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c7255388e1
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
63 lines
3.3 KiB
C++
63 lines
3.3 KiB
C++
/*************************************************************************/
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/* godot_step_3d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 GODOT_STEP_3D_H
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#define GODOT_STEP_3D_H
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#include "godot_space_3d.h"
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#include "core/object/worker_thread_pool.h"
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#include "core/templates/local_vector.h"
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class GodotStep3D {
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uint64_t _step = 1;
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int iterations = 0;
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real_t delta = 0.0;
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LocalVector<LocalVector<GodotBody3D *>> body_islands;
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LocalVector<LocalVector<GodotConstraint3D *>> constraint_islands;
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LocalVector<GodotConstraint3D *> all_constraints;
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void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
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void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const;
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void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
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void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
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public:
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void step(GodotSpace3D *p_space, real_t p_delta);
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GodotStep3D();
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~GodotStep3D();
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};
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#endif // GODOT_STEP_3D_H
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