8b19ffd810
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
163 lines
6.6 KiB
C++
163 lines
6.6 KiB
C++
/*************************************************************************/
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/* soft_body_bullet.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SOFT_BODY_BULLET_H
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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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#undef None
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#define x11_None 0L
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#endif
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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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/// This is required to re add the macro None defined by x11 compiler
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#undef x11_None
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#define None 0L
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#endif
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/**
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@author AndreaCatania
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*/
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class SoftBodyBullet : public CollisionObjectBullet {
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private:
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btSoftBody *bt_soft_body = nullptr;
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Vector<Vector<int>> indices_table;
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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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int simulation_precision = 5;
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real_t total_mass = 1.;
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real_t linear_stiffness = 0.5; // [0,1]
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real_t angular_stiffness = 0.5; // [0,1]
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real_t volume_stiffness = 0.5; // [0,1]
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real_t pressure_coefficient = 0.; // [-inf,+inf]
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real_t pose_matching_coefficient = 0.; // [0,1]
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real_t damping_coefficient = 0.01; // [0,1]
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real_t drag_coefficient = 0.; // [0,1]
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Vector<int> pinned_nodes;
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// Other property to add
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//btScalar kVC; // Volume conversation coefficient [0,+inf]
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//btScalar kDF; // Dynamic friction coefficient [0,1]
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//btScalar kMT; // Pose matching coefficient [0,1]
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//btScalar kCHR; // Rigid contacts hardness [0,1]
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//btScalar kKHR; // Kinetic contacts hardness [0,1]
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//btScalar kSHR; // Soft contacts hardness [0,1]
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public:
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SoftBodyBullet();
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~SoftBodyBullet();
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virtual void reload_body();
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virtual void set_space(SpaceBullet *p_space);
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virtual void dispatch_callbacks() {}
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virtual void on_collision_filters_change() {}
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virtual void on_collision_checker_start() {}
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virtual void on_collision_checker_end() {}
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virtual void on_enter_area(AreaBullet *p_area);
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virtual void on_exit_area(AreaBullet *p_area);
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_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
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void update_rendering_server(class SoftBodyRenderingServerHandler *p_rendering_server_handler);
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void set_soft_mesh(const Ref<Mesh> &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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void set_soft_transform(const Transform &p_transform);
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void move_all_nodes(const Transform &p_transform);
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void set_node_position(int node_index, const Vector3 &p_global_position);
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void set_node_position(int node_index, const btVector3 &p_global_position);
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void get_node_position(int node_index, Vector3 &r_position) const;
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// Heavy function, Please cache this info
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void get_node_offset(int node_index, Vector3 &r_offset) const;
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// Heavy function, Please cache this info
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void get_node_offset(int node_index, btVector3 &r_offset) const;
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void set_node_mass(int node_index, btScalar p_mass);
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btScalar get_node_mass(int node_index) const;
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void reset_all_node_mass();
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void reset_all_node_positions();
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void set_activation_state(bool p_active);
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void set_total_mass(real_t p_val);
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_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
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void set_linear_stiffness(real_t p_val);
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_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
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void set_angular_stiffness(real_t p_val);
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_FORCE_INLINE_ real_t get_angular_stiffness() const { return angular_stiffness; }
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void set_volume_stiffness(real_t p_val);
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_FORCE_INLINE_ real_t get_volume_stiffness() const { return volume_stiffness; }
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void set_simulation_precision(int p_val);
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_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
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void set_pressure_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
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void set_pose_matching_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_pose_matching_coefficient() const { return pose_matching_coefficient; }
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void set_damping_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
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void set_drag_coefficient(real_t p_val);
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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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void setup_soft_body();
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void pin_node(int p_node_index);
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void unpin_node(int p_node_index);
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int search_node_pinned(int p_node_index) const;
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};
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#endif // SOFT_BODY_BULLET_H
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