godot_constraint_3d.h 3.8 KB

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  1. /**************************************************************************/
  2. /* godot_constraint_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef GODOT_CONSTRAINT_3D_H
  31. #define GODOT_CONSTRAINT_3D_H
  32. class GodotBody3D;
  33. class GodotSoftBody3D;
  34. class GodotConstraint3D {
  35. GodotBody3D **_body_ptr;
  36. int _body_count;
  37. uint64_t island_step;
  38. int priority;
  39. bool disabled_collisions_between_bodies;
  40. RID self;
  41. protected:
  42. GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
  43. _body_ptr = p_body_ptr;
  44. _body_count = p_body_count;
  45. island_step = 0;
  46. priority = 1;
  47. disabled_collisions_between_bodies = true;
  48. }
  49. public:
  50. _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
  51. _FORCE_INLINE_ RID get_self() const { return self; }
  52. _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
  53. _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
  54. _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
  55. _FORCE_INLINE_ int get_body_count() const { return _body_count; }
  56. virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
  57. virtual int get_soft_body_count() const { return 0; }
  58. _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
  59. _FORCE_INLINE_ int get_priority() const { return priority; }
  60. _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
  61. _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
  62. virtual bool setup(real_t p_step) = 0;
  63. virtual bool pre_solve(real_t p_step) = 0;
  64. virtual void solve(real_t p_step) = 0;
  65. virtual ~GodotConstraint3D() {}
  66. };
  67. #endif // GODOT_CONSTRAINT_3D_H