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cc39dca9f7
Also moved MT physics server wrappers to the main servers folder, since they don't have to be implementation specific.
82 lines
3.8 KiB
C++
82 lines
3.8 KiB
C++
/*************************************************************************/
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/* godot_constraint_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 GODOT_CONSTRAINT_3D_H
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#define GODOT_CONSTRAINT_3D_H
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class GodotBody3D;
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class GodotSoftBody3D;
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class GodotConstraint3D {
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GodotBody3D **_body_ptr;
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int _body_count;
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uint64_t island_step;
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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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GodotConstraint3D(GodotBody3D **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_ GodotBody3D **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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virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
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virtual int get_soft_body_count() const { return 0; }
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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 bool pre_solve(real_t p_step) = 0;
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virtual void solve(real_t p_step) = 0;
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virtual ~GodotConstraint3D() {}
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};
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#endif // GODOT_CONSTRAINT_3D_H
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