mirror of
https://github.com/godotengine/godot.git
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d470c2ac6a
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
150 lines
5.9 KiB
C++
150 lines
5.9 KiB
C++
/**************************************************************************/
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/* jolt_space_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 JOLT_SPACE_3D_H
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#define JOLT_SPACE_3D_H
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#include "jolt_body_accessor_3d.h"
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#include "servers/physics_server_3d.h"
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#include "Jolt/Jolt.h"
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#include "Jolt/Core/JobSystem.h"
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#include "Jolt/Core/TempAllocator.h"
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#include "Jolt/Physics/Body/BodyInterface.h"
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#include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h"
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#include "Jolt/Physics/Collision/NarrowPhaseQuery.h"
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#include "Jolt/Physics/Constraints/Constraint.h"
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#include "Jolt/Physics/PhysicsSystem.h"
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#include <stdint.h>
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class JoltArea3D;
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class JoltContactListener3D;
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class JoltJoint3D;
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class JoltLayers;
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class JoltObject3D;
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class JoltPhysicsDirectSpaceState3D;
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class JoltSpace3D {
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JoltBodyWriter3D body_accessor;
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RID rid;
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JPH::JobSystem *job_system = nullptr;
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JPH::TempAllocator *temp_allocator = nullptr;
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JoltLayers *layers = nullptr;
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JoltContactListener3D *contact_listener = nullptr;
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JPH::PhysicsSystem *physics_system = nullptr;
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JoltPhysicsDirectSpaceState3D *direct_state = nullptr;
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JoltArea3D *default_area = nullptr;
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float last_step = 0.0f;
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int bodies_added_since_optimizing = 0;
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bool active = false;
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bool stepping = false;
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bool has_stepped = false;
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void _pre_step(float p_step);
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void _post_step(float p_step);
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public:
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explicit JoltSpace3D(JPH::JobSystem *p_job_system);
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~JoltSpace3D();
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void step(float p_step);
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void call_queries();
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RID get_rid() const { return rid; }
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void set_rid(const RID &p_rid) { rid = p_rid; }
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bool is_active() const { return active; }
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void set_active(bool p_active) { active = p_active; }
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bool is_stepping() const { return stepping; }
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double get_param(PhysicsServer3D::SpaceParameter p_param) const;
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void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value);
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JPH::PhysicsSystem &get_physics_system() const { return *physics_system; }
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JPH::BodyInterface &get_body_iface();
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const JPH::BodyInterface &get_body_iface() const;
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const JPH::BodyLockInterface &get_lock_iface() const;
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const JPH::BroadPhaseQuery &get_broad_phase_query() const;
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const JPH::NarrowPhaseQuery &get_narrow_phase_query() const;
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JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask);
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void map_from_object_layer(JPH::ObjectLayer p_object_layer, JPH::BroadPhaseLayer &r_broad_phase_layer, uint32_t &r_collision_layer, uint32_t &r_collision_mask) const;
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JoltReadableBody3D read_body(const JPH::BodyID &p_body_id) const;
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JoltReadableBody3D read_body(const JoltObject3D &p_object) const;
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JoltWritableBody3D write_body(const JPH::BodyID &p_body_id) const;
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JoltWritableBody3D write_body(const JoltObject3D &p_object) const;
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JoltReadableBodies3D read_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
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JoltWritableBodies3D write_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
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JoltPhysicsDirectSpaceState3D *get_direct_state();
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JoltArea3D *get_default_area() const { return default_area; }
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void set_default_area(JoltArea3D *p_area);
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float get_last_step() const { return last_step; }
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JPH::BodyID add_rigid_body(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false);
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JPH::BodyID add_soft_body(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false);
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void remove_body(const JPH::BodyID &p_body_id);
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void try_optimize();
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void add_joint(JPH::Constraint *p_jolt_ref);
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void add_joint(JoltJoint3D *p_joint);
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void remove_joint(JPH::Constraint *p_jolt_ref);
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void remove_joint(JoltJoint3D *p_joint);
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#ifdef DEBUG_ENABLED
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void dump_debug_snapshot(const String &p_dir);
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const PackedVector3Array &get_debug_contacts() const;
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int get_debug_contact_count() const;
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int get_max_debug_contacts() const;
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void set_max_debug_contacts(int p_count);
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#endif
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};
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#endif // JOLT_SPACE_3D_H
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