handle_name(int p_idx) const {
Ref<Shape> s = cs->get_shape();
@ -4051,6 +4150,12 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
return lsg;
}
if (Object::cast_to<SoftBody>(p_spatial)) {
Ref<SoftBodySpatialGizmo> misg = memnew(SoftBodySpatialGizmo(Object::cast_to<SoftBody>(p_spatial)));
return misg;
}
if (Object::cast_to<MeshInstance>(p_spatial)) {
Ref<MeshInstanceSpatialGizmo> misg = memnew(MeshInstanceSpatialGizmo(Object::cast_to<MeshInstance>(p_spatial)));
@ -4081,6 +4186,7 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
return misg;
}
*/
if (Object::cast_to<CollisionShape>(p_spatial)) {
Ref<CollisionShapeSpatialGizmo> misg = memnew(CollisionShapeSpatialGizmo(Object::cast_to<CollisionShape>(p_spatial)));

View File

@ -331,6 +331,23 @@ public:
BakedIndirectLightGizmo(BakedLightmap *p_baker = NULL);
};
class SoftBodySpatialGizmo : public EditorSpatialGizmo {
GDCLASS(SoftBodySpatialGizmo, EditorSpatialGizmo);
class SoftBody *soft_body;
//RID physics_sphere_shape; // Used for raycast that doesn't work, in this moment, with softbody
public:
void redraw();
virtual bool intersect_ray(Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = NULL, bool p_sec_first = false);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel);
virtual bool is_gizmo_handle_highlighted(int idx) const;
SoftBodySpatialGizmo(SoftBody *p_soft_physics_body = NULL);
~SoftBodySpatialGizmo();
};
class CollisionShapeSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(CollisionShapeSpatialGizmo, EditorSpatialGizmo);

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@ -169,7 +169,7 @@ real_t BulletPhysicsServer::shape_get_custom_solver_bias(RID p_shape) const {
}
RID BulletPhysicsServer::space_create() {
SpaceBullet *space = bulletnew(SpaceBullet(false));
SpaceBullet *space = bulletnew(SpaceBullet);
CreateThenReturnRID(space_owner, space);
}
@ -567,9 +567,6 @@ void BulletPhysicsServer::body_clear_shapes(RID p_body) {
void BulletPhysicsServer::body_attach_object_instance_id(RID p_body, uint32_t p_ID) {
CollisionObjectBullet *body = get_collisin_object(p_body);
if (!body) {
body = soft_body_owner.get(p_body);
}
ERR_FAIL_COND(!body);
body->set_instance_id(p_ID);
@ -867,6 +864,13 @@ RID BulletPhysicsServer::soft_body_create(bool p_init_sleeping) {
CreateThenReturnRID(soft_body_owner, body);
}
void BulletPhysicsServer::soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->update_visual_server(p_visual_server_handler);
}
void BulletPhysicsServer::soft_body_set_space(RID p_body, RID p_space) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
@ -893,11 +897,11 @@ RID BulletPhysicsServer::soft_body_get_space(RID p_body) const {
return space->get_self();
}
void BulletPhysicsServer::soft_body_set_trimesh_body_shape(RID p_body, PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num) {
void BulletPhysicsServer::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_trimesh_body_shape(p_indices, p_vertices, p_triangles_num);
body->set_soft_mesh(p_mesh);
}
void BulletPhysicsServer::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
@ -975,14 +979,16 @@ void BulletPhysicsServer::soft_body_set_transform(RID p_body, const Transform &p
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_transform(p_transform);
body->set_soft_transform(p_transform);
}
Transform BulletPhysicsServer::soft_body_get_transform(RID p_body) const {
Vector3 BulletPhysicsServer::soft_body_get_vertex_position(RID p_body, int vertex_index) const {
const SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, Transform());
Vector3 pos;
ERR_FAIL_COND_V(!body, pos);
return body->get_transform();
body->get_node_position(vertex_index, pos);
return pos;
}
void BulletPhysicsServer::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
@ -997,6 +1003,154 @@ bool BulletPhysicsServer::soft_body_is_ray_pickable(RID p_body) const {
return body->is_ray_pickable();
}
void BulletPhysicsServer::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_simulation_precision(p_simulation_precision);
}
int BulletPhysicsServer::soft_body_get_simulation_precision(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_simulation_precision();
}
void BulletPhysicsServer::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_total_mass(p_total_mass);
}
real_t BulletPhysicsServer::soft_body_get_total_mass(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_total_mass();
}
void BulletPhysicsServer::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_linear_stiffness(p_stiffness);
}
real_t BulletPhysicsServer::soft_body_get_linear_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_linear_stiffness();
}
void BulletPhysicsServer::soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_areaAngular_stiffness(p_stiffness);
}
real_t BulletPhysicsServer::soft_body_get_areaAngular_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_areaAngular_stiffness();
}
void BulletPhysicsServer::soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_volume_stiffness(p_stiffness);
}
real_t BulletPhysicsServer::soft_body_get_volume_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_volume_stiffness();
}
void BulletPhysicsServer::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_pressure_coefficient(p_pressure_coefficient);
}
real_t BulletPhysicsServer::soft_body_get_pressure_coefficient(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_pressure_coefficient();
}
void BulletPhysicsServer::soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
return body->set_pose_matching_coefficient(p_pose_matching_coefficient);
}
real_t BulletPhysicsServer::soft_body_get_pose_matching_coefficient(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_pose_matching_coefficient();
}
void BulletPhysicsServer::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_damping_coefficient(p_damping_coefficient);
}
real_t BulletPhysicsServer::soft_body_get_damping_coefficient(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_damping_coefficient();
}
void BulletPhysicsServer::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_drag_coefficient(p_drag_coefficient);
}
real_t BulletPhysicsServer::soft_body_get_drag_coefficient(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_drag_coefficient();
}
void BulletPhysicsServer::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_node_position(p_point_index, p_global_position);
}
Vector3 BulletPhysicsServer::soft_body_get_point_global_position(RID p_body, int p_point_index) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, Vector3(0., 0., 0.));
Vector3 pos;
body->get_node_position(p_point_index, pos);
return pos;
}
Vector3 BulletPhysicsServer::soft_body_get_point_offset(RID p_body, int p_point_index) const {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, Vector3());
Vector3 res;
body->get_node_offset(p_point_index, res);
return res;
}
void BulletPhysicsServer::soft_body_remove_all_pinned_points(RID p_body) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->reset_all_node_mass();
}
void BulletPhysicsServer::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->set_node_mass(p_point_index, p_pin ? 0 : 1);
}
bool BulletPhysicsServer::soft_body_is_point_pinned(RID p_body, int p_point_index) {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_node_mass(p_point_index);
}
PhysicsServer::JointType BulletPhysicsServer::joint_get_type(RID p_joint) const {
JointBullet *joint = joint_owner.get(p_joint);
ERR_FAIL_COND_V(!joint, JOINT_PIN);

View File

@ -262,10 +262,12 @@ public:
virtual RID soft_body_create(bool p_init_sleeping = false);
virtual void soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler);
virtual void soft_body_set_space(RID p_body, RID p_space);
virtual RID soft_body_get_space(RID p_body) const;
virtual void soft_body_set_trimesh_body_shape(RID p_body, PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh);
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
@ -280,12 +282,49 @@ public:
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
/// Special function. This function has bad performance
virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
virtual Transform soft_body_get_transform(RID p_body) const;
virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
virtual bool soft_body_is_ray_pickable(RID p_body) const;
virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision);
virtual int soft_body_get_simulation_precision(RID p_body);
virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass);
virtual real_t soft_body_get_total_mass(RID p_body);
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness);
virtual real_t soft_body_get_linear_stiffness(RID p_body);
virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness);
virtual real_t soft_body_get_areaAngular_stiffness(RID p_body);
virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness);
virtual real_t soft_body_get_volume_stiffness(RID p_body);
virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient);
virtual real_t soft_body_get_pressure_coefficient(RID p_body);
virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient);
virtual real_t soft_body_get_pose_matching_coefficient(RID p_body);
virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient);
virtual real_t soft_body_get_damping_coefficient(RID p_body);
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient);
virtual real_t soft_body_get_drag_coefficient(RID p_body);
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position);
virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index);
virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const;
virtual void soft_body_remove_all_pinned_points(RID p_body);
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin);
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index);
/* JOINT API */
virtual JointType joint_get_type(RID p_joint) const;

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@ -111,6 +111,8 @@ void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_coll
void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
exceptions.insert(p_ignoreCollisionObject->get_self());
if (!bt_collision_object)
return;
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
if (space)
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());

View File

@ -32,6 +32,7 @@
#include "bullet_physics_server.h"
#include "class_db.h"
#include "project_settings.h"
/**
@author AndreaCatania
@ -47,6 +48,9 @@ void register_bullet_types() {
#ifndef _3D_DISABLED
PhysicsServerManager::register_server("Bullet", &_createBulletPhysicsCallback);
PhysicsServerManager::set_default_server("Bullet", 1);
GLOBAL_DEF("physics/3d/active_soft_world", true);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/active_soft_world", PropertyInfo(Variant::BOOL, "physics/3d/active_soft_world"));
#endif
}

