1 | /**************************************************************************/ |
2 | /* godot_soft_body_3d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_SOFT_BODY_3D_H |
32 | #define GODOT_SOFT_BODY_3D_H |
33 | |
34 | #include "godot_area_3d.h" |
35 | #include "godot_collision_object_3d.h" |
36 | |
37 | #include "core/math/aabb.h" |
38 | #include "core/math/dynamic_bvh.h" |
39 | #include "core/math/vector3.h" |
40 | #include "core/templates/hash_set.h" |
41 | #include "core/templates/local_vector.h" |
42 | #include "core/templates/vset.h" |
43 | |
44 | class GodotConstraint3D; |
45 | |
46 | class GodotSoftBody3D : public GodotCollisionObject3D { |
47 | RID soft_mesh; |
48 | |
49 | struct Node { |
50 | Vector3 s; // Source position |
51 | Vector3 x; // Position |
52 | Vector3 q; // Previous step position/Test position |
53 | Vector3 f; // Force accumulator |
54 | Vector3 v; // Velocity |
55 | Vector3 bv; // Biased Velocity |
56 | Vector3 n; // Normal |
57 | real_t area = 0.0; // Area |
58 | real_t im = 0.0; // 1/mass |
59 | DynamicBVH::ID leaf; // Leaf data |
60 | uint32_t index = 0; |
61 | }; |
62 | |
63 | struct Link { |
64 | Vector3 c3; // gradient |
65 | Node *n[2] = { nullptr, nullptr }; // Node pointers |
66 | real_t rl = 0.0; // Rest length |
67 | real_t c0 = 0.0; // (ima+imb)*kLST |
68 | real_t c1 = 0.0; // rl^2 |
69 | real_t c2 = 0.0; // |gradient|^2/c0 |
70 | }; |
71 | |
72 | struct Face { |
73 | Vector3 centroid; |
74 | Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers |
75 | Vector3 normal; // Normal |
76 | real_t ra = 0.0; // Rest area |
77 | DynamicBVH::ID leaf; // Leaf data |
78 | uint32_t index = 0; |
79 | }; |
80 | |
81 | LocalVector<Node> nodes; |
82 | LocalVector<Link> links; |
83 | LocalVector<Face> faces; |
84 | |
85 | DynamicBVH node_tree; |
86 | DynamicBVH face_tree; |
87 | |
88 | LocalVector<uint32_t> map_visual_to_physics; |
89 | |
90 | AABB bounds; |
91 | |
92 | real_t collision_margin = 0.05; |
93 | |
94 | real_t total_mass = 1.0; |
95 | real_t inv_total_mass = 1.0; |
96 | |
97 | int iteration_count = 5; |
98 | real_t linear_stiffness = 0.5; // [0,1] |
99 | real_t pressure_coefficient = 0.0; // [-inf,+inf] |
100 | real_t damping_coefficient = 0.01; // [0,1] |
101 | real_t drag_coefficient = 0.0; // [0,1] |
102 | LocalVector<int> pinned_vertices; |
103 | |
104 | SelfList<GodotSoftBody3D> active_list; |
105 | |
106 | HashSet<GodotConstraint3D *> constraints; |
107 | |
108 | Vector<AreaCMP> areas; |
109 | |
110 | VSet<RID> exceptions; |
111 | |
112 | uint64_t island_step = 0; |
113 | |
114 | _FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face); |
115 | |
116 | public: |
117 | GodotSoftBody3D(); |
118 | |
119 | const AABB &get_bounds() const { return bounds; } |
120 | |
121 | void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); |
122 | Variant get_state(PhysicsServer3D::BodyState p_state) const; |
123 | |
124 | _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } |
125 | _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } |
126 | _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; } |
127 | _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } |
128 | |
129 | _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } |
130 | _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } |
131 | _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } |
132 | _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; } |
133 | |
134 | _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } |
135 | _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } |
136 | |
137 | _FORCE_INLINE_ void add_area(GodotArea3D *p_area) { |
138 | int index = areas.find(AreaCMP(p_area)); |
139 | if (index > -1) { |
140 | areas.write[index].refCount += 1; |
141 | } else { |
142 | areas.ordered_insert(AreaCMP(p_area)); |
143 | } |
144 | } |
145 | |
146 | _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) { |
147 | int index = areas.find(AreaCMP(p_area)); |
148 | if (index > -1) { |
149 | areas.write[index].refCount -= 1; |
150 | if (areas[index].refCount < 1) { |
151 | areas.remove_at(index); |
152 | } |
153 | } |
154 | } |
155 | |
156 | virtual void set_space(GodotSpace3D *p_space) override; |
157 | |
158 | void set_mesh(RID p_mesh); |
159 | |
160 | void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler); |
161 | |
162 | Vector3 get_vertex_position(int p_index) const; |
163 | void set_vertex_position(int p_index, const Vector3 &p_position); |
164 | |
165 | void pin_vertex(int p_index); |
166 | void unpin_vertex(int p_index); |
