// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include #include #include #include JPH_NAMESPACE_BEGIN /// This class contains the information needed to create a soft body object /// Note: Soft bodies are still in development and come with several caveats. Read the Architecture and API documentation for more information! class JPH_EXPORT SoftBodyCreationSettings { JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, SoftBodyCreationSettings) public: /// Constructor SoftBodyCreationSettings() = default; SoftBodyCreationSettings(const SoftBodySharedSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, ObjectLayer inObjectLayer) : mSettings(inSettings), mPosition(inPosition), mRotation(inRotation), mObjectLayer(inObjectLayer) { } /// Saves the state of this object in binary form to inStream. Doesn't store the shared settings nor the group filter. void SaveBinaryState(StreamOut &inStream) const; /// Restore the state of this object from inStream. Doesn't restore the shared settings nor the group filter. void RestoreBinaryState(StreamIn &inStream); using GroupFilterToIDMap = StreamUtils::ObjectToIDMap; using IDToGroupFilterMap = StreamUtils::IDToObjectMap; using SharedSettingsToIDMap = SoftBodySharedSettings::SharedSettingsToIDMap; using IDToSharedSettingsMap = SoftBodySharedSettings::IDToSharedSettingsMap; using MaterialToIDMap = StreamUtils::ObjectToIDMap; using IDToMaterialMap = StreamUtils::IDToObjectMap; /// Save this body creation settings, its shared settings and group filter. Pass in an empty map in ioSharedSettingsMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while saving multiple shapes to the same stream in order to avoid writing duplicates. /// Pass nullptr to ioSharedSettingsMap and ioMaterial map to skip saving shared settings and materials /// Pass nullptr to ioGroupFilterMap to skip saving group filters void SaveWithChildren(StreamOut &inStream, SharedSettingsToIDMap *ioSharedSettingsMap, MaterialToIDMap *ioMaterialMap, GroupFilterToIDMap *ioGroupFilterMap) const; using SBCSResult = Result; /// Restore a shape, all its children and materials. Pass in an empty map in ioSharedSettingsMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while reading multiple shapes from the same stream in order to restore duplicates. static SBCSResult sRestoreWithChildren(StreamIn &inStream, IDToSharedSettingsMap &ioSharedSettingsMap, IDToMaterialMap &ioMaterialMap, IDToGroupFilterMap &ioGroupFilterMap); RefConst mSettings; ///< Defines the configuration of this soft body RVec3 mPosition { RVec3::sZero() }; ///< Initial position of the soft body Quat mRotation { Quat::sIdentity() }; ///< Initial rotation of the soft body /// User data value (can be used by application) uint64 mUserData = 0; ///@name Collision settings ObjectLayer mObjectLayer = 0; ///< The collision layer this body belongs to (determines if two objects can collide) CollisionGroup mCollisionGroup; ///< The collision group this body belongs to (determines if two objects can collide) uint32 mNumIterations = 5; ///< Number of solver iterations float mLinearDamping = 0.1f; ///< Linear damping: dv/dt = -mLinearDamping * v float mMaxLinearVelocity = 500.0f; ///< Maximum linear velocity that a vertex can reach (m/s) float mRestitution = 0.0f; ///< Restitution when colliding float mFriction = 0.2f; ///< Friction coefficient when colliding float mPressure = 0.0f; ///< n * R * T, amount of substance * ideal gas constant * absolute temperature, see https://en.wikipedia.org/wiki/Pressure float mGravityFactor = 1.0f; ///< Value to multiply gravity with for this body bool mUpdatePosition = true; ///< Update the position of the body while simulating (set to false for something that is attached to the static world) bool mMakeRotationIdentity = true; ///< Bake specified mRotation in the vertices and set the body rotation to identity (simulation is slightly more accurate if the rotation of a soft body is kept to identity) bool mAllowSleeping = true; ///< If this body can go to sleep or not }; JPH_NAMESPACE_END