View File

@ -32,42 +32,24 @@
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/soft_body.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
SoftBodyBullet::SoftBodyBullet() :
CollisionObjectBullet(CollisionObjectBullet::TYPE_SOFT_BODY),
mass(1),
total_mass(1),
simulation_precision(5),
stiffness(0.5f),
pressure_coefficient(50),
damping_coefficient(0.005),
drag_coefficient(0.005),
linear_stiffness(0.5),
areaAngular_stiffness(0.5),
volume_stiffness(0.5),
pressure_coefficient(0.),
pose_matching_coefficient(0.),
damping_coefficient(0.01),
drag_coefficient(0.),
bt_soft_body(NULL),
soft_shape_type(SOFT_SHAPETYPE_NONE),
isScratched(false),
soft_body_shape_data(NULL) {
test_geometry = memnew(ImmediateGeometry);
red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
red_mat->set_line_width(20.0);
red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
red_mat->set_albedo(Color(1, 0, 0, 1));
test_geometry->set_material_override(red_mat);
test_is_in_scene = false;
}
isScratched(false) {}
SoftBodyBullet::~SoftBodyBullet() {
bulletdelete(soft_body_shape_data);
}
void SoftBodyBullet::reload_body() {
@ -80,8 +62,6 @@ void SoftBodyBullet::reload_body() {
void SoftBodyBullet::set_space(SpaceBullet *p_space) {
if (space) {
isScratched = false;
// Remove this object from the physics world
space->remove_soft_body(this);
}
@ -90,86 +70,181 @@ void SoftBodyBullet::set_space(SpaceBullet *p_space) {
if (space) {
space->add_soft_body(this);
}
reload_soft_body();
}
void SoftBodyBullet::dispatch_callbacks() {
if (!bt_soft_body) {
void SoftBodyBullet::dispatch_callbacks() {}
void SoftBodyBullet::on_collision_filters_change() {}
void SoftBodyBullet::on_collision_checker_start() {}
void SoftBodyBullet::on_enter_area(AreaBullet *p_area) {}
void SoftBodyBullet::on_exit_area(AreaBullet *p_area) {}
void SoftBodyBullet::update_visual_server(SoftBodyVisualServerHandler *p_visual_server_handler) {
if (!bt_soft_body)
return;
/// Update visual server vertices
const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
const int nodes_count = nodes.size();
Vector<int> *vs_indices;
const void *vertex_position;
const void *vertex_normal;
for (int vertex_index = 0; vertex_index < nodes_count; ++vertex_index) {
vertex_position = reinterpret_cast<const void *>(&nodes[vertex_index].m_x);
vertex_normal = reinterpret_cast<const void *>(&nodes[vertex_index].m_n);
vs_indices = &indices_table[vertex_index];
const int vs_indices_size(vs_indices->size());
for (int x = 0; x < vs_indices_size; ++x) {
p_visual_server_handler->set_vertex((*vs_indices)[x], vertex_position);
p_visual_server_handler->set_normal((*vs_indices)[x], vertex_normal);
}
}
/// Generate AABB
btVector3 aabb_min;
btVector3 aabb_max;
bt_soft_body->getAabb(aabb_min, aabb_max);
btVector3 size(aabb_max - aabb_min);
AABB aabb;
B_TO_G(aabb_min, aabb.position);
B_TO_G(size, aabb.size);
p_visual_server_handler->set_aabb(aabb);
}
void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
if (p_mesh.is_null() || !p_mesh->surface_is_softbody_friendly(0))
soft_mesh.unref();
else
soft_mesh = p_mesh;
if (soft_mesh.is_null()) {
destroy_soft_body();
return;
}
if (!test_is_in_scene) {
test_is_in_scene = true;
SceneTree::get_singleton()->get_current_scene()->add_child(test_geometry);
Array arrays = soft_mesh->surface_get_arrays(0);
ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & VS::ARRAY_FORMAT_INDEX));
set_trimesh_body_shape(arrays[VS::ARRAY_INDEX], arrays[VS::ARRAY_VERTEX]);
}
test_geometry->clear();
test_geometry->begin(Mesh::PRIMITIVE_LINES, NULL);
bool first = true;
Vector3 pos;
for (int i = 0; i < bt_soft_body->m_nodes.size(); ++i) {
const btSoftBody::Node &n = bt_soft_body->m_nodes[i];
B_TO_G(n.m_x, pos);
test_geometry->add_vertex(pos);
if (!first) {
test_geometry->add_vertex(pos);
} else {
first = false;
}
}
test_geometry->end();
void SoftBodyBullet::destroy_soft_body() {
if (!bt_soft_body)
return;
if (space) {
/// Remove from world before deletion
space->remove_soft_body(this);
}
void SoftBodyBullet::on_collision_filters_change() {
destroyBulletCollisionObject();
bt_soft_body = NULL;
}
void SoftBodyBullet::on_collision_checker_start() {
void SoftBodyBullet::set_soft_transform(const Transform &p_transform) {
reset_all_node_positions();
move_all_nodes(p_transform);
}
void SoftBodyBullet::on_enter_area(AreaBullet *p_area) {
void SoftBodyBullet::move_all_nodes(const Transform &p_transform) {
if (!bt_soft_body)
return;
btTransform bt_transf;
G_TO_B(p_transform, bt_transf);
bt_soft_body->transform(bt_transf);
}
void SoftBodyBullet::on_exit_area(AreaBullet *p_area) {
void SoftBodyBullet::set_node_position(int p_node_index, const Vector3 &p_global_position) {
btVector3 bt_pos;
G_TO_B(p_global_position, bt_pos);
set_node_position(p_node_index, bt_pos);
}
void SoftBodyBullet::set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num) {
TrimeshSoftShapeData *shape_data = bulletnew(TrimeshSoftShapeData);
shape_data->m_triangles_indices = p_indices;
shape_data->m_vertices = p_vertices;
shape_data->m_triangles_num = p_triangles_num;
set_body_shape_data(shape_data, SOFT_SHAPE_TYPE_TRIMESH);
reload_soft_body();
}
void SoftBodyBullet::set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type) {
bulletdelete(soft_body_shape_data);
soft_body_shape_data = p_soft_shape_data;
soft_shape_type = p_type;
}
void SoftBodyBullet::set_transform(const Transform &p_transform) {
transform = p_transform;
void SoftBodyBullet::set_node_position(int p_node_index, const btVector3 &p_global_position) {
if (bt_soft_body) {
// TODO the softbody set new transform considering the current transform as center of world
// like if it's local transform, so I must fix this by setting nwe transform considering the old
btTransform bt_trans;
G_TO_B(transform, bt_trans);
//bt_soft_body->transform(bt_trans);
bt_soft_body->m_nodes[p_node_index].m_x = p_global_position;
}
}
const Transform &SoftBodyBullet::get_transform() const {
return transform;
void SoftBodyBullet::get_node_position(int p_node_index, Vector3 &r_position) const {
if (bt_soft_body) {
B_TO_G(bt_soft_body->m_nodes[p_node_index].m_x, r_position);
}
}
void SoftBodyBullet::get_first_node_origin(btVector3 &p_out_origin) const {
if (bt_soft_body && bt_soft_body->m_nodes.size()) {
p_out_origin = bt_soft_body->m_nodes[0].m_x;
void SoftBodyBullet::get_node_offset(int p_node_index, Vector3 &r_offset) const {
if (soft_mesh.is_null())
return;
Array arrays = soft_mesh->surface_get_arrays(0);
PoolVector<Vector3> vertices(arrays[VS::ARRAY_VERTEX]);
if (0 <= p_node_index && vertices.size() > p_node_index) {
r_offset = vertices[p_node_index];
}
}
void SoftBodyBullet::get_node_offset(int p_node_index, btVector3 &r_offset) const {
Vector3 off;
get_node_offset(p_node_index, off);
G_TO_B(off, r_offset);
}
void SoftBodyBullet::set_node_mass(int node_index, btScalar p_mass) {
if (0 >= p_mass) {
pin_node(node_index);
} else {
p_out_origin.setZero();
unpin_node(node_index);
}
if (bt_soft_body) {
bt_soft_body->setMass(node_index, p_mass);
}
}
btScalar SoftBodyBullet::get_node_mass(int node_index) const {
if (bt_soft_body) {
return bt_soft_body->getMass(node_index);
} else {
return -1 == search_node_pinned(node_index) ? 1 : 0;
}
}
void SoftBodyBullet::reset_all_node_mass() {
if (bt_soft_body) {
for (int i = pinned_nodes.size() - 1; 0 <= i; --i) {
bt_soft_body->setMass(pinned_nodes[i], 1);
}
}
pinned_nodes.resize(0);
}
void SoftBodyBullet::reset_all_node_positions() {
if (soft_mesh.is_null())
return;
Array arrays = soft_mesh->surface_get_arrays(0);
PoolVector<Vector3> vs_vertices(arrays[VS::ARRAY_VERTEX]);
PoolVector<Vector3>::Read vs_vertices_read = vs_vertices.read();
for (int vertex_index = bt_soft_body->m_nodes.size() - 1; 0 <= vertex_index; --vertex_index) {
G_TO_B(vs_vertices_read[indices_table[vertex_index][0]], bt_soft_body->m_nodes[vertex_index].m_x);
bt_soft_body->m_nodes[vertex_index].m_q = bt_soft_body->m_nodes[vertex_index].m_x;
bt_soft_body->m_nodes[vertex_index].m_v = btVector3(0, 0, 0);
bt_soft_body->m_nodes[vertex_index].m_f = btVector3(0, 0, 0);
}
}
@ -181,22 +256,34 @@ void SoftBodyBullet::set_activation_state(bool p_active) {
}
}
void SoftBodyBullet::set_mass(real_t p_val) {
void SoftBodyBullet::set_total_mass(real_t p_val) {
if (0 >= p_val) {
p_val = 1;
}
mass = p_val;
total_mass = p_val;
if (bt_soft_body) {
bt_soft_body->setTotalMass(mass);
bt_soft_body->setTotalMass(total_mass);
}
}
void SoftBodyBullet::set_stiffness(real_t p_val) {
stiffness = p_val;
