godot/modules/jolt_physics/shapes/jolt_shape_instance_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

104 lines
4.4 KiB
C++

/**************************************************************************/
/* jolt_shape_instance_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: */
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/* The above copyright notice and this permission notice shall be */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
#ifndef JOLT_SHAPE_INSTANCE_3D_H
#define JOLT_SHAPE_INSTANCE_3D_H
#include "core/math/transform_3d.h"
#include "Jolt/Jolt.h"
#include "Jolt/Physics/Collision/Shape/Shape.h"
class JoltShapedObject3D;
class JoltShape3D;
class JoltShapeInstance3D {
// This RAII helper exists solely to avoid needing to maintain copy construction/assignment in the shape instance.
// Ideally this would be move-only instead, but Godot's containers don't support that at the moment.
struct ShapeReference {
JoltShapedObject3D *parent = nullptr;
JoltShape3D *shape = nullptr;
ShapeReference() = default;
ShapeReference(JoltShapedObject3D *p_parent, JoltShape3D *p_shape);
ShapeReference(const ShapeReference &p_other);
ShapeReference(ShapeReference &&p_other) = delete;
~ShapeReference();
ShapeReference &operator=(const ShapeReference &p_other);
ShapeReference &operator=(ShapeReference &&p_other) = delete;
JoltShape3D *operator*() const { return shape; }
JoltShape3D *operator->() const { return shape; }
operator JoltShape3D *() const { return shape; }
};
inline static uint32_t next_id = 1;
Transform3D transform;
Vector3 scale;
ShapeReference shape;
JPH::ShapeRefC jolt_ref;
uint32_t id = next_id++;
bool disabled = false;
public:
JoltShapeInstance3D() = default;
JoltShapeInstance3D(JoltShapedObject3D *p_parent, JoltShape3D *p_shape, const Transform3D &p_transform = Transform3D(), const Vector3 &p_scale = Vector3(1.0f, 1.0f, 1.0f), bool p_disabled = false);
uint32_t get_id() const { return id; }
JoltShape3D *get_shape() const { return shape; }
const JPH::Shape *get_jolt_ref() const { return jolt_ref; }
const Transform3D &get_transform_unscaled() const { return transform; }
Transform3D get_transform_scaled() const { return transform.scaled_local(scale); }
void set_transform(const Transform3D &p_transform) { transform = p_transform; }
const Vector3 &get_scale() const { return scale; }
void set_scale(const Vector3 &p_scale) { scale = p_scale; }
AABB get_aabb() const;
bool is_built() const { return jolt_ref != nullptr; }
bool is_enabled() const { return !disabled; }
bool is_disabled() const { return disabled; }
void enable() { disabled = false; }
void disable() { disabled = true; }
bool try_build();
};
#endif // JOLT_SHAPE_INSTANCE_3D_H