Remove scene code in physics servers
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
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@ -903,7 +903,7 @@ RID BulletPhysicsServer3D::soft_body_get_space(RID p_body) const {
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return space->get_self();
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}
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void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
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void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
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SoftBodyBullet *body = soft_body_owner.get_or_null(p_body);
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ERR_FAIL_COND(!body);
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@ -265,7 +265,7 @@ public:
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virtual void soft_body_set_space(RID p_body, RID p_space) override;
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virtual RID soft_body_get_space(RID p_body) const override;
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virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
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virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
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virtual AABB soft_body_get_bounds(RID p_body) const override;
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@ -32,9 +32,10 @@
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "scene/3d/soft_body_3d.h"
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#include "space_bullet.h"
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#include "servers/rendering_server.h"
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SoftBodyBullet::SoftBodyBullet() :
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CollisionObjectBullet(CollisionObjectBullet::TYPE_SOFT_BODY) {}
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@ -105,24 +106,26 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
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p_rendering_server_handler->set_aabb(aabb);
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}
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void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
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if (p_mesh.is_null()) {
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soft_mesh.unref();
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} else {
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soft_mesh = p_mesh;
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}
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void SoftBodyBullet::set_soft_mesh(RID p_mesh) {
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destroy_soft_body();
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soft_mesh = p_mesh;
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if (soft_mesh.is_null()) {
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destroy_soft_body();
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return;
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}
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Array arrays = soft_mesh->surface_get_arrays(0);
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ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
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set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
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Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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bool success = set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
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if (!success) {
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destroy_soft_body();
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}
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}
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void SoftBodyBullet::destroy_soft_body() {
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soft_mesh = RID();
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if (!bt_soft_body) {
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return;
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}
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@ -289,9 +292,9 @@ void SoftBodyBullet::set_drag_coefficient(real_t p_val) {
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}
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}
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void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
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/// Assert the current soft body is destroyed
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destroy_soft_body();
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bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
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ERR_FAIL_COND_V(p_indices.is_empty(), false);
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ERR_FAIL_COND_V(p_vertices.is_empty(), false);
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/// Parse visual server indices to physical indices.
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/// Merge all overlapping vertices and create a map of physical vertices to visual server
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@ -363,6 +366,8 @@ void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
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bt_soft_body = btSoftBodyHelpers::CreateFromTriMesh(fake_world_info, &bt_vertices[0], &bt_triangles[0], triangles_size, false);
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setup_soft_body();
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}
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return true;
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}
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void SoftBodyBullet::setup_soft_body() {
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@ -32,7 +32,6 @@
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#define SOFT_BODY_BULLET_H
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#include "collision_object_bullet.h"
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#include "scene/resources/material.h" // TODO remove this please
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#ifdef None
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/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
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@ -42,7 +41,6 @@
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "collision_object_bullet.h"
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#include "scene/resources/mesh.h"
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#include "servers/physics_server_3d.h"
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#ifdef x11_None
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@ -64,7 +62,7 @@ private:
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btSoftBody::Material *mat0 = nullptr; // This is just a copy of pointer managed by btSoftBody
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bool isScratched = false;
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Ref<Mesh> soft_mesh;
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RID soft_mesh;
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int simulation_precision = 5;
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real_t total_mass = 1.;
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@ -100,7 +98,7 @@ public:
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void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
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void set_soft_mesh(const Ref<Mesh> &p_mesh);
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void set_soft_mesh(RID p_mesh);
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void destroy_soft_body();
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// Special function. This function has bad performance
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@ -139,7 +137,7 @@ public:
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_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
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private:
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void set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
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bool set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
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void setup_soft_body();
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void pin_node(int p_node_index);
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@ -433,9 +433,9 @@ void SoftDynamicBody3D::prepare_physics_server() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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if (get_mesh().is_valid()) {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
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} else {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
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}
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return;
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@ -444,10 +444,10 @@ void SoftDynamicBody3D::prepare_physics_server() {
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if (get_mesh().is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
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become_mesh_owner();
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
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RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
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} else {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
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if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
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RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
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}
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@ -1098,7 +1098,7 @@ real_t PhysicsServer3DSW::soft_body_get_drag_coefficient(RID p_body) const {
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return soft_body->get_drag_coefficient();
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}
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void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
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void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, RID p_mesh) {
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SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
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ERR_FAIL_COND(!soft_body);
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@ -291,7 +291,7 @@ public:
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virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override;
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virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;
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virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
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virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
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virtual AABB soft_body_get_bounds(RID p_body) const override;
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@ -308,7 +308,7 @@ public:
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FUNC2(soft_body_set_drag_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
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FUNC2(soft_body_set_mesh, RID, const REF &);
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FUNC2(soft_body_set_mesh, RID, RID);
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FUNC1RC(AABB, soft_body_get_bounds, RID);
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@ -33,6 +33,7 @@
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#include "core/math/geometry_3d.h"
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#include "core/templates/map.h"
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#include "servers/rendering_server.h"
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// Based on Bullet soft body.
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@ -127,7 +128,7 @@ void SoftBody3DSW::set_space(Space3DSW *p_space) {
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}
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}
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void SoftBody3DSW::set_mesh(const Ref<Mesh> &p_mesh) {
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void SoftBody3DSW::set_mesh(RID p_mesh) {
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destroy();
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soft_mesh = p_mesh;
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@ -136,13 +137,11 @@ void SoftBody3DSW::set_mesh(const Ref<Mesh> &p_mesh) {
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return;
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}
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Array arrays = soft_mesh->surface_get_arrays(0);
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ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
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Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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bool success = create_from_trimesh(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
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bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
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if (!success) {
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destroy();
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soft_mesh = Ref<Mesh>();
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}
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}
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@ -467,6 +466,9 @@ Vector3 SoftBody3DSW::get_face_normal(uint32_t p_face_index) const {
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}
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bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
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ERR_FAIL_COND_V(p_indices.is_empty(), false);
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ERR_FAIL_COND_V(p_vertices.is_empty(), false);
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uint32_t node_count = 0;
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LocalVector<Vector3> vertices;
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const int visual_vertex_count(p_vertices.size());
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@ -1227,6 +1229,8 @@ void SoftBody3DSW::deinitialize_shape() {
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}
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void SoftBody3DSW::destroy() {
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soft_mesh = RID();
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map_visual_to_physics.clear();
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node_tree.clear();
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@ -40,12 +40,11 @@
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#include "core/templates/local_vector.h"
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#include "core/templates/set.h"
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#include "core/templates/vset.h"
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#include "scene/resources/mesh.h"
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class Constraint3DSW;
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class SoftBody3DSW : public CollisionObject3DSW {
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Ref<Mesh> soft_mesh;
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RID soft_mesh;
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struct Node {
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Vector3 s; // Source position
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@ -159,7 +158,7 @@ public:
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virtual void set_space(Space3DSW *p_space);
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void set_mesh(const Ref<Mesh> &p_mesh);
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void set_mesh(RID p_mesh);
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void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
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@ -520,7 +520,7 @@ public:
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virtual void soft_body_set_space(RID p_body, RID p_space) = 0;
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virtual RID soft_body_get_space(RID p_body) const = 0;
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virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) = 0;
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virtual void soft_body_set_mesh(RID p_body, RID p_mesh) = 0;
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virtual AABB soft_body_get_bounds(RID p_body) const = 0;
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