void SoftBodyBullet::set_linear_stiffness(real_t p_val) {
linear_stiffness = p_val;
if (bt_soft_body) {
mat0->m_kAST = stiffness;
mat0->m_kLST = stiffness;
mat0->m_kVST = stiffness;
mat0->m_kLST = linear_stiffness;
}
}
void SoftBodyBullet::set_areaAngular_stiffness(real_t p_val) {
areaAngular_stiffness = p_val;
if (bt_soft_body) {
mat0->m_kAST = areaAngular_stiffness;
}
}
void SoftBodyBullet::set_volume_stiffness(real_t p_val) {
volume_stiffness = p_val;
if (bt_soft_body) {
mat0->m_kVST = volume_stiffness;
}
}
@ -204,6 +291,9 @@ void SoftBodyBullet::set_simulation_precision(int p_val) {
simulation_precision = p_val;
if (bt_soft_body) {
bt_soft_body->m_cfg.piterations = simulation_precision;
bt_soft_body->m_cfg.viterations = simulation_precision;
bt_soft_body->m_cfg.diterations = simulation_precision;
bt_soft_body->m_cfg.citerations = simulation_precision;
}
}
@ -214,6 +304,13 @@ void SoftBodyBullet::set_pressure_coefficient(real_t p_val) {
}
}
void SoftBodyBullet::set_pose_matching_coefficient(real_t p_val) {
pose_matching_coefficient = p_val;
if (bt_soft_body) {
bt_soft_body->m_cfg.kMT = pose_matching_coefficient;
}
}
void SoftBodyBullet::set_damping_coefficient(real_t p_val) {
damping_coefficient = p_val;
if (bt_soft_body) {
@ -228,89 +325,156 @@ void SoftBodyBullet::set_drag_coefficient(real_t p_val) {
}
}
void SoftBodyBullet::reload_soft_body() {
void SoftBodyBullet::set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices) {
/// Assert the current soft body is destroyed
destroy_soft_body();
create_soft_body();
if (bt_soft_body) {
/// Parse visual server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to visual server
// TODO the softbody set new transform considering the current transform as center of world
// like if it's local transform, so I must fix this by setting nwe transform considering the old
btTransform bt_trans;
G_TO_B(transform, bt_trans);
bt_soft_body->transform(bt_trans);
{
/// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
Vector<int> vs_indices_to_physics_table;
{ // Map vertices
indices_table.resize(0);
int index = 0;
Map<Vector3, int> unique_vertices;
const int vs_vertices_size(p_vertices.size());
PoolVector<Vector3>::Read p_vertices_read = p_vertices.read();
for (int vs_vertex_index = 0; vs_vertex_index < vs_vertices_size; ++vs_vertex_index) {
Map<Vector3, int>::Element *e = unique_vertices.find(p_vertices_read[vs_vertex_index]);
int vertex_id;
if (e) {
// Already rxisting
vertex_id = e->value();
} else {
// Create new one
unique_vertices[p_vertices_read[vs_vertex_index]] = vertex_id = index++;
indices_table.push_back(Vector<int>());
}
indices_table[vertex_id].push_back(vs_vertex_index);
vs_indices_to_physics_table.push_back(vertex_id);
}
}
const int indices_map_size(indices_table.size());
Vector<btScalar> bt_vertices;
{ // Parse vertices to bullet
bt_vertices.resize(indices_map_size * 3);
PoolVector<Vector3>::Read p_vertices_read = p_vertices.read();
for (int i = 0; i < indices_map_size; ++i) {
bt_vertices[3 * i + 0] = p_vertices_read[indices_table[i][0]].x;
bt_vertices[3 * i + 1] = p_vertices_read[indices_table[i][0]].y;
bt_vertices[3 * i + 2] = p_vertices_read[indices_table[i][0]].z;
}
}
Vector<int> bt_triangles;
const int triangles_size(p_indices.size() / 3);
{ // Parse indices
bt_triangles.resize(triangles_size * 3);
PoolVector<int>::Read p_indices_read = p_indices.read();
for (int i = 0; i < triangles_size; ++i) {
bt_triangles[3 * i + 0] = vs_indices_to_physics_table[p_indices_read[3 * i + 2]];
bt_triangles[3 * i + 1] = vs_indices_to_physics_table[p_indices_read[3 * i + 1]];
bt_triangles[3 * i + 2] = vs_indices_to_physics_table[p_indices_read[3 * i + 0]];
}
}
btSoftBodyWorldInfo fake_world_info;
bt_soft_body = btSoftBodyHelpers::CreateFromTriMesh(fake_world_info, &bt_vertices[0], &bt_triangles[0], triangles_size, false);
setup_soft_body();
}
}
void SoftBodyBullet::setup_soft_body() {
if (!bt_soft_body)
return;
// Soft body setup
setupBulletCollisionObject(bt_soft_body);
bt_soft_body->m_worldInfo = NULL; // Remove fake world info
bt_soft_body->getCollisionShape()->setMargin(0.01);
bt_soft_body->setCollisionFlags(bt_soft_body->getCollisionFlags() & (~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT)));
// Space setup
if (space) {
space->add_soft_body(this);
}
mat0 = bt_soft_body->appendMaterial();
// Assign soft body data
bt_soft_body->generateBendingConstraints(2, mat0);
mat0->m_kAST = stiffness;
mat0->m_kLST = stiffness;
mat0->m_kVST = stiffness;
mat0->m_kLST = linear_stiffness;
mat0->m_kAST = areaAngular_stiffness;
mat0->m_kVST = volume_stiffness;
// Clusters allow to have Soft vs Soft collision but doesn't work well right now
//bt_soft_body->m_cfg.kSRHR_CL = 1;// Soft vs rigid hardness [0,1] (cluster only)
//bt_soft_body->m_cfg.kSKHR_CL = 1;// Soft vs kinematic hardness [0,1] (cluster only)
//bt_soft_body->m_cfg.kSSHR_CL = 1;// Soft vs soft hardness [0,1] (cluster only)
//bt_soft_body->m_cfg.kSR_SPLT_CL = 1; // Soft vs rigid impulse split [0,1] (cluster only)
//bt_soft_body->m_cfg.kSK_SPLT_CL = 1; // Soft vs kinematic impulse split [0,1] (cluster only)
//bt_soft_body->m_cfg.kSS_SPLT_CL = 1; // Soft vs Soft impulse split [0,1] (cluster only)
//bt_soft_body->m_cfg.collisions = btSoftBody::fCollision::CL_SS + btSoftBody::fCollision::CL_RS + btSoftBody::fCollision::VF_SS;
//bt_soft_body->generateClusters(64);
bt_soft_body->m_cfg.piterations = simulation_precision;
bt_soft_body->m_cfg.viterations = simulation_precision;
bt_soft_body->m_cfg.diterations = simulation_precision;
bt_soft_body->m_cfg.citerations = simulation_precision;
bt_soft_body->m_cfg.kDP = damping_coefficient;
bt_soft_body->m_cfg.kDG = drag_coefficient;
bt_soft_body->m_cfg.kPR = pressure_coefficient;
bt_soft_body->setTotalMass(mass);
}
if (space) {
// TODO remove this please
space->add_soft_body(this);
bt_soft_body->m_cfg.kMT = pose_matching_coefficient;
bt_soft_body->setTotalMass(total_mass);
btSoftBodyHelpers::ReoptimizeLinkOrder(bt_soft_body);
bt_soft_body->updateBounds();
// Set pinned nodes
for (int i = pinned_nodes.size() - 1; 0 <= i; --i) {
bt_soft_body->setMass(pinned_nodes[i], 0);
}
}
void SoftBodyBullet::create_soft_body() {
if (!space || !soft_body_shape_data) {
return;
void SoftBodyBullet::pin_node(int p_node_index) {
if (-1 == search_node_pinned(p_node_index)) {
pinned_nodes.push_back(p_node_index);
}
ERR_FAIL_COND(!space->is_using_soft_world());
switch (soft_shape_type) {
case SOFT_SHAPE_TYPE_TRIMESH: {
TrimeshSoftShapeData *trimesh_data = static_cast<TrimeshSoftShapeData *>(soft_body_shape_data);
Vector<int> indices;
Vector<btScalar> vertices;
int i;
const int indices_size = trimesh_data->m_triangles_indices.size();
const int vertices_size = trimesh_data->m_vertices.size();
indices.resize(indices_size);
vertices.resize(vertices_size * 3);
PoolVector<int>::Read i_r = trimesh_data->m_triangles_indices.read();
for (i = 0; i < indices_size; ++i) {
indices[i] = i_r[i];
}
i_r = PoolVector<int>::Read();
PoolVector<Vector3>::Read f_r = trimesh_data->m_vertices.read();
for (int j = i = 0; i < vertices_size; ++i, j += 3) {
vertices[j + 0] = f_r[i][0];
vertices[j + 1] = f_r[i][1];
vertices[j + 2] = f_r[i][2];
}
f_r = PoolVector<Vector3>::Read();
bt_soft_body = btSoftBodyHelpers::CreateFromTriMesh(*space->get_soft_body_world_info(), vertices.ptr(), indices.ptr(), trimesh_data->m_triangles_num);
} break;
default:
ERR_PRINT("Shape type not supported");
return;
}
setupBulletCollisionObject(bt_soft_body);
bt_soft_body->getCollisionShape()->setMargin(0.001f);
bt_soft_body->setCollisionFlags(bt_soft_body->getCollisionFlags() & (~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT)));
mat0 = bt_soft_body->appendMaterial();
void SoftBodyBullet::unpin_node(int p_node_index) {
const int id = search_node_pinned(p_node_index);
if (-1 != id) {
pinned_nodes.remove(id);
}
}
void SoftBodyBullet::destroy_soft_body() {
if (space) {
/// This step is required to assert that the body is not into the world during deletion
/// This step is required since to change the body shape the body must be re-created.
/// Here is handled the case when the body is assigned into a world and the body
/// shape is changed.
space->remove_soft_body(this);
int SoftBodyBullet::search_node_pinned(int p_node_index) const {
for (int i = pinned_nodes.size() - 1; 0 <= i; --i) {
if (p_node_index == pinned_nodes[i]) {
return i;
}
destroyBulletCollisionObject();
bt_soft_body = NULL;
}
return -1;
}

