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Merge pull request #46937 from nekomatata/soft-body-support

SoftBody support in GodotPhysics 3D
This commit is contained in:
Rémi Verschelde
2021-03-20 21:45:20 +01:00
committed by GitHub
26 changed files with 2489 additions and 359 deletions

View File

@@ -433,12 +433,6 @@ void BulletPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) {
area->set_ray_pickable(p_enable);
}
bool BulletPhysicsServer3D::area_is_ray_pickable(RID p_area) const {
AreaBullet *area = area_owner.getornull(p_area);
ERR_FAIL_COND_V(!area, false);
return area->is_ray_pickable();
}
RID BulletPhysicsServer3D::body_create(BodyMode p_mode, bool p_init_sleeping) {
RigidBodyBullet *body = bulletnew(RigidBodyBullet);
body->set_mode(p_mode);
@@ -842,12 +836,6 @@ void BulletPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) {
body->set_ray_pickable(p_enable);
}
bool BulletPhysicsServer3D::body_is_ray_pickable(RID p_body) const {
RigidBodyBullet *body = rigid_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
return body->is_ray_pickable();
}
PhysicsDirectBodyState3D *BulletPhysicsServer3D::body_get_direct_state(RID p_body) {
RigidBodyBullet *body = rigid_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, nullptr);
@@ -880,7 +868,7 @@ RID BulletPhysicsServer3D::soft_body_create(bool p_init_sleeping) {
CreateThenReturnRID(soft_body_owner, body);
}
void BulletPhysicsServer3D::soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler) {
void BulletPhysicsServer3D::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -922,6 +910,13 @@ void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
body->set_soft_mesh(p_mesh);
}
AABB BulletPhysicsServer::soft_body_get_bounds(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.get(p_body);
ERR_FAIL_COND_V(!body, AABB());
return body->get_bounds();
}
void BulletPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -1002,34 +997,19 @@ void BulletPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform
body->set_soft_transform(p_transform);
}
Vector3 BulletPhysicsServer3D::soft_body_get_vertex_position(RID p_body, int vertex_index) const {
const SoftBodyBullet *body = soft_body_owner.getornull(p_body);
Vector3 pos;
ERR_FAIL_COND_V(!body, pos);
body->get_node_position(vertex_index, pos);
return pos;
}
void BulletPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_ray_pickable(p_enable);
}
bool BulletPhysicsServer3D::soft_body_is_ray_pickable(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
return body->is_ray_pickable();
}
void BulletPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_simulation_precision(p_simulation_precision);
}
int BulletPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) {
int BulletPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_simulation_precision();
@@ -1041,13 +1021,13 @@ void BulletPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_
body->set_total_mass(p_total_mass);
}
real_t BulletPhysicsServer3D::soft_body_get_total_mass(RID p_body) {
real_t BulletPhysicsServer3D::soft_body_get_total_mass(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_total_mass();
}
void BulletPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
void BulletPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_linear_stiffness(p_stiffness);
@@ -1059,61 +1039,25 @@ real_t BulletPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) {
return body->get_linear_stiffness();
}
void BulletPhysicsServer3D::soft_body_set_angular_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_angular_stiffness(p_stiffness);
}
real_t BulletPhysicsServer3D::soft_body_get_angular_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_angular_stiffness();
}
void BulletPhysicsServer3D::soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_volume_stiffness(p_stiffness);
}
real_t BulletPhysicsServer3D::soft_body_get_volume_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_volume_stiffness();
}
void BulletPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_pressure_coefficient(p_pressure_coefficient);
}
real_t BulletPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) {
real_t BulletPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_pressure_coefficient();
}
void BulletPhysicsServer3D::soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
return body->set_pose_matching_coefficient(p_pose_matching_coefficient);
}
real_t BulletPhysicsServer3D::soft_body_get_pose_matching_coefficient(RID p_body) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_pose_matching_coefficient();
}
void BulletPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_damping_coefficient(p_damping_coefficient);
}
real_t BulletPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) {
real_t BulletPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_damping_coefficient();
@@ -1125,7 +1069,7 @@ void BulletPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_
body->set_drag_coefficient(p_drag_coefficient);
}
real_t BulletPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) {
real_t BulletPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_drag_coefficient();
@@ -1137,7 +1081,7 @@ void BulletPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index,
body->set_node_position(p_point_index, p_global_position);
}
Vector3 BulletPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) {
Vector3 BulletPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, Vector3(0., 0., 0.));
Vector3 pos;
@@ -1145,14 +1089,6 @@ Vector3 BulletPhysicsServer3D::soft_body_get_point_global_position(RID p_body, i
return pos;
}
Vector3 BulletPhysicsServer3D::soft_body_get_point_offset(RID p_body, int p_point_index) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, Vector3());
Vector3 res;
body->get_node_offset(p_point_index, res);
return res;
}
void BulletPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -1165,7 +1101,7 @@ void BulletPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, b
body->set_node_mass(p_point_index, p_pin ? 0 : 1);
}
bool BulletPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) {
bool BulletPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
return body->get_node_mass(p_point_index);