godot/scene/3d/soft_body.h
Guilherme Recchi Cardozo 3fb2069d39 Add method get_collision_exceptions
Adding this method to PhysicsBody, PhysicsBody2D and
SoftBody. It returns a list of nodes included in
collision exceptions.

Fixes #23235, cheers!
2018-11-01 06:41:34 -03:00

201 lines
6.7 KiB
C++

/*************************************************************************/
/* soft_body.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#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
Vector3 offset;
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;
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();
Array get_collision_exceptions();
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 _make_cache_dirty();
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 _reset_points_offsets();
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