View File

@ -40,7 +40,10 @@
#define x11_None 0L
#endif
#include <BulletSoftBody/btSoftBodyHelpers.h>
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "collision_object_bullet.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server.h"
#ifdef x11_None
/// This is required to re add the macro None defined by x11 compiler
@ -52,39 +55,34 @@
@author AndreaCatania
*/
struct SoftShapeData {};
struct TrimeshSoftShapeData : public SoftShapeData {
PoolVector<int> m_triangles_indices;
PoolVector<Vector3> m_vertices;
int m_triangles_num;
};
class SoftBodyBullet : public CollisionObjectBullet {
public:
enum SoftShapeType {
SOFT_SHAPETYPE_NONE = 0,
SOFT_SHAPE_TYPE_TRIMESH
};
private:
btSoftBody *bt_soft_body;
Vector<Vector<int> > indices_table;
btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
SoftShapeType soft_shape_type;
bool isScratched;
SoftShapeData *soft_body_shape_data;
Ref<Mesh> soft_mesh;
Transform transform;
int simulation_precision;
real_t mass;
real_t stiffness; // [0,1]
real_t total_mass;
real_t linear_stiffness; // [0,1]
real_t areaAngular_stiffness; // [0,1]
real_t volume_stiffness; // [0,1]
real_t pressure_coefficient; // [-inf,+inf]
real_t pose_matching_coefficient; // [0,1]
real_t damping_coefficient; // [0,1]
real_t drag_coefficient; // [0,1]
Vector<int> pinned_nodes;
class ImmediateGeometry *test_geometry; // TODO remove this please
Ref<SpatialMaterial> red_mat; // TODO remove this please
bool test_is_in_scene; // TODO remove this please
// Other property to add
//btScalar kVC; // Volume conversation coefficient [0,+inf]
//btScalar kDF; // Dynamic friction coefficient [0,1]
//btScalar kMT; // Pose matching coefficient [0,1]
//btScalar kCHR; // Rigid contacts hardness [0,1]
//btScalar kKHR; // Kinetic contacts hardness [0,1]
//btScalar kSHR; // Soft contacts hardness [0,1]
public:
SoftBodyBullet();
@ -101,39 +99,64 @@ public:
_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
void set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type);
void update_visual_server(class SoftBodyVisualServerHandler *p_visual_server_handler);
void set_transform(const Transform &p_transform);
/// This function doesn't return the exact COM transform.
/// It returns the origin only of first node (vertice) of current soft body
/// ---
/// The soft body doesn't have a fixed center of mass, but is a group of nodes (vertices)
/// that each has its own position in the world.
/// For this reason return the correct COM is not so simple and must be calculate
/// Check this to improve this function http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8803
const Transform &get_transform() const;
void get_first_node_origin(btVector3 &p_out_origin) const;
void set_soft_mesh(const Ref<Mesh> &p_mesh);
void destroy_soft_body();
// Special function. This function has bad performance
void set_soft_transform(const Transform &p_transform);
void move_all_nodes(const Transform &p_transform);
void set_node_position(int node_index, const Vector3 &p_global_position);
void set_node_position(int node_index, const btVector3 &p_global_position);
void get_node_position(int node_index, Vector3 &r_position) const;
// Heavy function, Please cache this info
void get_node_offset(int node_index, Vector3 &r_offset) const;
// Heavy function, Please cache this info
void get_node_offset(int node_index, btVector3 &r_offset) const;
void set_node_mass(int node_index, btScalar p_mass);
btScalar get_node_mass(int node_index) const;
void reset_all_node_mass();
void reset_all_node_positions();
void set_activation_state(bool p_active);
void set_mass(real_t p_val);
_FORCE_INLINE_ real_t get_mass() const { return mass; }
void set_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_stiffness() const { return stiffness; }
void set_total_mass(real_t p_val);
_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
void set_linear_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
void set_areaAngular_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_areaAngular_stiffness() const { return areaAngular_stiffness; }
void set_volume_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_volume_stiffness() const { return volume_stiffness; }
void set_simulation_precision(int p_val);
_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
void set_pressure_coefficient(real_t p_val);
_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
void set_pose_matching_coefficient(real_t p_val);
_FORCE_INLINE_ real_t get_pose_matching_coefficient() const { return pose_matching_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; }
private:
void reload_soft_body();
void create_soft_body();
void destroy_soft_body();
void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices);
void setup_soft_body();
void pin_node(int p_node_index);
void unpin_node(int p_node_index);
int search_node_pinned(int p_node_index) const;
};
#endif // SOFT_BODY_BULLET_H

View File

@ -36,6 +36,7 @@
#include "constraint_bullet.h"
#include "godot_collision_configuration.h"
#include "godot_collision_dispatcher.h"
#include "project_settings.h"
#include "rigid_body_bullet.h"
#include "servers/physics_server.h"
#include "soft_body_bullet.h"
@ -325,7 +326,7 @@ Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_
}
}
SpaceBullet::SpaceBullet(bool p_create_soft_world) :
SpaceBullet::SpaceBullet() :
broadphase(NULL),
dispatcher(NULL),
solver(NULL),
@ -338,7 +339,7 @@ SpaceBullet::SpaceBullet(bool p_create_soft_world) :
gravityMagnitude(10),
contactDebugCount(0) {
create_empty_world(p_create_soft_world);
create_empty_world(GLOBAL_DEF("physics/3d/active_soft_world", true));
direct_access = memnew(BulletPhysicsDirectSpaceState(this));
}
@ -355,6 +356,7 @@ void SpaceBullet::flush_queries() {
}
void SpaceBullet::step(real_t p_delta_time) {
delta_time = p_delta_time;
dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
}
@ -483,6 +485,7 @@ void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
if (is_using_soft_world()) {
if (p_body->get_bt_soft_body()) {
p_body->get_bt_soft_body()->m_worldInfo = get_soft_body_world_info();
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
}
} else {
@ -494,6 +497,7 @@ void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
if (is_using_soft_world()) {
if (p_body->get_bt_soft_body()) {
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
p_body->get_bt_soft_body()->m_worldInfo = NULL;
}
}
}

View File

@ -84,7 +84,7 @@ public:
};
class SpaceBullet : public RIDBullet {
private:
friend class AreaBullet;
friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
friend class BulletPhysicsDirectSpaceState;
@ -109,12 +109,14 @@ private:
Vector<Vector3> contactDebug;
int contactDebugCount;
real_t delta_time;
public:
SpaceBullet(bool p_create_soft_world);
SpaceBullet();
virtual ~SpaceBullet();
void flush_queries();
real_t get_delta_time() { return delta_time; }
void step(real_t p_delta_time);
_FORCE_INLINE_ btBroadphaseInterface *get_broadphase() { return broadphase; }

View File

@ -39,6 +39,7 @@ class CollisionObject : public Spatial {
GDCLASS(CollisionObject, Spatial);
bool area;
RID rid;
struct ShapeData {

View File

@ -49,6 +49,7 @@ class CollisionShape : public Spatial {
void resource_changed(RES res);
bool disabled;
protected:
void _create_debug_shape();
void _update_in_shape_owner(bool p_xform_only = false);

View File

@ -36,6 +36,7 @@
#include "scene/resources/material.h"
#include "scene/scene_string_names.h"
#include "skeleton.h"
bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.

