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204 lines
7.0 KiB
C++
204 lines
7.0 KiB
C++
/*************************************************************************/
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/* soft_dynamic_body_3d.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_DYNAMIC_BODY_H
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#define SOFT_DYNAMIC_BODY_H
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#include "scene/3d/mesh_instance_3d.h"
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#include "servers/physics_server_3d.h"
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class SoftDynamicBody3D;
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class SoftDynamicBodyRenderingServerHandler : public RenderingServerHandler {
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friend class SoftDynamicBody3D;
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RID mesh;
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int surface = 0;
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Vector<uint8_t> buffer;
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uint32_t stride = 0;
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uint32_t offset_vertices = 0;
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uint32_t offset_normal = 0;
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uint8_t *write_buffer = nullptr;
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private:
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SoftDynamicBodyRenderingServerHandler();
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bool is_ready() { return mesh.is_valid(); }
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void prepare(RID p_mesh_rid, int p_surface);
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void clear();
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void open();
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void close();
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void commit_changes();
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public:
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void set_vertex(int p_vertex_id, const void *p_vector3) override;
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void set_normal(int p_vertex_id, const void *p_vector3) override;
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void set_aabb(const AABB &p_aabb) override;
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};
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class SoftDynamicBody3D : public MeshInstance3D {
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GDCLASS(SoftDynamicBody3D, MeshInstance3D);
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public:
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enum DisableMode {
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DISABLE_MODE_REMOVE,
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DISABLE_MODE_KEEP_ACTIVE,
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};
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struct PinnedPoint {
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int point_index = -1;
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NodePath spatial_attachment_path;
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Node3D *spatial_attachment = nullptr; // Cache
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Vector3 offset;
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PinnedPoint();
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PinnedPoint(const PinnedPoint &obj_tocopy);
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PinnedPoint &operator=(const PinnedPoint &obj);
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};
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private:
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SoftDynamicBodyRenderingServerHandler rendering_server_handler;
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RID physics_rid;
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DisableMode disable_mode = DISABLE_MODE_REMOVE;
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bool mesh_owner = false;
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uint32_t collision_mask = 1;
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uint32_t collision_layer = 1;
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NodePath parent_collision_ignore;
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Vector<PinnedPoint> pinned_points;
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bool simulation_started = false;
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bool pinned_points_cache_dirty = true;
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Ref<ArrayMesh> debug_mesh_cache;
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class MeshInstance3D *debug_mesh = nullptr;
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bool capture_input_on_drag = false;
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bool ray_pickable = true;
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void _update_pickable();
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool _set_property_pinned_points_indices(const Array &p_indices);
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bool _set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value);
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bool _get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const;
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void _notification(int p_what);
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static void _bind_methods();
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TypedArray<String> get_configuration_warnings() const override;
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protected:
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void _update_physics_server();
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void _draw_soft_mesh();
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public:
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void prepare_physics_server();
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void become_mesh_owner();
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RID get_physics_rid() const { return physics_rid; }
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_layer_value(int p_layer_number, bool p_value);
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bool get_collision_layer_value(int p_layer_number) const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_disable_mode(DisableMode p_mode);
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DisableMode get_disable_mode() const;
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void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
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const NodePath &get_parent_collision_ignore() const;
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void set_pinned_points_indices(Vector<PinnedPoint> p_pinned_points_indices);
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Vector<PinnedPoint> get_pinned_points_indices();
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void set_simulation_precision(int p_simulation_precision);
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int get_simulation_precision();
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void set_total_mass(real_t p_total_mass);
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real_t get_total_mass();
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void set_linear_stiffness(real_t p_linear_stiffness);
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real_t get_linear_stiffness();
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void set_pressure_coefficient(real_t p_pressure_coefficient);
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real_t get_pressure_coefficient();
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void set_damping_coefficient(real_t p_damping_coefficient);
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real_t get_damping_coefficient();
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void set_drag_coefficient(real_t p_drag_coefficient);
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real_t get_drag_coefficient();
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Array get_collision_exceptions();
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void add_collision_exception_with(Node *p_node);
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void remove_collision_exception_with(Node *p_node);
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Vector3 get_point_transform(int p_point_index);
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void pin_point_toggle(int p_point_index);
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void pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath());
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bool is_point_pinned(int p_point_index) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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SoftDynamicBody3D();
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~SoftDynamicBody3D();
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private:
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void _make_cache_dirty();
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void _update_cache_pin_points_datas();
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void _pin_point_on_physics_server(int p_point_index, bool pin);
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void _add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path);
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void _reset_points_offsets();
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void _remove_pinned_point(int p_point_index);
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int _get_pinned_point(int p_point_index, PinnedPoint *&r_point) const;
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int _has_pinned_point(int p_point_index) const;
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};
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VARIANT_ENUM_CAST(SoftDynamicBody3D::DisableMode);
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#endif // SOFT_DYNAMIC_BODY_H
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