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- /**************************************************************************/
- /* godot_constraint_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GODOT_CONSTRAINT_3D_H
- #define GODOT_CONSTRAINT_3D_H
- class GodotBody3D;
- class GodotSoftBody3D;
- class GodotConstraint3D {
- GodotBody3D **_body_ptr;
- int _body_count;
- uint64_t island_step;
- int priority;
- bool disabled_collisions_between_bodies;
- RID self;
- protected:
- GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
- _body_ptr = p_body_ptr;
- _body_count = p_body_count;
- island_step = 0;
- priority = 1;
- disabled_collisions_between_bodies = true;
- }
- public:
- _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
- _FORCE_INLINE_ RID get_self() const { return self; }
- _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
- _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
- _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
- _FORCE_INLINE_ int get_body_count() const { return _body_count; }
- virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
- virtual int get_soft_body_count() const { return 0; }
- _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
- _FORCE_INLINE_ int get_priority() const { return priority; }
- _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
- _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
- virtual bool setup(real_t p_step) = 0;
- virtual bool pre_solve(real_t p_step) = 0;
- virtual void solve(real_t p_step) = 0;
- virtual ~GodotConstraint3D() {}
- };
- #endif // GODOT_CONSTRAINT_3D_H
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