godot/scene/3d/soft_dynamic_body_3d.cpp

801 lines
30 KiB
C++

/*************************************************************************/
/* soft_dynamic_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_dynamic_body_3d.h"
#include "scene/3d/physics_body_3d.h"
SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
clear();
ERR_FAIL_COND(!p_mesh.is_valid());
mesh = p_mesh;
surface = p_surface;
RS::SurfaceData surface_data = RS::get_singleton()->mesh_get_surface(mesh, surface);
uint32_t surface_offsets[RS::ARRAY_MAX];
uint32_t vertex_stride;
uint32_t attrib_stride;
uint32_t skin_stride;
RS::get_singleton()->mesh_surface_make_offsets_from_format(surface_data.format, surface_data.vertex_count, surface_data.index_count, surface_offsets, vertex_stride, attrib_stride, skin_stride);
buffer = surface_data.vertex_data;
stride = vertex_stride;
offset_vertices = surface_offsets[RS::ARRAY_VERTEX];
offset_normal = surface_offsets[RS::ARRAY_NORMAL];
}
void SoftDynamicBodyRenderingServerHandler::clear() {
buffer.resize(0);
stride = 0;
offset_vertices = 0;
offset_normal = 0;
surface = 0;
mesh = RID();
}
void SoftDynamicBodyRenderingServerHandler::open() {
write_buffer = buffer.ptrw();
}
void SoftDynamicBodyRenderingServerHandler::close() {
write_buffer = nullptr;
}
void SoftDynamicBodyRenderingServerHandler::commit_changes() {
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
}
void SoftDynamicBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
memcpy(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
}
void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
memcpy(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
}
void SoftDynamicBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
}
SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
}
SoftDynamicBody3D::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;
offset = obj_tocopy.offset;
}
void SoftDynamicBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
point_index = obj.point_index;
spatial_attachment_path = obj.spatial_attachment_path;
spatial_attachment = obj.spatial_attachment;
offset = obj.offset;
}
void SoftDynamicBody3D::_update_pickable() {
if (!is_inside_tree()) {
return;
}
bool pickable = ray_pickable && is_visible_in_tree();
PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
}
bool SoftDynamicBody3D::_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 SoftDynamicBody3D::_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.size();
const PinnedPoint *r = pinned_points.ptr();
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 SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
const int pinned_points_indices_size = pinned_points.size();
p_list->push_back(PropertyInfo(Variant::PACKED_INT32_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"));
p_list->push_back(PropertyInfo(Variant::VECTOR3, "attachments/" + itos(i) + "/offset"));
}
}
bool SoftDynamicBody3D::_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
const PinnedPoint *r = pinned_points.ptr();
if (p_indices_size < pinned_points.size()) {
for (int i = pinned_points.size() - 1; i >= p_indices_size; --i) {
pin_point(r[i].point_index, false);
}
}
}
pinned_points.resize(p_indices_size);
PinnedPoint *w = pinned_points.ptrw();
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 SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
if (pinned_points.size() <= p_item) {
return false;
}
if ("spatial_attachment_path" == p_what) {
PinnedPoint *w = pinned_points.ptrw();
pin_point(w[p_item].point_index, true, p_value);
_make_cache_dirty();
} else if ("offset" == p_what) {
PinnedPoint *w = pinned_points.ptrw();
w[p_item].offset = p_value;
} else {
return false;
}
return true;
}
bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
if (pinned_points.size() <= p_item) {
return false;
}
const PinnedPoint *r = pinned_points.ptr();
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 if ("offset" == p_what) {
r_ret = r[p_item].offset;
} else {
return false;
}
return true;
}
void SoftDynamicBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (Engine::get_singleton()->is_editor_hint()) {
// I have no idea what this is supposed to do, it's really weird
// leaving for upcoming PK work on physics
//add_change_receptor(this);
}
RID space = get_world_3d()->get_space();
PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, space);
_prepare_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 (Engine::get_singleton()->is_editor_hint()) {
_reset_points_offsets();
return;
}
PhysicsServer3D::get_singleton()->soft_body_set_transform(physics_rid, get_global_transform());
set_notify_transform(false);
// Required to be top level with Transform at center of world in order to modify RenderingServer only to support custom Transform
set_as_top_level(true);
set_transform(Transform3D());
set_notify_transform(true);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_pickable();
} break;
case NOTIFICATION_EXIT_WORLD: {
PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, RID());