View File

@ -41,6 +41,7 @@ class MeshInstance : public GeometryInstance {
GDCLASS(MeshInstance, GeometryInstance);
protected:
Ref<Mesh> mesh;
NodePath skeleton_path;

View File

@ -122,23 +122,23 @@ bool PhysicsBody::get_collision_layer_bit(int p_bit) const {
void PhysicsBody::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = Object::cast_to<PhysicsBody>(p_node);
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
if (!collision_object) {
ERR_EXPLAIN("Collision exception only works between two CollisionObject");
}
ERR_FAIL_COND(!physics_body);
PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
ERR_FAIL_COND(!collision_object);
PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid());
}
void PhysicsBody::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = Object::cast_to<PhysicsBody>(p_node);
if (!physics_body) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
if (!collision_object) {
ERR_EXPLAIN("Collision exception only works between two CollisionObject");
}
ERR_FAIL_COND(!physics_body);
PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
ERR_FAIL_COND(!collision_object);
PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
void PhysicsBody::_set_layers(uint32_t p_mask) {

740
scene/3d/soft_body.cpp Normal file
View File

@ -0,0 +1,740 @@
/*************************************************************************/
/* soft_physics_body.cpp */
/* Author: AndreaCatania */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#include "soft_body.h"
#include "os/os.h"
#include "scene/3d/collision_object.h"
#include "scene/3d/skeleton.h"
#include "servers/physics_server.h"
SoftBodyVisualServerHandler::SoftBodyVisualServerHandler() {}
void SoftBodyVisualServerHandler::prepare(RID p_mesh, int p_surface) {
clear();
ERR_FAIL_COND(!p_mesh.is_valid());
mesh = p_mesh;
surface = p_surface;
const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, surface);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, p_surface);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, p_surface);
uint32_t surface_offsets[VS::ARRAY_MAX];
buffer = VS::get_singleton()->mesh_surface_get_array(mesh, surface);
stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, surface_offsets);
offset_vertices = surface_offsets[VS::ARRAY_VERTEX];
offset_normal = surface_offsets[VS::ARRAY_NORMAL];
}
void SoftBodyVisualServerHandler::clear() {
if (mesh.is_valid()) {
buffer.resize(0);
}
mesh = RID();
}
void SoftBodyVisualServerHandler::open() {
write_buffer = buffer.write();
}
void SoftBodyVisualServerHandler::close() {
write_buffer = PoolVector<uint8_t>::Write();
}
void SoftBodyVisualServerHandler::commit_changes() {
VS::get_singleton()->mesh_surface_update_region(mesh, surface, 0, buffer);
}
void SoftBodyVisualServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
copymem(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
}
void SoftBodyVisualServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
copymem(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
}
void SoftBodyVisualServerHandler::set_aabb(const AABB &p_aabb) {
VS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
}
SoftBody::PinnedPoint::PinnedPoint() :
point_index(-1),
spatial_attachment(NULL) {
}
SoftBody::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
point_index = obj_tocopy.point_index;
spatial_attachment_path = obj_tocopy.spatial_attachment_path;
spatial_attachment = obj_tocopy.spatial_attachment;
vertex_offset_transform = obj_tocopy.vertex_offset_transform;
}
void SoftBody::_update_pickable() {
if (!is_inside_tree())
return;
bool pickable = ray_pickable && is_inside_tree() && is_visible_in_tree();
PhysicsServer::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
}
bool SoftBody::_set(const StringName &p_name, const Variant &p_value) {
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;
}
bool SoftBody::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
String which = name.get_slicec('/', 0);
if ("pinned_points" == which) {
Array arr_ret;
const int pinned_points_indices_size = pinned_points_indices.size();
PoolVector<PinnedPoint>::Read r = pinned_points_indices.read();
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;
}
void SoftBody::_get_property_list(List<PropertyInfo> *p_list) const {
const int pinned_points_indices_size = pinned_points_indices.size();
p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "pinned_points"));
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"));
}
}
bool SoftBody::_set_property_pinned_points_indices(const Array &p_indices) {
const int p_indices_size = p_indices.size();
{ // Remove the pined points on physics server that will be removed by resize
PoolVector<PinnedPoint>::Read r = pinned_points_indices.read();
if (p_indices_size < pinned_points_indices.size()) {
for (int i = pinned_points_indices.size() - 1; i >= p_indices_size; --i) {
pin_point(r[i].point_index, false);
}
}
}
pinned_points_indices.resize(p_indices_size);
PoolVector<PinnedPoint>::Write w = pinned_points_indices.write();
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;
}
bool SoftBody::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
if (pinned_points_indices.size() <= p_item) {
return false;
}
if ("spatial_attachment_path" == p_what) {
PoolVector<PinnedPoint>::Write w = pinned_points_indices.write();
pin_point(w[p_item].point_index, true, p_value);
} else {
return false;
}
return true;
}
bool SoftBody::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
if (pinned_points_indices.size() <= p_item) {
return false;
}
PoolVector<PinnedPoint>::Read r = pinned_points_indices.read();
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;
} else {
return false;
}
return true;
}
void SoftBody::_changed_callback(Object *p_changed, const char *p_prop) {
#ifdef TOOLS_ENABLED
if (p_changed == this) {
update_configuration_warning();
}
#endif
}
void SoftBody::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (Engine::get_singleton()->is_editor_hint())
add_change_receptor(this);
RID space = get_world()->get_space();
PhysicsServer::get_singleton()->soft_body_set_space(physics_rid, space);
PhysicsServer::get_singleton()->soft_body_set_transform(physics_rid, get_global_transform());
update_physics_server();
} break;
case NOTIFICATION_READY: {
if (!parent_collision_ignore.is_empty())
add_collision_exception_with(get_node(parent_collision_ignore));
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!simulation_started) {
PhysicsServer::get_singleton()->soft_body_set_transform(physics_rid, get_global_transform());
_update_cache_pin_points_datas();
// Submit bone attachment
const int pinned_points_indices_size = pinned_points_indices.size();
PoolVector<PinnedPoint>::Read r = pinned_points_indices.read();
for (int i = 0; i < pinned_points_indices_size; ++i) {
if (!r[i].spatial_attachment) {
// Use soft body position to update the point position
PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, (get_global_transform() * r[i].vertex_offset_transform).origin);
} else {
PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, (r[i].spatial_attachment->get_global_transform() * r[i].vertex_offset_transform).origin);
}
}
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_pickable();
} break;
case NOTIFICATION_EXIT_WORLD: {
PhysicsServer::get_singleton()->soft_body_set_space(physics_rid, RID());
} break;
}
#ifdef TOOLS_ENABLED
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warning();
}
}
#endif
}
void SoftBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("_draw_soft_mesh"), &SoftBody::_draw_soft_mesh);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &SoftBody::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &SoftBody::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &SoftBody::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &SoftBody::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody::set_parent_collision_ignore);
ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody::get_parent_collision_ignore);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody::remove_collision_exception_with);
ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody::set_simulation_precision);
ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody::get_simulation_precision);
ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody::set_total_mass);
ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody::get_total_mass);
ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody::set_linear_stiffness);
ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody::get_linear_stiffness);
ClassDB::bind_method(D_METHOD("set_areaAngular_stiffness", "areaAngular_stiffness"), &SoftBody::set_areaAngular_stiffness);
ClassDB::bind_method(D_METHOD("get_areaAngular_stiffness"), &SoftBody::get_areaAngular_stiffness);
ClassDB::bind_method(D_METHOD("set_volume_stiffness", "volume_stiffness"), &SoftBody::set_volume_stiffness);
ClassDB::bind_method(D_METHOD("get_volume_stiffness"), &SoftBody::get_volume_stiffness);
ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody::set_pressure_coefficient);
ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody::get_pressure_coefficient);
ClassDB::bind_method(D_METHOD("set_pose_matching_coefficient", "pose_matching_coefficient"), &SoftBody::set_pose_matching_coefficient);
ClassDB::bind_method(D_METHOD("get_pose_matching_coefficient"), &SoftBody::get_pose_matching_coefficient);
ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody::set_damping_coefficient);
ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody::get_damping_coefficient);
ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody::set_drag_coefficient);
ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody::get_drag_coefficient);
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody::set_ray_pickable);
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody::is_ray_pickable);
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");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "areaAngular_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_areaAngular_stiffness", "get_areaAngular_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "volume_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_volume_stiffness", "get_volume_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient");
