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