} break;
case NOTIFICATION_DISABLED: {
if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
_prepare_physics_server();
}
} break;
case NOTIFICATION_ENABLED: {
if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
_prepare_physics_server();
}
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warnings();
}
} break;
#endif
}
}
void SoftDynamicBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::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::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable");
ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,KeepActive"), "set_disable_mode", "get_disable_mode");
BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
}
TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (mesh.is_null()) {
warnings.push_back(RTR("This body will be ignored until you set a mesh."));
}
Transform3D t = get_transform();
if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) {
warnings.push_back(RTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
void SoftDynamicBody3D::_update_physics_server() {
if (!simulation_started) {
return;
}
_update_cache_pin_points_datas();
// Submit bone attachment
const int pinned_points_indices_size = pinned_points.size();
const PinnedPoint *r = pinned_points.ptr();
for (int i = 0; i < pinned_points_indices_size; ++i) {
if (r[i].spatial_attachment) {
PhysicsServer3D::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset));
}
}
}
void SoftDynamicBody3D::_draw_soft_mesh() {
if (mesh.is_null()) {
return;
}
RID mesh_rid = mesh->get_rid();
if (owned_mesh != mesh_rid) {
_become_mesh_owner();
mesh_rid = mesh->get_rid();
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
}
if (!rendering_server_handler->is_ready(mesh_rid)) {
rendering_server_handler->prepare(mesh_rid, 0);
/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
simulation_started = true;
call_deferred(SNAME("set_as_top_level"), true);
call_deferred(SNAME("set_transform"), Transform3D());
}
_update_physics_server();
rendering_server_handler->open();
PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, rendering_server_handler);
rendering_server_handler->close();
rendering_server_handler->commit_changes();
}
void SoftDynamicBody3D::_prepare_physics_server() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (mesh.is_valid()) {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh->get_rid());
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
}
return;
}
#endif
if (mesh.is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
RID mesh_rid = mesh->get_rid();
if (owned_mesh != mesh_rid) {
_become_mesh_owner();
mesh_rid = mesh->get_rid();
}
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_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, 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));
}
}
}
void SoftDynamicBody3D::_become_mesh_owner() {
Vector<Ref<Material>> copy_materials;
copy_materials.append_array(surface_override_materials);
ERR_FAIL_COND(!mesh->get_surface_count());
// Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
Array surface_arrays = mesh->surface_get_arrays(0);
Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
Dictionary surface_lods = mesh->surface_get_lods(0);
uint32_t surface_format = mesh->surface_get_format(0);
surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
Ref<ArrayMesh> soft_mesh;
soft_mesh.instantiate();
soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_lods, surface_format);
soft_mesh->surface_set_material(0, mesh->surface_get_material(0));
set_mesh(soft_mesh);
for (int i = copy_materials.size() - 1; 0 <= i; --i) {
set_surface_override_material(i, copy_materials[i]);
}
owned_mesh = soft_mesh->get_rid();
}
void SoftDynamicBody3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
}
uint32_t SoftDynamicBody3D::get_collision_mask() const {
return collision_mask;
}
void SoftDynamicBody3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
}
uint32_t SoftDynamicBody3D::get_collision_layer() const {
return collision_layer;
}
void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t collision_layer = get_collision_layer();
if (p_value) {
collision_layer |= 1 << (p_layer_number - 1);
} else {
collision_layer &= ~(1 << (p_layer_number - 1));
}
set_collision_layer(collision_layer);
}
bool SoftDynamicBody3D::get_collision_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_layer() & (1 << (p_layer_number - 1));
}
void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool SoftDynamicBody3D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
}
disable_mode = p_mode;
if (mesh.is_valid() && is_inside_tree() && !is_enabled()) {
_prepare_physics_server();
}
}
SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
return disable_mode;
}
void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
parent_collision_ignore = p_parent_collision_ignore;
}
const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
return parent_collision_ignore;
}
void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::PinnedPoint> p_pinned_points_indices) {
