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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/jolt_physics/objects/jolt_soft_body_3d.h
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/**************************************************************************/
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/* jolt_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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#pragma once
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#include "jolt_object_3d.h"
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#include "servers/physics_3d/physics_server_3d.h"
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#include "Jolt/Jolt.h"
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#include "Jolt/Physics/SoftBody/SoftBodyCreationSettings.h"
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#include "Jolt/Physics/SoftBody/SoftBodySharedSettings.h"
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class JoltSpace3D;
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class JoltSoftBody3D final : public JoltObject3D {
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HashSet<int> pinned_vertices;
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LocalVector<RID> exceptions;
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LocalVector<Vector3> normals;
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RID mesh;
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LocalVector<int> mesh_to_physics;
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JPH::SoftBodyCreationSettings *jolt_settings = new JPH::SoftBodyCreationSettings();
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float mass = 0.0f;
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float pressure = 0.0f;
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float linear_damping = 0.01f;
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float stiffness_coefficient = 0.5f;
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float shrinking_factor = 0.0f;
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int simulation_precision = 5;
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virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const override;
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virtual JPH::ObjectLayer _get_object_layer() const override;
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virtual void _space_changing() override;
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virtual void _space_changed() override;
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virtual void _add_to_space() override;
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JPH::SoftBodySharedSettings *_create_shared_settings();
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void _update_mass();
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void _update_pressure();
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void _update_damping();
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void _update_simulation_precision();
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void _update_group_filter();
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void _try_rebuild();
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void _mesh_changed();
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void _simulation_precision_changed();
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void _mass_changed();
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void _pressure_changed();
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void _damping_changed();
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void _pins_changed();
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void _vertices_changed();
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void _exceptions_changed();
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void _motion_changed();
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public:
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JoltSoftBody3D();
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virtual ~JoltSoftBody3D() override;
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void add_collision_exception(const RID &p_excepted_body);
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void remove_collision_exception(const RID &p_excepted_body);
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bool has_collision_exception(const RID &p_excepted_body) const;
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const LocalVector<RID> &get_collision_exceptions() const { return exceptions; }
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virtual bool can_interact_with(const JoltBody3D &p_other) const override;
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virtual bool can_interact_with(const JoltSoftBody3D &p_other) const override;
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virtual bool can_interact_with(const JoltArea3D &p_other) const override;
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virtual bool reports_contacts() const override { return false; }
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virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const override;
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void set_mesh(const RID &p_mesh);
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bool is_pickable() const { return pickable; }
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void set_pickable(bool p_enabled) { pickable = p_enabled; }
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bool is_sleeping() const;
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void set_is_sleeping(bool p_enabled);
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bool is_sleep_allowed() const;
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void set_is_sleep_allowed(bool p_enabled);
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void put_to_sleep() { set_is_sleeping(true); }
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void wake_up() { set_is_sleeping(false); }
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int get_simulation_precision() const { return simulation_precision; }
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void set_simulation_precision(int p_precision);
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float get_mass() const { return mass; }
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void set_mass(float p_mass);
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float get_stiffness_coefficient() const;
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void set_stiffness_coefficient(float p_coefficient);
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float get_shrinking_factor() const;
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void set_shrinking_factor(float p_shrinking_factor);
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float get_pressure() const { return pressure; }
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void set_pressure(float p_pressure);
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float get_linear_damping() const { return linear_damping; }
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void set_linear_damping(float p_damping);
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float get_drag() const;
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void set_drag(float p_drag);
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Variant get_state(PhysicsServer3D::BodyState p_state) const;
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void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value);
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Transform3D get_transform() const;
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void set_transform(const Transform3D &p_transform);
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AABB get_bounds() const;
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void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler);
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Vector3 get_vertex_position(int p_index);
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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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void apply_vertex_impulse(int p_index, const Vector3 &p_impulse);
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void apply_vertex_force(int p_index, const Vector3 &p_force);
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void apply_central_impulse(const Vector3 &p_impulse);
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void apply_central_force(const Vector3 &p_force);
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};
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