godot/modules/jolt_physics/joints/jolt_joint_3d.h
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

108 lines
4.1 KiB
C++

/**************************************************************************/
/* jolt_joint_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. */
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/**************************************************************************/
#ifndef JOLT_JOINT_3D_H
#define JOLT_JOINT_3D_H
#include "servers/physics_server_3d.h"
#include "Jolt/Jolt.h"
#include "Jolt/Physics/Constraints/Constraint.h"
class JoltBody3D;
class JoltSpace3D;
class JoltJoint3D {
protected:
bool enabled = true;
bool collision_disabled = false;
int velocity_iterations = 0;
int position_iterations = 0;
JPH::Ref<JPH::Constraint> jolt_ref;
JoltBody3D *body_a = nullptr;
JoltBody3D *body_b = nullptr;
RID rid;
Transform3D local_ref_a;
Transform3D local_ref_b;
void _shift_reference_frames(const Vector3 &p_linear_shift, const Vector3 &p_angular_shift, Transform3D &r_shifted_ref_a, Transform3D &r_shifted_ref_b);
void _wake_up_bodies();
void _update_enabled();
void _update_iterations();
void _enabled_changed();
void _iterations_changed();
String _bodies_to_string() const;
public:
JoltJoint3D() = default;
JoltJoint3D(const JoltJoint3D &p_old_joint, JoltBody3D *p_body_a, JoltBody3D *p_body_b, const Transform3D &p_local_ref_a, const Transform3D &p_local_ref_b);
virtual ~JoltJoint3D();
virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
RID get_rid() const { return rid; }
void set_rid(const RID &p_rid) { rid = p_rid; }
JoltSpace3D *get_space() const;
JPH::Constraint *get_jolt_ref() const { return jolt_ref; }
bool is_enabled() const { return enabled; }
void set_enabled(bool p_enabled);
int get_solver_priority() const;
void set_solver_priority(int p_priority);
int get_solver_velocity_iterations() const { return velocity_iterations; }
void set_solver_velocity_iterations(int p_iterations);
int get_solver_position_iterations() const { return position_iterations; }
void set_solver_position_iterations(int p_iterations);
bool is_collision_disabled() const { return collision_disabled; }
void set_collision_disabled(bool p_disabled);
void destroy();
virtual void rebuild() {}
};
#endif // JOLT_JOINT_3D_H