}
String SoftBody::get_configuration_warning() const {
String warning = MeshInstance::get_configuration_warning();
if (get_mesh().is_null()) {
if (!warning.empty())
warning += "\n\n";
warning += TTR("This body will be ignored until you set a mesh");
}
Transform t = get_transform();
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(0).length() - 1.0) > 0.05)) {
if (!warning.empty())
warning += "\n\n";
warning += TTR("Size changes to SoftBody will be overriden by the physics engine when running.\nChange the size in children collision shapes instead.");
}
return warning;
}
void SoftBody::_draw_soft_mesh() {
if (get_mesh().is_null())
return;
if (!visual_server_handler.is_ready()) {
visual_server_handler.prepare(get_mesh()->get_rid(), 0);
/// 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());
}
visual_server_handler.open();
PhysicsServer::get_singleton()->soft_body_update_visual_server(physics_rid, &visual_server_handler);
visual_server_handler.close();
visual_server_handler.commit_changes();
}
void SoftBody::update_physics_server() {
if (Engine::get_singleton()->is_editor_hint())
return;
if (get_mesh().is_valid()) {
become_mesh_owner();
PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
VS::get_singleton()->connect("frame_pre_draw", this, "_draw_soft_mesh");
} else {
PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, NULL);
VS::get_singleton()->disconnect("frame_pre_draw", this, "_draw_soft_mesh");
}
}
void SoftBody::become_mesh_owner() {
if (mesh.is_null())
return;
if (!mesh_owner) {
mesh_owner = true;
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);
uint32_t surface_format = mesh->surface_get_format(0);
surface_format &= ~(Mesh::ARRAY_COMPRESS_VERTEX | Mesh::ARRAY_COMPRESS_NORMAL);
surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
Ref<ArrayMesh> soft_mesh;
soft_mesh.instance();
soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_format);
set_mesh(soft_mesh);
Vector<Ref<Material> > copy_materials;
copy_materials.append_array(materials);
for (int i = copy_materials.size() - 1; 0 <= i; --i) {
set_surface_material(i, copy_materials[i]);
}
}
}
void SoftBody::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
}
uint32_t SoftBody::get_collision_mask() const {
return collision_mask;
}
void SoftBody::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
}
uint32_t SoftBody::get_collision_layer() const {
return collision_layer;
}
void SoftBody::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool SoftBody::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
void SoftBody::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t layer = get_collision_layer();
if (p_value)
layer |= 1 << p_bit;
else
layer &= ~(1 << p_bit);
set_collision_layer(layer);
}
bool SoftBody::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
void SoftBody::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
parent_collision_ignore = p_parent_collision_ignore;
}
const NodePath &SoftBody::get_parent_collision_ignore() const {
return parent_collision_ignore;
}
void SoftBody::set_pinned_points_indices(PoolVector<SoftBody::PinnedPoint> p_pinned_points_indices) {
pinned_points_indices = p_pinned_points_indices;
PoolVector<PinnedPoint>::Read w = pinned_points_indices.read();
for (int i = pinned_points_indices.size() - 1; 0 <= i; --i) {
pin_point(p_pinned_points_indices[i].point_index, true);
}
}
PoolVector<SoftBody::PinnedPoint> SoftBody::get_pinned_points_indices() {
return pinned_points_indices;
}
void SoftBody::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
if (!collision_object) {
ERR_EXPLAIN("Collision exception only works between two CollisionObject");
}
ERR_FAIL_COND(!collision_object);
PhysicsServer::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
}
void SoftBody::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
if (!collision_object) {
ERR_EXPLAIN("Collision exception only works between two CollisionObject");
}
ERR_FAIL_COND(!collision_object);
PhysicsServer::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
}
int SoftBody::get_simulation_precision() {
return PhysicsServer::get_singleton()->soft_body_get_simulation_precision(physics_rid);
}
void SoftBody::set_simulation_precision(int p_simulation_precision) {
PhysicsServer::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
}
real_t SoftBody::get_total_mass() {
return PhysicsServer::get_singleton()->soft_body_get_total_mass(physics_rid);
}
void SoftBody::set_total_mass(real_t p_total_mass) {
PhysicsServer::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
}
void SoftBody::set_linear_stiffness(real_t p_linear_stiffness) {
PhysicsServer::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
}
real_t SoftBody::get_linear_stiffness() {
return PhysicsServer::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
}
void SoftBody::set_areaAngular_stiffness(real_t p_areaAngular_stiffness) {
PhysicsServer::get_singleton()->soft_body_set_areaAngular_stiffness(physics_rid, p_areaAngular_stiffness);
}
real_t SoftBody::get_areaAngular_stiffness() {
return PhysicsServer::get_singleton()->soft_body_get_areaAngular_stiffness(physics_rid);
}
void SoftBody::set_volume_stiffness(real_t p_volume_stiffness) {
PhysicsServer::get_singleton()->soft_body_set_volume_stiffness(physics_rid, p_volume_stiffness);
}
real_t SoftBody::get_volume_stiffness() {
return PhysicsServer::get_singleton()->soft_body_get_volume_stiffness(physics_rid);
}
real_t SoftBody::get_pressure_coefficient() {
return PhysicsServer::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
}
void SoftBody::set_pose_matching_coefficient(real_t p_pose_matching_coefficient) {
PhysicsServer::get_singleton()->soft_body_set_pose_matching_coefficient(physics_rid, p_pose_matching_coefficient);
}
real_t SoftBody::get_pose_matching_coefficient() {
return PhysicsServer::get_singleton()->soft_body_get_pose_matching_coefficient(physics_rid);
}
void SoftBody::set_pressure_coefficient(real_t p_pressure_coefficient) {
PhysicsServer::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
}
real_t SoftBody::get_damping_coefficient() {
return PhysicsServer::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
}
void SoftBody::set_damping_coefficient(real_t p_damping_coefficient) {
PhysicsServer::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
}
real_t SoftBody::get_drag_coefficient() {
return PhysicsServer::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
}
void SoftBody::set_drag_coefficient(real_t p_drag_coefficient) {
PhysicsServer::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
}
Vector3 SoftBody::get_point_transform(int p_point_index) {
return PhysicsServer::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
void SoftBody::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
void SoftBody::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
_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);
}
}
bool SoftBody::is_point_pinned(int p_point_index) const {
return -1 != _has_pinned_point(p_point_index);
}
void SoftBody::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
_update_pickable();
}
bool SoftBody::is_ray_pickable() const {
return ray_pickable;
}
SoftBody::SoftBody() :
MeshInstance(),
physics_rid(PhysicsServer::get_singleton()->soft_body_create()),
mesh_owner(false),
collision_mask(1),
collision_layer(1),
simulation_started(false),
pinned_points_cache_dirty(true) {
PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
SoftBody::~SoftBody() {
}
void SoftBody::reset_softbody_pin() {
PhysicsServer::get_singleton()->soft_body_remove_all_pinned_points(physics_rid);
PoolVector<PinnedPoint>::Read pps = pinned_points_indices.read();
for (int i = pinned_points_indices.size() - 1; 0 < i; --i) {
PhysicsServer::get_singleton()->soft_body_pin_point(physics_rid, pps[i].point_index, true);
}
}
void SoftBody::_update_cache_pin_points_datas() {
if (pinned_points_cache_dirty) {
pinned_points_cache_dirty = false;
PoolVector<PinnedPoint>::Write w = pinned_points_indices.write();
for (int i = pinned_points_indices.size() - 1; 0 <= i; --i) {
if (!w[i].spatial_attachment_path.is_empty()) {
w[i].spatial_attachment = Object::cast_to<Spatial>(get_node(w[i].spatial_attachment_path));
if (w[i].spatial_attachment) {
Transform point_global_transform(get_global_transform());
point_global_transform.translate(PhysicsServer::get_singleton()->soft_body_get_point_offset(physics_rid, w[i].point_index));
// Local transform relative to spatial attachment node
w[i].vertex_offset_transform = w[i].spatial_attachment->get_global_transform().affine_inverse() * point_global_transform;
continue;
} else {
ERR_PRINTS("The node with path: " + String(w[i].spatial_attachment_path) + " was not found or is not a spatial node.");
}
}
// Local transform relative to Soft body
w[i].vertex_offset_transform.origin = PhysicsServer::get_singleton()->soft_body_get_point_offset(physics_rid, w[i].point_index);
w[i].vertex_offset_transform.basis = Basis();
}
}
}
void SoftBody::_pin_point_on_physics_server(int p_point_index, bool pin) {
PhysicsServer::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
}
void SoftBody::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
SoftBody::PinnedPoint *pinned_point;
if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
// Create new
PinnedPoint pp;
pp.point_index = p_point_index;
pp.spatial_attachment_path = p_spatial_attachment_path;
pinned_points_indices.push_back(pp);
} else {
// Update
pinned_point->point_index = p_point_index;
pinned_point->spatial_attachment_path = p_spatial_attachment_path;
}
}
void SoftBody::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
pinned_points_indices.remove(id);
}
}
int SoftBody::_get_pinned_point(int p_point_index, SoftBody::PinnedPoint *&r_point) const {
const int id = _has_pinned_point(p_point_index);
if (-1 == id) {
r_point = NULL;
return -1;
} else {
r_point = const_cast<SoftBody::PinnedPoint *>(&pinned_points_indices.read()[id]);
return id;
}
}
int SoftBody::_has_pinned_point(int p_point_index) const {
PoolVector<PinnedPoint>::Read r = pinned_points_indices.read();
for (int i = pinned_points_indices.size() - 1; 0 <= i; --i) {
if (p_point_index == r[i].point_index) {
return i;
}
}
return -1;
}

