godot/servers/physics_3d/godot_soft_body_3d.h
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00

280 lines
10 KiB
C++

/*************************************************************************/
/* godot_soft_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
#ifndef GODOT_SOFT_BODY_3D_H
#define GODOT_SOFT_BODY_3D_H
#include "godot_area_3d.h"
#include "godot_collision_object_3d.h"
#include "core/math/aabb.h"
#include "core/math/dynamic_bvh.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
#include "core/templates/set.h"
#include "core/templates/vset.h"
class GodotConstraint3D;
class GodotSoftBody3D : public GodotCollisionObject3D {
RID soft_mesh;
struct Node {
Vector3 s; // Source position
Vector3 x; // Position
Vector3 q; // Previous step position/Test position
Vector3 f; // Force accumulator
Vector3 v; // Velocity
Vector3 bv; // Biased Velocity
Vector3 n; // Normal
real_t area = 0.0; // Area
real_t im = 0.0; // 1/mass
DynamicBVH::ID leaf; // Leaf data
uint32_t index = 0;
};
struct Link {
Vector3 c3; // gradient
Node *n[2] = { nullptr, nullptr }; // Node pointers
real_t rl = 0.0; // Rest length
real_t c0 = 0.0; // (ima+imb)*kLST
real_t c1 = 0.0; // rl^2
real_t c2 = 0.0; // |gradient|^2/c0
};
struct Face {
Vector3 centroid;
Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
Vector3 normal; // Normal
real_t ra = 0.0; // Rest area
DynamicBVH::ID leaf; // Leaf data
uint32_t index = 0;
};
LocalVector<Node> nodes;
LocalVector<Link> links;
LocalVector<Face> faces;
DynamicBVH node_tree;
DynamicBVH face_tree;
LocalVector<uint32_t> map_visual_to_physics;
AABB bounds;
real_t collision_margin = 0.05;
real_t total_mass = 1.0;
real_t inv_total_mass = 1.0;
int iteration_count = 5;
real_t linear_stiffness = 0.5; // [0,1]
real_t pressure_coefficient = 0.0; // [-inf,+inf]
real_t damping_coefficient = 0.01; // [0,1]
real_t drag_coefficient = 0.0; // [0,1]
LocalVector<int> pinned_vertices;
Vector3 gravity;
SelfList<GodotSoftBody3D> active_list;
Set<GodotConstraint3D *> constraints;
Vector<AreaCMP> areas;
VSet<RID> exceptions;
uint64_t island_step = 0;
_FORCE_INLINE_ void _compute_area_gravity(const GodotArea3D *p_area);
_FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
public:
GodotSoftBody3D();
const AABB &get_bounds() const { return bounds; }
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
Variant get_state(PhysicsServer3D::BodyState p_state) const;
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
_FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount += 1;
} else {
areas.ordered_insert(AreaCMP(p_area));
}
}
_FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount -= 1;
if (areas[index].refCount < 1) {
areas.remove(index);
}
}
}
virtual void set_space(GodotSpace3D *p_space);
void set_mesh(RID p_mesh);
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
Vector3 get_vertex_position(int p_index) const;
void set_vertex_position(int p_index, const Vector3 &p_position);
void pin_vertex(int p_index);
void unpin_vertex(int p_index);
void unpin_all_vertices();
bool is_vertex_pinned(int p_index) const;
uint32_t get_node_count() const;
real_t get_node_inv_mass(uint32_t p_node_index) const;
Vector3 get_node_position(uint32_t p_node_index) const;
Vector3 get_node_velocity(uint32_t p_node_index) const;
Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
uint32_t get_face_count() const;
void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
Vector3 get_face_normal(uint32_t p_face_index) const;
void set_iteration_count(int p_val);
_FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
void set_total_mass(real_t p_val);
_FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
_FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
void set_collision_margin(real_t p_val);
_FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
void set_linear_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
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; }
void predict_motion(real_t p_delta);
void solve_constraints(real_t p_delta);
_FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
_FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }
// Return true to stop the query.
// p_index is the node index for AABB query, face index for Ray query.
typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
protected:
virtual void _shapes_changed();
private:
void update_normals_and_centroids();
void update_bounds();
void update_constants();
void update_area();
void reset_link_rest_lengths();
void update_link_constants();
void apply_nodes_transform(const Transform3D &p_transform);
void add_velocity(const Vector3 &p_velocity);
void apply_forces(bool p_has_wind_forces);
bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
void generate_bending_constraints(int p_distance);
void reoptimize_link_order();
void append_link(uint32_t p_node1, uint32_t p_node2);
void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
void solve_links(real_t kst, real_t ti);
void initialize_face_tree();
void update_face_tree(real_t p_delta);
void initialize_shape(bool p_force_move = true);
void deinitialize_shape();
void destroy();
};
class GodotSoftBodyShape3D : public GodotShape3D {
GodotSoftBody3D *soft_body = nullptr;
public:
GodotSoftBody3D *get_soft_body() const { return soft_body; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; }
virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); }
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
virtual bool intersect_point(const Vector3 &p_point) const;
virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
virtual void set_data(const Variant &p_data) {}
virtual Variant get_data() const { return Variant(); }
void update_bounds();
GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body);
~GodotSoftBodyShape3D() {}
};
#endif // GODOT_SOFT_BODY_3D_H