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This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
207 lines
7.1 KiB
C++
207 lines
7.1 KiB
C++
/**************************************************************************/
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/* 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 SOFT_BODY_3D_H
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#define SOFT_BODY_3D_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 PhysicsBody3D;
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class SoftBody3D;
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class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
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friend class SoftBody3D;
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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 normal_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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SoftBodyRenderingServerHandler();
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bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
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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 Vector3 &p_vertex) override;
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void set_normal(int p_vertex_id, const Vector3 &p_normal) override;
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void set_aabb(const AABB &p_aabb) override;
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};
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class SoftBody3D : public MeshInstance3D {
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GDCLASS(SoftBody3D, 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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void operator=(const PinnedPoint &obj);
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};
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private:
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SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
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RID physics_rid;
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DisableMode disable_mode = DISABLE_MODE_REMOVE;
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RID owned_mesh;
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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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void _update_physics_server();
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void _draw_soft_mesh();
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void _prepare_physics_server();
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void _become_mesh_owner();
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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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PackedStringArray get_configuration_warnings() const override;
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public:
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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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TypedArray<PhysicsBody3D> 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 _pin_point_deferred(int p_point_index, bool pin, const NodePath p_spatial_attachment_path);
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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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SoftBody3D();
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~SoftBody3D();
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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(SoftBody3D::DisableMode);
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#endif // SOFT_BODY_3D_H
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