197
scene/3d/soft_body.h Normal file
View File

@ -0,0 +1,197 @@
/*************************************************************************/
/* soft_physics_body.h */
/* Author: AndreaCatania */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_PHYSICS_BODY_H
#define SOFT_PHYSICS_BODY_H
#include "scene/3d/mesh_instance.h"
class SoftBody;
class SoftBodyVisualServerHandler {
friend class SoftBody;
RID mesh;
int surface;
PoolVector<uint8_t> buffer;
uint32_t stride;
uint32_t offset_vertices;
uint32_t offset_normal;
PoolVector<uint8_t>::Write write_buffer;
private:
SoftBodyVisualServerHandler();
bool is_ready() { return mesh.is_valid(); }
void prepare(RID p_mesh_rid, int p_surface);
void clear();
void open();
void close();
void commit_changes();
public:
void set_vertex(int p_vertex_id, const void *p_vector3);
void set_normal(int p_vertex_id, const void *p_vector3);
void set_aabb(const AABB &p_aabb);
};
class SoftBody : public MeshInstance {
GDCLASS(SoftBody, MeshInstance);
public:
struct PinnedPoint {
int point_index;
NodePath spatial_attachment_path;
Spatial *spatial_attachment; // Cache
/// This is the offset from the soft body to point or attachment to point
/// Depend if the spatial_attachment_node is NULL or not
Transform vertex_offset_transform; // Cache
PinnedPoint();
PinnedPoint(const PinnedPoint &obj_tocopy);
};
private:
SoftBodyVisualServerHandler visual_server_handler;
RID physics_rid;
bool mesh_owner;
uint32_t collision_mask;
uint32_t collision_layer;
NodePath parent_collision_ignore;
PoolVector<PinnedPoint> pinned_points_indices;
bool simulation_started;
bool pinned_points_cache_dirty;
Ref<ArrayMesh> debug_mesh_cache;
class MeshInstance *debug_mesh;
bool capture_input_on_drag;
bool ray_pickable;
void _update_pickable();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
bool _set_property_pinned_points_indices(const Array &p_indices);
bool _set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value);
bool _get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const;
virtual void _changed_callback(Object *p_changed, const char *p_prop);
void _notification(int p_what);
static void _bind_methods();
virtual String get_configuration_warning() const;
protected:
void _draw_soft_mesh();
public:
void update_physics_server();
void become_mesh_owner();
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
const NodePath &get_parent_collision_ignore() const;
void set_pinned_points_indices(PoolVector<PinnedPoint> p_pinned_points_indices);
PoolVector<PinnedPoint> get_pinned_points_indices();
void set_simulation_precision(int p_simulation_precision);
int get_simulation_precision();
void set_total_mass(real_t p_total_mass);
real_t get_total_mass();
void set_linear_stiffness(real_t p_linear_stiffness);
real_t get_linear_stiffness();
void set_areaAngular_stiffness(real_t p_areaAngular_stiffness);
real_t get_areaAngular_stiffness();
void set_volume_stiffness(real_t p_volume_stiffness);
real_t get_volume_stiffness();
void set_pressure_coefficient(real_t p_pressure_coefficient);
real_t get_pressure_coefficient();
void set_pose_matching_coefficient(real_t p_pose_matching_coefficient);
real_t get_pose_matching_coefficient();
void set_damping_coefficient(real_t p_damping_coefficient);
real_t get_damping_coefficient();
void set_drag_coefficient(real_t p_drag_coefficient);
real_t get_drag_coefficient();
void add_collision_exception_with(Node *p_node);
void remove_collision_exception_with(Node *p_node);
Vector3 get_point_transform(int p_point_index);
void pin_point_toggle(int p_point_index);
void pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath());
bool is_point_pinned(int p_point_index) const;
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
SoftBody();
~SoftBody();
private:
void reset_softbody_pin();
void _update_cache_pin_points_datas();
void _pin_point_on_physics_server(int p_point_index, bool pin);
void _add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path);
void _remove_pinned_point(int p_point_index);
int _get_pinned_point(int p_point_index, PinnedPoint *&r_point) const;
int _has_pinned_point(int p_point_index) const;
};
#endif // SOFT_PHYSICS_BODY_H

View File

@ -199,6 +199,7 @@
#include "scene/3d/remote_transform.h"
#include "scene/3d/room_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/soft_body.h"
#include "scene/3d/sprite_3d.h"
#include "scene/3d/vehicle_body.h"
#include "scene/3d/visibility_notifier.h"
@ -428,6 +429,7 @@ void register_scene_types() {
ClassDB::register_class<KinematicCollision>();
ClassDB::register_class<KinematicBody>();
ClassDB::register_class<PhysicalBone>();
ClassDB::register_class<SoftBody>();
ClassDB::register_class<VehicleBody>();
ClassDB::register_class<VehicleWheel>();

View File

@ -40,7 +40,6 @@
void Mesh::_clear_triangle_mesh() const {
triangle_mesh.unref();
;
}
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
@ -110,6 +109,54 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
return triangle_mesh;
}
void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null())
return;
PoolVector<int> triangle_indices;
tm->get_indices(&triangle_indices);
const int triangles_num = tm->get_triangles().size();
PoolVector<Vector3> vertices = tm->get_vertices();
r_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
PoolVector<int>::Read ind_r = triangle_indices.read();
PoolVector<Vector3>::Read ver_r = vertices.read();
for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) {
// Triangle line 1
r_lines[j + 0] = ver_r[ind_r[x + 0]];
r_lines[j + 1] = ver_r[ind_r[x + 1]];
// Triangle line 2
r_lines[j + 2] = ver_r[ind_r[x + 1]];
r_lines[j + 3] = ver_r[ind_r[x + 2]];
// Triangle line 3
r_lines[j + 4] = ver_r[ind_r[x + 2]];
r_lines[j + 5] = ver_r[ind_r[x + 0]];
}
}
void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null())
return;
PoolVector<Vector3> vertices = tm->get_vertices();
int vertices_size = vertices.size();
r_points.resize(vertices_size);
for (int i = 0; i < vertices_size; ++i) {
r_points[i] = vertices[i];
}
}
bool Mesh::surface_is_softbody_friendly(int p_idx) const {
const uint32_t surface_format = surface_get_format(p_idx);
return (surface_format & Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE && (!(surface_format & Mesh::ARRAY_COMPRESS_VERTEX)) && (!(surface_format & Mesh::ARRAY_COMPRESS_NORMAL)));
}
PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
@ -484,6 +531,10 @@ void Mesh::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
void Mesh::clear_cache() {
_clear_triangle_mesh();
}
Mesh::Mesh() {
}

View File

@ -123,6 +123,7 @@ public:
virtual int get_surface_count() const = 0;
virtual int surface_get_array_len(int p_idx) const = 0;
virtual int surface_get_array_index_len(int p_idx) const = 0;
virtual bool surface_is_softbody_friendly(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const = 0;
virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0;
virtual uint32_t surface_get_format(int p_idx) const = 0;
@ -133,6 +134,8 @@ public:
PoolVector<Face3> get_faces() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
void generate_debug_mesh_indices(Vector<Vector3> &r_points);
Ref<Shape> create_trimesh_shape() const;
Ref<Shape> create_convex_shape() const;
@ -143,6 +146,7 @@ public:
void set_lightmap_size_hint(const Vector2 &p_size);
Size2 get_lightmap_size_hint() const;
void clear_cache();
Mesh();
};