167 | void unpin_all_vertices(); |
168 | bool is_vertex_pinned(int p_index) const; |
169 | |
170 | uint32_t get_node_count() const; |
171 | real_t get_node_inv_mass(uint32_t p_node_index) const; |
172 | Vector3 get_node_position(uint32_t p_node_index) const; |
173 | Vector3 get_node_velocity(uint32_t p_node_index) const; |
174 | Vector3 get_node_biased_velocity(uint32_t p_node_index) const; |
175 | void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse); |
176 | void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse); |
177 | |
178 | uint32_t get_face_count() const; |
179 | void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const; |
180 | Vector3 get_face_normal(uint32_t p_face_index) const; |
181 | |
182 | void set_iteration_count(int p_val); |
183 | _FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; } |
184 | |
185 | void set_total_mass(real_t p_val); |
186 | _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; } |
187 | _FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; } |
188 | |
189 | void set_collision_margin(real_t p_val); |
190 | _FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; } |
191 | |
192 | void set_linear_stiffness(real_t p_val); |
193 | _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; } |
194 | |
195 | void set_pressure_coefficient(real_t p_val); |
196 | _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; } |
197 | |
198 | void set_damping_coefficient(real_t p_val); |
199 | _FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; } |
200 | |
201 | void set_drag_coefficient(real_t p_val); |
202 | _FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; } |
203 | |
204 | void predict_motion(real_t p_delta); |
205 | void solve_constraints(real_t p_delta); |
206 | |
207 | _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return static_cast<Node *>(p_node)->index; } |
208 | _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return static_cast<Face *>(p_face)->index; } |
209 | |
210 | // Return true to stop the query. |
211 | // p_index is the node index for AABB query, face index for Ray query. |
212 | typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata); |
213 | |
214 | void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata); |
215 | void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata); |
216 | |
217 | protected: |
218 | virtual void _shapes_changed() override; |
219 | |
220 | private: |
221 | void update_normals_and_centroids(); |
222 | void update_bounds(); |
223 | void update_constants(); |
224 | void update_area(); |
225 | void reset_link_rest_lengths(); |
226 | void update_link_constants(); |
227 | |
228 | void apply_nodes_transform(const Transform3D &p_transform); |
229 | |
230 | void add_velocity(const Vector3 &p_velocity); |
231 | |
232 | void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas); |
233 | |
234 | bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices); |
235 | void generate_bending_constraints(int p_distance); |
236 | void reoptimize_link_order(); |
237 | void append_link(uint32_t p_node1, uint32_t p_node2); |
238 | void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3); |
239 | |
240 | void solve_links(real_t kst, real_t ti); |
241 | |
242 | void initialize_face_tree(); |
243 | void update_face_tree(real_t p_delta); |
244 | |
245 | void initialize_shape(bool p_force_move = true); |
246 | void deinitialize_shape(); |
247 | |
248 | void destroy(); |
249 | }; |
250 | |
251 | class GodotSoftBodyShape3D : public GodotShape3D { |
252 | GodotSoftBody3D *soft_body = nullptr; |
253 | |
254 | public: |
255 | GodotSoftBody3D *get_soft_body() const { return soft_body; } |
256 | |
257 | virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; } |
258 | virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; } |
259 | virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); } |
260 | virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } |
261 | |
262 | virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; |
263 | virtual bool intersect_point(const Vector3 &p_point) const override; |
264 | virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; |
265 | virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); } |
266 | |
267 | virtual void set_data(const Variant &p_data) override {} |
268 | virtual Variant get_data() const override { return Variant(); } |
269 | |
270 | void update_bounds(); |
271 | |
272 | GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body); |
273 | ~GodotSoftBodyShape3D() {} |
274 | }; |
275 | |
276 | #endif // GODOT_SOFT_BODY_3D_H |
277 | |