SoftBody support in GodotPhysics 3D

- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
This commit is contained in:
PouleyKetchoupp
2021-03-11 20:33:46 -07:00
parent 01851defb5
commit d5ea4acd2d
26 changed files with 2489 additions and 359 deletions
+154 -4
View File
@@ -30,6 +30,7 @@
#include "collision_solver_3d_sw.h"
#include "collision_solver_3d_sat.h"
#include "soft_body_3d_sw.h"
#include "gjk_epa.h"
@@ -78,9 +79,9 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
if (p_result_callback) {
if (p_swap_result) {
p_result_callback(supports[i], support_A, p_userdata);
p_result_callback(supports[i], 0, support_A, 0, p_userdata);
} else {
p_result_callback(support_A, supports[i], p_userdata);
p_result_callback(support_A, 0, supports[i], 0, p_userdata);
}
}
}
@@ -113,14 +114,148 @@ bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform
if (p_result_callback) {
if (p_swap_result) {
p_result_callback(support_B, support_A, p_userdata);
p_result_callback(support_B, 0, support_A, 0, p_userdata);
} else {
p_result_callback(support_A, support_B, p_userdata);
p_result_callback(support_A, 0, support_B, 0, p_userdata);
}
}
return true;
}
struct _SoftBodyContactCollisionInfo {
int node_index = 0;
CollisionSolver3DSW::CallbackResult result_callback = nullptr;
void *userdata = nullptr;
bool swap_result = false;
int contact_count = 0;
};
void CollisionSolver3DSW::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
_SoftBodyContactCollisionInfo &cinfo = *(_SoftBodyContactCollisionInfo *)(p_userdata);
++cinfo.contact_count;
if (cinfo.swap_result) {
cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, cinfo.userdata);
} else {
cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, cinfo.userdata);
}
}
struct _SoftBodyQueryInfo {
SoftBody3DSW *soft_body = nullptr;
const Shape3DSW *shape_A = nullptr;
const Shape3DSW *shape_B = nullptr;
Transform transform_A;
Transform node_transform;
_SoftBodyContactCollisionInfo contact_info;
#ifdef DEBUG_ENABLED
int node_query_count = 0;
int convex_query_count = 0;
#endif
};
bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
_SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
Transform transform_B;
transform_B.origin = query_cinfo.node_transform.xform(node_position);
query_cinfo.contact_info.node_index = p_node_index;
solve_static(query_cinfo.shape_A, query_cinfo.transform_A, query_cinfo.shape_B, transform_B, soft_body_contact_callback, &query_cinfo.contact_info);
#ifdef DEBUG_ENABLED
++query_cinfo.node_query_count;
#endif
// Continue with the query.
return false;
}
void CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex) {
_SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
query_cinfo.shape_A = p_convex;
// Calculate AABB for internal soft body query (in world space).
AABB shape_aabb;
for (int i = 0; i < 3; i++) {
Vector3 axis;
axis[i] = 1.0;
real_t smin, smax;
p_convex->project_range(axis, query_cinfo.transform_A, smin, smax);
shape_aabb.position[i] = smin;
shape_aabb.size[i] = smax - smin;
}
shape_aabb.grow_by(query_cinfo.soft_body->get_collision_margin());
query_cinfo.soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
#ifdef DEBUG_ENABLED
++query_cinfo.convex_query_count;
#endif
}
bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Transform &p_transform_A, const Shape3DSW *p_shape_B, const Transform &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
const SoftBodyShape3DSW *soft_body_shape_B = static_cast<const SoftBodyShape3DSW *>(p_shape_B);
SoftBody3DSW *soft_body = soft_body_shape_B->get_soft_body();
const Transform &world_to_local = soft_body->get_inv_transform();
const real_t collision_margin = soft_body->get_collision_margin();
SphereShape3DSW sphere_shape;
sphere_shape.set_data(collision_margin);
_SoftBodyQueryInfo query_cinfo;
query_cinfo.contact_info.result_callback = p_result_callback;
query_cinfo.contact_info.userdata = p_userdata;
query_cinfo.contact_info.swap_result = p_swap_result;
query_cinfo.soft_body = soft_body;
query_cinfo.node_transform = p_transform_B * world_to_local;
query_cinfo.shape_A = p_shape_A;
query_cinfo.transform_A = p_transform_A;
query_cinfo.shape_B = &sphere_shape;
if (p_shape_A->is_concave()) {
// In case of concave shape, query convex shapes first.
const ConcaveShape3DSW *concave_shape_A = static_cast<const ConcaveShape3DSW *>(p_shape_A);
AABB soft_body_aabb = soft_body->get_bounds();
soft_body_aabb.grow_by(collision_margin);
// Calculate AABB for internal concave shape query (in local space).
AABB local_aabb;
for (int i = 0; i < 3; i++) {
Vector3 axis(p_transform_A.basis.get_axis(i));
real_t axis_scale = 1.0 / axis.length();
real_t smin = soft_body_aabb.position[i];
real_t smax = smin + soft_body_aabb.size[i];
smin *= axis_scale;
smax *= axis_scale;
local_aabb.position[i] = smin;
local_aabb.size[i] = smax - smin;
}
concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo);
} else {
AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb());
shape_aabb.grow_by(collision_margin);
soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
}
return (query_cinfo.contact_info.contact_count > 0);
}
struct _ConcaveCollisionInfo {
const Transform *transform_A;
const Shape3DSW *shape_A;
@@ -215,6 +350,9 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
if (type_B == PhysicsServer3D::SHAPE_RAY) {
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
return false;
}
if (swap) {
return solve_static_plane(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
@@ -233,6 +371,18 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
// Soft Body / Soft Body not supported.
return false;
}
if (swap) {
return solve_soft_body(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
} else {
return solve_soft_body(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
} else if (concave_B) {
if (concave_A) {
return false;