historical/toontown-classic.git/panda/include/bulletSoftBodyNode.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file bulletSoftBodyNode.h
* @author enn0x
* @date 2010-12-27
*/
#ifndef __BULLET_SOFT_BODY_NODE_H__
#define __BULLET_SOFT_BODY_NODE_H__
#include "pandabase.h"
#include "bullet_includes.h"
#include "bullet_utils.h"
#include "bulletBodyNode.h"
#include "collideMask.h"
#include "geom.h"
#include "geomNode.h"
#include "geomVertexFormat.h"
#include "boundingBox.h"
#include "nurbsCurveEvaluator.h"
#include "nurbsSurfaceEvaluator.h"
#include "pta_LVecBase3.h"
class BulletRigidBodyNode;
class BulletSoftBodyConfig;
class BulletSoftBodyControl;
class BulletSoftBodyMaterial;
class BulletSoftBodyWorldInfo;
/**
*
*/
class EXPCL_PANDABULLET BulletSoftBodyNodeElement {
PUBLISHED:
INLINE ~BulletSoftBodyNodeElement();
INLINE static BulletSoftBodyNodeElement empty();
LPoint3 get_pos() const;
LVector3 get_velocity() const;
LVector3 get_normal() const;
PN_stdfloat get_inv_mass() const;
PN_stdfloat get_area() const;
int is_attached() const;
MAKE_PROPERTY(pos, get_pos);
MAKE_PROPERTY(velocity, get_velocity);
MAKE_PROPERTY(normal, get_normal);
MAKE_PROPERTY(inv_mass, get_inv_mass);
MAKE_PROPERTY(area, get_area);
MAKE_PROPERTY(attached, is_attached);
public:
BulletSoftBodyNodeElement(btSoftBody::Node &node);
private:
btSoftBody::Node &_node;
};
/**
*
*/
class EXPCL_PANDABULLET BulletSoftBodyNode : public BulletBodyNode {
public:
BulletSoftBodyNode(btSoftBody *body, const char *name="softbody");
PUBLISHED:
INLINE ~BulletSoftBodyNode();
BulletSoftBodyConfig get_cfg();
BulletSoftBodyWorldInfo get_world_info();
void generate_bending_constraints(int distance, BulletSoftBodyMaterial *material=nullptr);
void randomize_constraints();
// Mass, volume, density
void set_volume_mass(PN_stdfloat mass);
void set_volume_density(PN_stdfloat density);
void set_total_mass(PN_stdfloat mass, bool fromfaces=false);
void set_total_density(PN_stdfloat density);
void set_mass(int node, PN_stdfloat mass);
PN_stdfloat get_mass(int node) const;
PN_stdfloat get_total_mass() const;
PN_stdfloat get_volume() const;
// Force
void add_force(const LVector3 &force);
void add_force(const LVector3 &force, int node);
void set_velocity(const LVector3 &velocity);
void add_velocity(const LVector3 &velocity);
void add_velocity(const LVector3 &velocity, int node);
void set_wind_velocity(const LVector3 &velocity);
LVector3 get_wind_velocity() const;
void set_pose(bool bvolume, bool bframe);
BoundingBox get_aabb() const;
// Cluster
void generate_clusters(int k, int maxiterations=8192);
void release_cluster(int index);
void release_clusters();
int get_num_clusters() const;
LVecBase3 cluster_com(int cluster) const;
// Rendering
void link_geom(Geom *geom);
void unlink_geom();
void link_curve(NurbsCurveEvaluator *curve);
void unlink_curve();
void link_surface(NurbsSurfaceEvaluator *surface);
void unlink_surface();
// Anchors
void append_anchor(int node, BulletRigidBodyNode *body,
bool disable=false);
void append_anchor(int node, BulletRigidBodyNode *body,
const LVector3 &pivot,
bool disable=false);
// Links
void append_linear_joint(BulletBodyNode *body, int cluster,
PN_stdfloat erp=1.0,
PN_stdfloat cfm=1.0,
PN_stdfloat split=1.0);
void append_linear_joint(BulletBodyNode *body, const LPoint3 &pos,
PN_stdfloat erp=1.0,
PN_stdfloat cfm=1.0,
PN_stdfloat split=1.0);
void append_angular_joint(BulletBodyNode *body, const LVector3 &axis,
PN_stdfloat erp=1.0,
PN_stdfloat cfm=1.0,
PN_stdfloat split=1.0,
BulletSoftBodyControl *control=nullptr);
// Materials
int get_num_materials() const;
BulletSoftBodyMaterial get_material(int idx) const;
MAKE_SEQ(get_materials, get_num_materials, get_material);
BulletSoftBodyMaterial append_material();
// Nodes
int get_num_nodes() const;
BulletSoftBodyNodeElement get_node(int idx) const;
MAKE_SEQ(get_nodes, get_num_nodes, get_node);
int get_closest_node_index(LVecBase3 point, bool local);
// Factory
static PT(BulletSoftBodyNode) make_rope(
BulletSoftBodyWorldInfo &info,
const LPoint3 &from,
const LPoint3 &to,
int res,
int fixeds);
static PT(BulletSoftBodyNode) make_patch(
BulletSoftBodyWorldInfo &info,
const LPoint3 &corner00,
const LPoint3 &corner10,
const LPoint3 &corner01,
const LPoint3 &corner11,
int resx,
int resy,
int fixeds,
bool gendiags);
static PT(BulletSoftBodyNode) make_ellipsoid(
BulletSoftBodyWorldInfo &info,
const LPoint3 &center,
const LVecBase3 &radius,
int res);
static PT(BulletSoftBodyNode) make_tri_mesh(
BulletSoftBodyWorldInfo &info,
const Geom *geom,
bool randomizeConstraints=true);
static PT(BulletSoftBodyNode) make_tri_mesh(
BulletSoftBodyWorldInfo &info,
PTA_LVecBase3 points,
PTA_int indices,
bool randomizeConstraints=true);
static PT(BulletSoftBodyNode) make_tet_mesh(
BulletSoftBodyWorldInfo &info,
PTA_LVecBase3 points,
PTA_int indices,
bool tetralinks=true);
static PT(BulletSoftBodyNode) make_tet_mesh(
BulletSoftBodyWorldInfo &info,
const char *ele,
const char *face,
const char *node);
MAKE_PROPERTY(cfg, get_cfg);
MAKE_PROPERTY(world_info, get_world_info);
MAKE_PROPERTY(wind_velocity, get_wind_velocity, set_wind_velocity);
MAKE_PROPERTY(aabb, get_aabb);
MAKE_PROPERTY(num_clusters, get_num_clusters);
MAKE_SEQ_PROPERTY(materials, get_num_materials, get_material);
MAKE_SEQ_PROPERTY(nodes, get_num_nodes, get_node);
public:
virtual btCollisionObject *get_object() const;
void do_sync_p2b();
void do_sync_b2p();
protected:
virtual void transform_changed();
private:
btSoftBody *_soft;
CPT(TransformState) _sync;
bool _sync_disable;
PT(Geom) _geom;
PT(NurbsCurveEvaluator) _curve;
PT(NurbsSurfaceEvaluator) _surface;
static int get_point_index(LVecBase3 p, PTA_LVecBase3 points);
static int next_line(const char *buffer);
BoundingBox do_get_aabb() const;
int do_get_closest_node_index(LVecBase3 point, bool local);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
BulletBodyNode::init_type();
register_type(_type_handle, "BulletSoftBodyNode",
BulletBodyNode::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {
init_type();
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
#include "bulletSoftBodyNode.I"
#endif // __BULLET_SOFT_BODY_NODE_H__