/**************************************************************************/ /* jolt_soft_body_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 JOLT_SOFT_BODY_3D_H #define JOLT_SOFT_BODY_3D_H #include "jolt_object_3d.h" #include "servers/physics_server_3d.h" #include "Jolt/Jolt.h" #include "Jolt/Physics/SoftBody/SoftBodyCreationSettings.h" #include "Jolt/Physics/SoftBody/SoftBodySharedSettings.h" class JoltSpace3D; class JoltSoftBody3D final : public JoltObject3D { struct Shared { LocalVector mesh_to_physics; JPH::Ref settings = new JPH::SoftBodySharedSettings(); int ref_count = 1; }; inline static HashMap mesh_to_shared; HashSet pinned_vertices; LocalVector exceptions; LocalVector normals; const Shared *shared = nullptr; RID mesh; JPH::SoftBodyCreationSettings *jolt_settings = new JPH::SoftBodyCreationSettings(); float mass = 0.0f; float pressure = 0.0f; float linear_damping = 0.01f; float stiffness_coefficient = 0.5f; int simulation_precision = 5; virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const override; virtual JPH::ObjectLayer _get_object_layer() const override; virtual void _space_changing() override; virtual void _space_changed() override; virtual void _add_to_space() override; bool _ref_shared_data(); void _deref_shared_data(); void _update_mass(); void _update_pressure(); void _update_damping(); void _update_simulation_precision(); void _update_group_filter(); void _try_rebuild(); void _mesh_changed(); void _simulation_precision_changed(); void _mass_changed(); void _pressure_changed(); void _damping_changed(); void _pins_changed(); void _vertices_changed(); void _exceptions_changed(); public: JoltSoftBody3D(); virtual ~JoltSoftBody3D() override; bool in_space() const; void add_collision_exception(const RID &p_excepted_body); void remove_collision_exception(const RID &p_excepted_body); bool has_collision_exception(const RID &p_excepted_body) const; const LocalVector &get_collision_exceptions() const { return exceptions; } virtual bool can_interact_with(const JoltBody3D &p_other) const override; virtual bool can_interact_with(const JoltSoftBody3D &p_other) const override; virtual bool can_interact_with(const JoltArea3D &p_other) const override; virtual bool reports_contacts() const override { return false; } virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const override; void set_mesh(const RID &p_mesh); bool is_pickable() const { return pickable; } void set_pickable(bool p_enabled) { pickable = p_enabled; } bool is_sleeping() const; void set_is_sleeping(bool p_enabled); bool is_sleep_allowed() const; void set_is_sleep_allowed(bool p_enabled); void put_to_sleep() { set_is_sleeping(true); } void wake_up() { set_is_sleeping(false); } int get_simulation_precision() const { return simulation_precision; } void set_simulation_precision(int p_precision); float get_mass() const { return mass; } void set_mass(float p_mass); float get_stiffness_coefficient() const; void set_stiffness_coefficient(float p_coefficient); float get_pressure() const { return pressure; } void set_pressure(float p_pressure); float get_linear_damping() const { return linear_damping; } void set_linear_damping(float p_damping); float get_drag() const; void set_drag(float p_drag); Variant get_state(PhysicsServer3D::BodyState p_state) const; void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value); Transform3D get_transform() const; void set_transform(const Transform3D &p_transform); AABB get_bounds() const; void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler); Vector3 get_vertex_position(int p_index); 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; }; #endif // JOLT_SOFT_BODY_3D_H