Remove scene code in physics servers

Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
This commit is contained in:
PouleyKetchoupp 2021-10-01 08:42:47 -07:00
parent 77721b35ba
commit b8eeb34b4e
11 changed files with 43 additions and 37 deletions

View File

@ -903,7 +903,7 @@ RID BulletPhysicsServer3D::soft_body_get_space(RID p_body) const {
return space->get_self();
}
void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
SoftBodyBullet *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);

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@ -265,7 +265,7 @@ public:
virtual void soft_body_set_space(RID p_body, RID p_space) override;
virtual RID soft_body_get_space(RID p_body) const override;
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
virtual AABB soft_body_get_bounds(RID p_body) const override;

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@ -32,9 +32,10 @@
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "scene/3d/soft_body_3d.h"
#include "space_bullet.h"
#include "servers/rendering_server.h"
SoftBodyBullet::SoftBodyBullet() :
CollisionObjectBullet(CollisionObjectBullet::TYPE_SOFT_BODY) {}
@ -105,24 +106,26 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
p_rendering_server_handler->set_aabb(aabb);
}
void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
if (p_mesh.is_null()) {
soft_mesh.unref();
} else {
soft_mesh = p_mesh;
}
void SoftBodyBullet::set_soft_mesh(RID p_mesh) {
destroy_soft_body();
soft_mesh = p_mesh;
if (soft_mesh.is_null()) {
destroy_soft_body();
return;
}
Array arrays = soft_mesh->surface_get_arrays(0);
ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
bool success = set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
if (!success) {
destroy_soft_body();
}
}
void SoftBodyBullet::destroy_soft_body() {
soft_mesh = RID();
if (!bt_soft_body) {
return;
}
@ -289,9 +292,9 @@ void SoftBodyBullet::set_drag_coefficient(real_t p_val) {
}
}
void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
/// Assert the current soft body is destroyed
destroy_soft_body();
bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
/// Parse visual server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to visual server
@ -363,6 +366,8 @@ void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
bt_soft_body = btSoftBodyHelpers::CreateFromTriMesh(fake_world_info, &bt_vertices[0], &bt_triangles[0], triangles_size, false);
setup_soft_body();
}
return true;
}
void SoftBodyBullet::setup_soft_body() {

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@ -32,7 +32,6 @@
#define SOFT_BODY_BULLET_H
#include "collision_object_bullet.h"
#include "scene/resources/material.h" // TODO remove this please
#ifdef None
/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
@ -42,7 +41,6 @@
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "collision_object_bullet.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server_3d.h"
#ifdef x11_None
@ -64,7 +62,7 @@ private:
btSoftBody::Material *mat0 = nullptr; // This is just a copy of pointer managed by btSoftBody
bool isScratched = false;
Ref<Mesh> soft_mesh;
RID soft_mesh;
int simulation_precision = 5;
real_t total_mass = 1.;
@ -100,7 +98,7 @@ public:
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
void set_soft_mesh(const Ref<Mesh> &p_mesh);
void set_soft_mesh(RID p_mesh);
void destroy_soft_body();
// Special function. This function has bad performance
@ -139,7 +137,7 @@ public:
_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
private:
void set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
bool set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
void setup_soft_body();
void pin_node(int p_node_index);

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@ -433,9 +433,9 @@ void SoftDynamicBody3D::prepare_physics_server() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (get_mesh().is_valid()) {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
}
return;
@ -444,10 +444,10 @@ void SoftDynamicBody3D::prepare_physics_server() {
if (get_mesh().is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
become_mesh_owner();
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, nullptr);
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
}

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@ -1098,7 +1098,7 @@ real_t PhysicsServer3DSW::soft_body_get_drag_coefficient(RID p_body) const {
return soft_body->get_drag_coefficient();
}
void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, RID p_mesh) {
SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_COND(!soft_body);

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@ -291,7 +291,7 @@ public:
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override;
virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
virtual AABB soft_body_get_bounds(RID p_body) const override;

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@ -308,7 +308,7 @@ public:
FUNC2(soft_body_set_drag_coefficient, RID, real_t);
FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
FUNC2(soft_body_set_mesh, RID, const REF &);
FUNC2(soft_body_set_mesh, RID, RID);
FUNC1RC(AABB, soft_body_get_bounds, RID);

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@ -33,6 +33,7 @@
#include "core/math/geometry_3d.h"
#include "core/templates/map.h"
#include "servers/rendering_server.h"
// Based on Bullet soft body.
@ -127,7 +128,7 @@ void SoftBody3DSW::set_space(Space3DSW *p_space) {
}
}
void SoftBody3DSW::set_mesh(const Ref<Mesh> &p_mesh) {
void SoftBody3DSW::set_mesh(RID p_mesh) {
destroy();
soft_mesh = p_mesh;
@ -136,13 +137,11 @@ void SoftBody3DSW::set_mesh(const Ref<Mesh> &p_mesh) {
return;
}
Array arrays = soft_mesh->surface_get_arrays(0);
ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
bool success = create_from_trimesh(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
if (!success) {
destroy();
soft_mesh = Ref<Mesh>();
}
}
@ -467,6 +466,9 @@ Vector3 SoftBody3DSW::get_face_normal(uint32_t p_face_index) const {
}
bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
uint32_t node_count = 0;
LocalVector<Vector3> vertices;
const int visual_vertex_count(p_vertices.size());
@ -1227,6 +1229,8 @@ void SoftBody3DSW::deinitialize_shape() {
}
void SoftBody3DSW::destroy() {
soft_mesh = RID();
map_visual_to_physics.clear();
node_tree.clear();

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@ -40,12 +40,11 @@
#include "core/templates/local_vector.h"
#include "core/templates/set.h"
#include "core/templates/vset.h"
#include "scene/resources/mesh.h"
class Constraint3DSW;
class SoftBody3DSW : public CollisionObject3DSW {
Ref<Mesh> soft_mesh;
RID soft_mesh;
struct Node {
Vector3 s; // Source position
@ -159,7 +158,7 @@ public:
virtual void set_space(Space3DSW *p_space);
void set_mesh(const Ref<Mesh> &p_mesh);
void set_mesh(RID p_mesh);
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);

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@ -520,7 +520,7 @@ public:
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_mesh(RID p_body, RID p_mesh) = 0;
virtual AABB soft_body_get_bounds(RID p_body) const = 0;