Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference

Remove scene code in physics servers
This commit is contained in:
Camille Mohr-Daurat
2021-10-01 09:56:49 -07:00
committed by GitHub
11 changed files with 43 additions and 37 deletions

View File

@@ -903,7 +903,7 @@ RID BulletPhysicsServer3D::soft_body_get_space(RID p_body) const {
return space->get_self();
}
void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, const REF &p_mesh) {
void BulletPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
SoftBodyBullet *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);

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@@ -265,7 +265,7 @@ public:
virtual void soft_body_set_space(RID p_body, RID p_space) override;
virtual RID soft_body_get_space(RID p_body) const override;
virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
virtual AABB soft_body_get_bounds(RID p_body) const override;

View File

@@ -32,9 +32,10 @@
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "scene/3d/soft_body_3d.h"
#include "space_bullet.h"
#include "servers/rendering_server.h"
SoftBodyBullet::SoftBodyBullet() :
CollisionObjectBullet(CollisionObjectBullet::TYPE_SOFT_BODY) {}
@@ -105,24 +106,26 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
p_rendering_server_handler->set_aabb(aabb);
}
void SoftBodyBullet::set_soft_mesh(const Ref<Mesh> &p_mesh) {
if (p_mesh.is_null()) {
soft_mesh.unref();
} else {
soft_mesh = p_mesh;
}
void SoftBodyBullet::set_soft_mesh(RID p_mesh) {
destroy_soft_body();
soft_mesh = p_mesh;
if (soft_mesh.is_null()) {
destroy_soft_body();
return;
}
Array arrays = soft_mesh->surface_get_arrays(0);
ERR_FAIL_COND(!(soft_mesh->surface_get_format(0) & RS::ARRAY_FORMAT_INDEX));
set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
bool success = set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
if (!success) {
destroy_soft_body();
}
}
void SoftBodyBullet::destroy_soft_body() {
soft_mesh = RID();
if (!bt_soft_body) {
return;
}
@@ -289,9 +292,9 @@ void SoftBodyBullet::set_drag_coefficient(real_t p_val) {
}
}
void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
/// Assert the current soft body is destroyed
destroy_soft_body();
bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices) {
ERR_FAIL_COND_V(p_indices.is_empty(), false);
ERR_FAIL_COND_V(p_vertices.is_empty(), false);
/// Parse visual server indices to physical indices.
/// Merge all overlapping vertices and create a map of physical vertices to visual server
@@ -363,6 +366,8 @@ void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
bt_soft_body = btSoftBodyHelpers::CreateFromTriMesh(fake_world_info, &bt_vertices[0], &bt_triangles[0], triangles_size, false);
setup_soft_body();
}
return true;
}
void SoftBodyBullet::setup_soft_body() {

View File

@@ -32,7 +32,6 @@
#define SOFT_BODY_BULLET_H
#include "collision_object_bullet.h"
#include "scene/resources/material.h" // TODO remove this please
#ifdef None
/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
@@ -42,7 +41,6 @@
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "collision_object_bullet.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server_3d.h"
#ifdef x11_None
@@ -64,7 +62,7 @@ private:
btSoftBody::Material *mat0 = nullptr; // This is just a copy of pointer managed by btSoftBody
bool isScratched = false;
Ref<Mesh> soft_mesh;
RID soft_mesh;
int simulation_precision = 5;
real_t total_mass = 1.;
@@ -100,7 +98,7 @@ public:
void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
void set_soft_mesh(const Ref<Mesh> &p_mesh);
void set_soft_mesh(RID p_mesh);
void destroy_soft_body();
// Special function. This function has bad performance
@@ -139,7 +137,7 @@ public:
_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
private:
void set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
bool set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector3> p_vertices);
void setup_soft_body();
void pin_node(int p_node_index);