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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
277 lines
11 KiB
C++
277 lines
11 KiB
C++
/**************************************************************************/
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/* godot_soft_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GODOT_SOFT_BODY_3D_H
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#define GODOT_SOFT_BODY_3D_H
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#include "godot_area_3d.h"
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#include "godot_collision_object_3d.h"
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#include "core/math/aabb.h"
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#include "core/math/dynamic_bvh.h"
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#include "core/math/vector3.h"
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#include "core/templates/hash_set.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/vset.h"
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class GodotConstraint3D;
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class GodotSoftBody3D : public GodotCollisionObject3D {
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RID soft_mesh;
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struct Node {
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Vector3 s; // Source position
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Vector3 x; // Position
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Vector3 q; // Previous step position/Test position
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Vector3 f; // Force accumulator
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Vector3 v; // Velocity
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Vector3 bv; // Biased Velocity
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Vector3 n; // Normal
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real_t area = 0.0; // Area
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real_t im = 0.0; // 1/mass
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DynamicBVH::ID leaf; // Leaf data
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uint32_t index = 0;
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};
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struct Link {
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Vector3 c3; // gradient
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Node *n[2] = { nullptr, nullptr }; // Node pointers
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real_t rl = 0.0; // Rest length
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real_t c0 = 0.0; // (ima+imb)*kLST
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real_t c1 = 0.0; // rl^2
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real_t c2 = 0.0; // |gradient|^2/c0
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};
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struct Face {
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Vector3 centroid;
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Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
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Vector3 normal; // Normal
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real_t ra = 0.0; // Rest area
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DynamicBVH::ID leaf; // Leaf data
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uint32_t index = 0;
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};
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LocalVector<Node> nodes;
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LocalVector<Link> links;
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LocalVector<Face> faces;
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DynamicBVH node_tree;
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DynamicBVH face_tree;
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LocalVector<uint32_t> map_visual_to_physics;
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AABB bounds;
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real_t collision_margin = 0.05;
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real_t total_mass = 1.0;
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real_t inv_total_mass = 1.0;
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int iteration_count = 5;
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real_t linear_stiffness = 0.5; // [0,1]
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real_t pressure_coefficient = 0.0; // [-inf,+inf]
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real_t damping_coefficient = 0.01; // [0,1]
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real_t drag_coefficient = 0.0; // [0,1]
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LocalVector<int> pinned_vertices;
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SelfList<GodotSoftBody3D> active_list;
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HashSet<GodotConstraint3D *> constraints;
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Vector<AreaCMP> areas;
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VSet<RID> exceptions;
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uint64_t island_step = 0;
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_FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
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public:
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GodotSoftBody3D();
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const AABB &get_bounds() const { return bounds; }
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void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
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Variant get_state(PhysicsServer3D::BodyState p_state) const;
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_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
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_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
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_FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
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_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
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_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
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_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
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_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
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_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
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_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
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_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
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_FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
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int index = areas.find(AreaCMP(p_area));
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if (index > -1) {
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areas.write[index].refCount += 1;
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} else {
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areas.ordered_insert(AreaCMP(p_area));
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}
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}
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_FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
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int index = areas.find(AreaCMP(p_area));
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if (index > -1) {
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areas.write[index].refCount -= 1;
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if (areas[index].refCount < 1) {
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areas.remove_at(index);
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}
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}
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}
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virtual void set_space(GodotSpace3D *p_space) override;
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void set_mesh(RID p_mesh);
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void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler);
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Vector3 get_vertex_position(int p_index) const;
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void set_vertex_position(int p_index, const Vector3 &p_position);
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void pin_vertex(int p_index);
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void unpin_vertex(int p_index);
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void unpin_all_vertices();
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bool is_vertex_pinned(int p_index) const;
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uint32_t get_node_count() const;
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real_t get_node_inv_mass(uint32_t p_node_index) const;
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Vector3 get_node_position(uint32_t p_node_index) const;
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Vector3 get_node_velocity(uint32_t p_node_index) const;
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Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
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void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
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void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
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uint32_t get_face_count() const;
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void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
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Vector3 get_face_normal(uint32_t p_face_index) const;
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void set_iteration_count(int p_val);
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_FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
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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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_FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
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void set_collision_margin(real_t p_val);
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_FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
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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_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_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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void predict_motion(real_t p_delta);
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void solve_constraints(real_t p_delta);
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_FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return static_cast<Node *>(p_node)->index; }
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_FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return static_cast<Face *>(p_face)->index; }
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// Return true to stop the query.
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// p_index is the node index for AABB query, face index for Ray query.
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typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
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void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
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void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
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protected:
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virtual void _shapes_changed() override;
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private:
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void update_normals_and_centroids();
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void update_bounds();
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void update_constants();
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void update_area();
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void reset_link_rest_lengths();
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void update_link_constants();
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void apply_nodes_transform(const Transform3D &p_transform);
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void add_velocity(const Vector3 &p_velocity);
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void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas);
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bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
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void generate_bending_constraints(int p_distance);
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void reoptimize_link_order();
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void append_link(uint32_t p_node1, uint32_t p_node2);
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void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
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void solve_links(real_t kst, real_t ti);
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void initialize_face_tree();
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void update_face_tree(real_t p_delta);
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void initialize_shape(bool p_force_move = true);
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void deinitialize_shape();
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void destroy();
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};
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class GodotSoftBodyShape3D : public GodotShape3D {
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GodotSoftBody3D *soft_body = nullptr;
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public:
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GodotSoftBody3D *get_soft_body() const { return soft_body; }
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virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; }
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virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; }
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virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); }
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virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
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virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override;
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virtual bool intersect_point(const Vector3 &p_point) const override;
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virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
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virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
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virtual void set_data(const Variant &p_data) override {}
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virtual Variant get_data() const override { return Variant(); }
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void update_bounds();
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GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body);
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~GodotSoftBodyShape3D() {}
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};
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#endif // GODOT_SOFT_BODY_3D_H
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