godot/modules/jolt_physics/spaces/jolt_space_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

150 lines
5.9 KiB
C++

/**************************************************************************/
/* jolt_space_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_SPACE_3D_H
#define JOLT_SPACE_3D_H
#include "jolt_body_accessor_3d.h"
#include "servers/physics_server_3d.h"
#include "Jolt/Jolt.h"
#include "Jolt/Core/JobSystem.h"
#include "Jolt/Core/TempAllocator.h"
#include "Jolt/Physics/Body/BodyInterface.h"
#include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h"
#include "Jolt/Physics/Collision/NarrowPhaseQuery.h"
#include "Jolt/Physics/Constraints/Constraint.h"
#include "Jolt/Physics/PhysicsSystem.h"
#include <stdint.h>
class JoltArea3D;
class JoltContactListener3D;
class JoltJoint3D;
class JoltLayers;
class JoltObject3D;
class JoltPhysicsDirectSpaceState3D;
class JoltSpace3D {
JoltBodyWriter3D body_accessor;
RID rid;
JPH::JobSystem *job_system = nullptr;
JPH::TempAllocator *temp_allocator = nullptr;
JoltLayers *layers = nullptr;
JoltContactListener3D *contact_listener = nullptr;
JPH::PhysicsSystem *physics_system = nullptr;
JoltPhysicsDirectSpaceState3D *direct_state = nullptr;
JoltArea3D *default_area = nullptr;
float last_step = 0.0f;
int bodies_added_since_optimizing = 0;
bool active = false;
bool stepping = false;
bool has_stepped = false;
void _pre_step(float p_step);
void _post_step(float p_step);
public:
explicit JoltSpace3D(JPH::JobSystem *p_job_system);
~JoltSpace3D();
void step(float p_step);
void call_queries();
RID get_rid() const { return rid; }
void set_rid(const RID &p_rid) { rid = p_rid; }
bool is_active() const { return active; }
void set_active(bool p_active) { active = p_active; }
bool is_stepping() const { return stepping; }
double get_param(PhysicsServer3D::SpaceParameter p_param) const;
void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value);
JPH::PhysicsSystem &get_physics_system() const { return *physics_system; }
JPH::BodyInterface &get_body_iface();
const JPH::BodyInterface &get_body_iface() const;
const JPH::BodyLockInterface &get_lock_iface() const;
const JPH::BroadPhaseQuery &get_broad_phase_query() const;
const JPH::NarrowPhaseQuery &get_narrow_phase_query() const;
JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask);
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;
JoltReadableBody3D read_body(const JPH::BodyID &p_body_id) const;
JoltReadableBody3D read_body(const JoltObject3D &p_object) const;
JoltWritableBody3D write_body(const JPH::BodyID &p_body_id) const;
JoltWritableBody3D write_body(const JoltObject3D &p_object) const;
JoltReadableBodies3D read_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
JoltWritableBodies3D write_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
JoltPhysicsDirectSpaceState3D *get_direct_state();
JoltArea3D *get_default_area() const { return default_area; }
void set_default_area(JoltArea3D *p_area);
float get_last_step() const { return last_step; }
JPH::BodyID add_rigid_body(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false);
JPH::BodyID add_soft_body(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false);
void remove_body(const JPH::BodyID &p_body_id);
void try_optimize();
void add_joint(JPH::Constraint *p_jolt_ref);
void add_joint(JoltJoint3D *p_joint);
void remove_joint(JPH::Constraint *p_jolt_ref);
void remove_joint(JoltJoint3D *p_joint);
#ifdef DEBUG_ENABLED
void dump_debug_snapshot(const String &p_dir);
const PackedVector3Array &get_debug_contacts() const;
int get_debug_contact_count() const;
int get_max_debug_contacts() const;
void set_max_debug_contacts(int p_count);
#endif
};
#endif // JOLT_SPACE_3D_H