/*************************************************************************/ /* soft_body_bullet.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. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SOFT_BODY_BULLET_H #define SOFT_BODY_BULLET_H #include "collision_object_bullet.h" #include "scene/resources/material.h" // TODO remove this please #ifdef None /// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet #undef None #define x11_None 0L #endif #include #ifdef x11_None /// This is required to re add the macro None defined by x11 compiler #undef x11_None #define None 0L #endif /** @author AndreaCatania */ struct SoftShapeData {}; struct TrimeshSoftShapeData : public SoftShapeData { PoolVector m_triangles_indices; PoolVector m_vertices; int m_triangles_num; }; class SoftBodyBullet : public CollisionObjectBullet { public: enum SoftShapeType { SOFT_SHAPETYPE_NONE = 0, SOFT_SHAPE_TYPE_TRIMESH }; private: btSoftBody *bt_soft_body; btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody SoftShapeType soft_shape_type; bool isScratched; SoftShapeData *soft_body_shape_data; Transform transform; int simulation_precision; real_t mass; real_t stiffness; // [0,1] real_t pressure_coefficient; // [-inf,+inf] real_t damping_coefficient; // [0,1] real_t drag_coefficient; // [0,1] class ImmediateGeometry *test_geometry; // TODO remove this please Ref red_mat; // TODO remove this please bool test_is_in_scene; // TODO remove this please public: SoftBodyBullet(); ~SoftBodyBullet(); virtual void reload_body(); virtual void set_space(SpaceBullet *p_space); virtual void dispatch_callbacks(); virtual void on_collision_filters_change(); virtual void on_collision_checker_start(); virtual void on_enter_area(AreaBullet *p_area); virtual void on_exit_area(AreaBullet *p_area); _FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; } void set_trimesh_body_shape(PoolVector p_indices, PoolVector p_vertices, int p_triangles_num); void set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type); void set_transform(const Transform &p_transform); /// This function doesn't return the exact COM transform. /// It returns the origin only of first node (vertice) of current soft body /// --- /// The soft body doesn't have a fixed center of mass, but is a group of nodes (vertices) /// that each has its own position in the world. /// For this reason return the correct COM is not so simple and must be calculate /// Check this to improve this function http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8803 const Transform &get_transform() const; void get_first_node_origin(btVector3 &p_out_origin) const; void set_activation_state(bool p_active); void set_mass(real_t p_val); _FORCE_INLINE_ real_t get_mass() const { return mass; } void set_stiffness(real_t p_val); _FORCE_INLINE_ real_t get_stiffness() const { return stiffness; } void set_simulation_precision(int p_val); _FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; } void set_pressure_coefficient(real_t p_val); _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; } void set_damping_coefficient(real_t p_val); _FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; } void set_drag_coefficient(real_t p_val); _FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; } private: void reload_soft_body(); void create_soft_body(); void destroy_soft_body(); }; #endif // SOFT_BODY_BULLET_H