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Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
140 lines
5.6 KiB
C++
140 lines
5.6 KiB
C++
/*************************************************************************/
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/* soft_body_bullet.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SOFT_BODY_BULLET_H
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#define SOFT_BODY_BULLET_H
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#include "collision_object_bullet.h"
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#include "scene/resources/material.h" // TODO remove this please
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#ifdef None
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/// This is required to remove the macro None defined by x11 compiler because this word "None" is used internally by Bullet
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#undef None
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#define x11_None 0L
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#endif
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#include <BulletSoftBody/btSoftBodyHelpers.h>
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#ifdef x11_None
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/// This is required to re add the macro None defined by x11 compiler
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#undef x11_None
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#define None 0L
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#endif
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/**
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@author AndreaCatania
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*/
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struct SoftShapeData {};
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struct TrimeshSoftShapeData : public SoftShapeData {
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PoolVector<int> m_triangles_indices;
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PoolVector<Vector3> m_vertices;
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int m_triangles_num;
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};
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class SoftBodyBullet : public CollisionObjectBullet {
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public:
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enum SoftShapeType {
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SOFT_SHAPETYPE_NONE = 0,
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SOFT_SHAPE_TYPE_TRIMESH
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};
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private:
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btSoftBody *bt_soft_body;
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btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
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SoftShapeType soft_shape_type;
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bool isScratched;
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SoftShapeData *soft_body_shape_data;
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Transform transform;
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int simulation_precision;
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real_t mass;
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real_t stiffness; // [0,1]
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real_t pressure_coefficient; // [-inf,+inf]
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real_t damping_coefficient; // [0,1]
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real_t drag_coefficient; // [0,1]
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class ImmediateGeometry *test_geometry; // TODO remove this please
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Ref<SpatialMaterial> red_mat; // TODO remove this please
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bool test_is_in_scene; // TODO remove this please
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public:
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SoftBodyBullet();
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~SoftBodyBullet();
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virtual void reload_body();
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virtual void set_space(SpaceBullet *p_space);
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virtual void dispatch_callbacks();
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virtual void on_collision_filters_change();
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virtual void on_collision_checker_start();
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virtual void on_enter_area(AreaBullet *p_area);
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virtual void on_exit_area(AreaBullet *p_area);
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_FORCE_INLINE_ btSoftBody *get_bt_soft_body() const { return bt_soft_body; }
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void set_trimesh_body_shape(PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
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void set_body_shape_data(SoftShapeData *p_soft_shape_data, SoftShapeType p_type);
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void set_transform(const Transform &p_transform);
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/// This function doesn't return the exact COM transform.
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/// It returns the origin only of first node (vertice) of current soft body
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/// ---
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/// The soft body doesn't have a fixed center of mass, but is a group of nodes (vertices)
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/// that each has its own position in the world.
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/// For this reason return the correct COM is not so simple and must be calculate
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/// Check this to improve this function http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8803
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const Transform &get_transform() const;
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void get_first_node_origin(btVector3 &p_out_origin) const;
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void set_activation_state(bool p_active);
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void set_mass(real_t p_val);
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_FORCE_INLINE_ real_t get_mass() const { return mass; }
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void set_stiffness(real_t p_val);
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_FORCE_INLINE_ real_t get_stiffness() const { return stiffness; }
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void set_simulation_precision(int p_val);
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_FORCE_INLINE_ int get_simulation_precision() const { return simulation_precision; }
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void set_pressure_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
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void set_damping_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
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void set_drag_coefficient(real_t p_val);
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_FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
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private:
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void reload_soft_body();
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void create_soft_body();
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void destroy_soft_body();
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};
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#endif // SOFT_BODY_BULLET_H
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