View File

@ -421,6 +421,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing, uint32_t p_
Array a = commit_to_arrays();
mesh->add_surface_from_arrays(primitive, a, Array(), p_flags);
if (material.is_valid())
mesh->surface_set_material(surface, material);

View File

@ -234,6 +234,72 @@ public:
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
/* SOFT BODY */
virtual RID soft_body_create(bool p_init_sleeping = false) { return RID(); }
virtual void soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler) {}
virtual void soft_body_set_space(RID p_body, RID p_space) {}
virtual RID soft_body_get_space(RID p_body) const { return RID(); }
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {}
virtual uint32_t soft_body_get_collision_layer(RID p_body) const { return 0; }
virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {}
virtual uint32_t soft_body_get_collision_mask(RID p_body) const { return 0; }
virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) {}
virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) {}
virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {}
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {}
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const { return Variant(); }
virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) {}
virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const { return Vector3(); }
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) {}
virtual bool soft_body_is_ray_pickable(RID p_body) const { return false; }
virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {}
virtual int soft_body_get_simulation_precision(RID p_body) { return 0; }
virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) {}
virtual real_t soft_body_get_total_mass(RID p_body) { return 0.; }
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {}
virtual real_t soft_body_get_linear_stiffness(RID p_body) { return 0.; }
virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) {}
virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) { return 0.; }
virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) {}
virtual real_t soft_body_get_volume_stiffness(RID p_body) { return 0.; }
virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {}
virtual real_t soft_body_get_pressure_coefficient(RID p_body) { return 0.; }
virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) {}
virtual real_t soft_body_get_pose_matching_coefficient(RID p_body) { return 0.; }
virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {}
virtual real_t soft_body_get_damping_coefficient(RID p_body) { return 0.; }
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {}
virtual real_t soft_body_get_drag_coefficient(RID p_body) { return 0.; }
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) {}
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {}
virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) { return Vector3(); }
virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const { return Vector3(); }
virtual void soft_body_remove_all_pinned_points(RID p_body) {}
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {}
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) { return 0; }
/* JOINT API */
virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);

View File

@ -490,6 +490,72 @@ public:
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL) = 0;
/* SOFT BODY */
virtual RID soft_body_create(bool p_init_sleeping = false) = 0;
virtual void soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler) = 0;
virtual void soft_body_set_space(RID p_body, RID p_space) = 0;
virtual RID soft_body_get_space(RID p_body) const = 0;
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) = 0;
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
virtual uint32_t soft_body_get_collision_layer(RID p_body) const = 0;
virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
virtual uint32_t soft_body_get_collision_mask(RID p_body) const = 0;
virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const = 0;
virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) = 0;
virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const = 0;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;
virtual bool soft_body_is_ray_pickable(RID p_body) const = 0;
virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
virtual int soft_body_get_simulation_precision(RID p_body) = 0;
virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
virtual real_t soft_body_get_total_mass(RID p_body) = 0;
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
virtual real_t soft_body_get_linear_stiffness(RID p_body) = 0;
virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) = 0;
virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) = 0;
virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) = 0;
virtual real_t soft_body_get_volume_stiffness(RID p_body) = 0;
virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
virtual real_t soft_body_get_pressure_coefficient(RID p_body) = 0;
virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) = 0;
virtual real_t soft_body_get_pose_matching_coefficient(RID p_body) = 0;
virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
virtual real_t soft_body_get_damping_coefficient(RID p_body) = 0;
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
virtual real_t soft_body_get_drag_coefficient(RID p_body) = 0;
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) = 0;
virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const = 0;
virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) = 0;
/* JOINT API */
enum JointType {

View File

@ -252,8 +252,6 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual uint32_t mesh_surface_get_stride_in_array(RID p_mesh, int p_surface, int p_array_index) const = 0;
virtual uint32_t mesh_surface_get_offset_in_array(RID p_mesh, int p_surface, int p_array_index) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;

View File

@ -97,7 +97,6 @@ public:
#define DISPLAY_CHANGED \
changes++;
#endif
// print_line(String("CHANGED: ") + __FUNCTION__);
#define BIND0R(m_r, m_name) \
m_r m_name() { return BINDBASE->m_name(); }
@ -219,8 +218,6 @@ public:
BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
BIND3RC(uint32_t, mesh_surface_get_stride_in_array, RID, int, int)
BIND3RC(uint32_t, mesh_surface_get_offset_in_array, RID, int, int)
BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
BIND3(mesh_surface_set_material, RID, int, RID)

View File

@ -152,8 +152,6 @@ public:
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
FUNC3RC(uint32_t, mesh_surface_get_stride_in_array, RID, int, int)
FUNC3RC(uint32_t, mesh_surface_get_offset_in_array, RID, int, int)
FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
FUNC3(mesh_surface_set_material, RID, int, RID)

View File

@ -795,6 +795,140 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
return OK;
}
uint32_t VisualServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
uint32_t offsets[ARRAY_MAX];
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
return offsets[p_array_index];
}
uint32_t VisualServer::mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const {
uint32_t offsets[ARRAY_MAX];
return mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
}
uint32_t VisualServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const {
int total_elem_size = 0;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
r_offsets[i] = 0; //reset
if (!(p_format & (1 << i))) // no array
continue;
int elem_size = 0;
switch (i) {
case VS::ARRAY_VERTEX: {
if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
elem_size = 2;
} else {
elem_size = 3;
}
if (p_format & ARRAY_COMPRESS_VERTEX) {
elem_size *= sizeof(int16_t);
} else {
elem_size *= sizeof(float);
}
if (elem_size == 6) {
elem_size = 8;
}
} break;
case VS::ARRAY_NORMAL: {
if (p_format & ARRAY_COMPRESS_NORMAL) {
elem_size = sizeof(uint32_t);
} else {
elem_size = sizeof(float) * 3;
}
} break;
case VS::ARRAY_TANGENT: {
if (p_format & ARRAY_COMPRESS_TANGENT) {
elem_size = sizeof(uint32_t);
} else {
elem_size = sizeof(float) * 4;
}
} break;
case VS::ARRAY_COLOR: {
if (p_format & ARRAY_COMPRESS_COLOR) {
elem_size = sizeof(uint32_t);
} else {
elem_size = sizeof(float) * 4;
}
} break;
case VS::ARRAY_TEX_UV: {
if (p_format & ARRAY_COMPRESS_TEX_UV) {
elem_size = sizeof(uint32_t);
} else {
elem_size = sizeof(float) * 2;
}
} break;
case VS::ARRAY_TEX_UV2: {
if (p_format & ARRAY_COMPRESS_TEX_UV2) {
elem_size = sizeof(uint32_t);
} else {
elem_size = sizeof(float) * 2;
}
} break;
case VS::ARRAY_WEIGHTS: {
if (p_format & ARRAY_COMPRESS_WEIGHTS) {
elem_size = sizeof(uint16_t) * 4;
} else {
elem_size = sizeof(float) * 4;
}
} break;
case VS::ARRAY_BONES: {
if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
elem_size = sizeof(uint16_t) * 4;
} else {
elem_size = sizeof(uint32_t);
}
} break;
case VS::ARRAY_INDEX: {
if (p_index_len <= 0) {
ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
break;
}
/* determine whether using 16 or 32 bits indices */
if (p_vertex_len >= (1 << 16)) {
elem_size = 4;
} else {
elem_size = 2;
}
r_offsets[i] = elem_size;
continue;
} break;
default: {
ERR_FAIL_V(0);
}
}
r_offsets[i] = total_elem_size;
total_elem_size += elem_size;
}
return total_elem_size;
}
void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) {
ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
@ -1564,13 +1698,13 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);
ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &VisualServer::mesh_surface_get_format_offset);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len"), &VisualServer::mesh_surface_get_format_stride);
ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primtive", "arrays", "blend_shapes", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_count", "mesh", "amount"), &VisualServer::mesh_set_blend_shape_count);
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &VisualServer::mesh_get_blend_shape_count);
ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &VisualServer::mesh_set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &VisualServer::mesh_get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_surface_get_stride_in_array", "mesh", "surface", "array_index"), &VisualServer::mesh_surface_get_stride_in_array);
ClassDB::bind_method(D_METHOD("mesh_surface_get_offset_in_array", "mesh", "surface", "array_index"), &VisualServer::mesh_surface_get_offset_in_array);
ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &VisualServer::mesh_surface_update_region);
ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &VisualServer::mesh_surface_set_material);
ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &VisualServer::mesh_surface_get_material);

View File

@ -251,6 +251,10 @@ public:
virtual RID mesh_create() = 0;
virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const;
virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const;
/// Returns stride
virtual uint32_t mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const;
virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0;
@ -265,8 +269,6 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual uint32_t mesh_surface_get_stride_in_array(RID p_mesh, int p_surface, int p_array_index) const = 0;
virtual uint32_t mesh_surface_get_offset_in_array(RID p_mesh, int p_surface, int p_array_index) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;