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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
85 lines
3.9 KiB
C++
85 lines
3.9 KiB
C++
/*************************************************************************/
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/* constraint_3d_sw.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 CONSTRAINT_SW_H
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#define CONSTRAINT_SW_H
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#include "body_3d_sw.h"
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class Constraint3DSW {
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Body3DSW **_body_ptr;
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int _body_count;
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uint64_t island_step;
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Constraint3DSW *island_next;
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Constraint3DSW *island_list_next;
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int priority;
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bool disabled_collisions_between_bodies;
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RID self;
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protected:
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Constraint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) {
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_body_ptr = p_body_ptr;
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_body_count = p_body_count;
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island_step = 0;
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priority = 1;
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disabled_collisions_between_bodies = true;
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}
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public:
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
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_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
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_FORCE_INLINE_ Constraint3DSW *get_island_next() const { return island_next; }
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_FORCE_INLINE_ void set_island_next(Constraint3DSW *p_next) { island_next = p_next; }
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_FORCE_INLINE_ Constraint3DSW *get_island_list_next() const { return island_list_next; }
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_FORCE_INLINE_ void set_island_list_next(Constraint3DSW *p_next) { island_list_next = p_next; }
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_FORCE_INLINE_ Body3DSW **get_body_ptr() const { return _body_ptr; }
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_FORCE_INLINE_ int get_body_count() const { return _body_count; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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_FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
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_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
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virtual bool setup(real_t p_step) = 0;
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virtual void solve(real_t p_step) = 0;
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virtual ~Constraint3DSW() {}
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};
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#endif // CONSTRAINT__SW_H
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