pinned_points = p_pinned_points_indices;
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
pin_point(p_pinned_points_indices[i].point_index, true);
}
}
Vector<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
return pinned_points;
}
Array SoftDynamicBody3D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
Array ret;
for (const RID &body : exceptions) {
ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body);
Object *obj = ObjectDB::get_instance(instance_id);
PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj);
ret.append(physics_body);
}
return ret;
}
void SoftDynamicBody3D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
}
void SoftDynamicBody3D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
}
int SoftDynamicBody3D::get_simulation_precision() {
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
}
void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
}
real_t SoftDynamicBody3D::get_total_mass() {
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
}
void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
}
void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
}
real_t SoftDynamicBody3D::get_linear_stiffness() {
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
}
real_t SoftDynamicBody3D::get_pressure_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
}
void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
}
real_t SoftDynamicBody3D::get_damping_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
}
void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
}
real_t SoftDynamicBody3D::get_drag_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
}
void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
}
Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
void SoftDynamicBody3D::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 SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
return -1 != _has_pinned_point(p_point_index);
}
void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
_update_pickable();
}
bool SoftDynamicBody3D::is_ray_pickable() const {
return ray_pickable;
}
SoftDynamicBody3D::SoftDynamicBody3D() :
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler);
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
SoftDynamicBody3D::~SoftDynamicBody3D() {
memdelete(rendering_server_handler);
PhysicsServer3D::get_singleton()->free(physics_rid);
}
void SoftDynamicBody3D::_make_cache_dirty() {
pinned_points_cache_dirty = true;
}
void SoftDynamicBody3D::_update_cache_pin_points_datas() {
if (!pinned_points_cache_dirty) {
return;
}
pinned_points_cache_dirty = false;
PinnedPoint *w = pinned_points.ptrw();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (!w[i].spatial_attachment_path.is_empty()) {
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
}
if (!w[i].spatial_attachment) {
ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftDynamicBody3D!");
}
}
}
void SoftDynamicBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
}
void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
SoftDynamicBody3D::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;
if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
pp.spatial_attachment = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
pp.offset = (pp.spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pp.point_index));
}
pinned_points.push_back(pp);
} else {
pinned_point->point_index = p_point_index;
pinned_point->spatial_attachment_path = p_spatial_attachment_path;
if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
pinned_point->spatial_attachment = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
pinned_point->offset = (pinned_point->spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pinned_point->point_index));
}
}
}
void SoftDynamicBody3D::_reset_points_offsets() {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
const PinnedPoint *r = pinned_points.ptr();
PinnedPoint *w = pinned_points.ptrw();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (!r[i].spatial_attachment) {
if (!r[i].spatial_attachment_path.is_empty() && has_node(r[i].spatial_attachment_path)) {
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(r[i].spatial_attachment_path));
}
}
if (!r[i].spatial_attachment) {
continue;
}
w[i].offset = (r[i].spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, r[i].point_index));
}
}
void SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
pinned_points.remove_at(id);
}
}
int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::PinnedPoint *&r_point) const {
const int id = _has_pinned_point(p_point_index);
if (-1 == id) {
r_point = nullptr;
return -1;
} else {
r_point = const_cast<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
return id;
}
}
int SoftDynamicBody3D::_has_pinned_point(int p_point_index) const {
const PinnedPoint *r = pinned_points.ptr();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (p_point_index == r[i].point_index) {
return i;
}
}
return -1;
}