/**************************************************************************/ /* physics_server_3d_wrap_mt.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. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef PHYSICS_SERVER_3D_WRAP_MT_H #define PHYSICS_SERVER_3D_WRAP_MT_H #include "core/config/project_settings.h" #include "core/os/thread.h" #include "core/templates/command_queue_mt.h" #include "servers/physics_server_3d.h" #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif class PhysicsServer3DWrapMT : public PhysicsServer3D { mutable PhysicsServer3D *physics_server_3d; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; Thread::ID main_thread; volatile bool exit = false; Thread thread; volatile bool step_thread_up = false; bool create_thread = false; Semaphore step_sem; void thread_step(real_t p_delta); void thread_exit(); bool first_frame = true; Mutex alloc_mutex; int pool_max_size = 0; public: #define ServerName PhysicsServer3D #define ServerNameWrapMT PhysicsServer3DWrapMT #define server_name physics_server_3d #define WRITE_ACTION #include "servers/server_wrap_mt_common.h" //FUNC1RID(shape,ShapeType); todo fix FUNCRID(world_boundary_shape) FUNCRID(separation_ray_shape) FUNCRID(sphere_shape) FUNCRID(box_shape) FUNCRID(capsule_shape) FUNCRID(cylinder_shape) FUNCRID(convex_polygon_shape) FUNCRID(concave_polygon_shape) FUNCRID(heightmap_shape) FUNCRID(custom_shape) FUNC2(shape_set_data, RID, const Variant &); FUNC2(shape_set_custom_solver_bias, RID, real_t); FUNC2(shape_set_margin, RID, real_t) FUNC1RC(real_t, shape_get_margin, RID) FUNC1RC(ShapeType, shape_get_type, RID); FUNC1RC(Variant, shape_get_data, RID); FUNC1RC(real_t, shape_get_custom_solver_bias, RID); #if 0 //these work well, but should be used from the main thread only bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); return physics_server_3d->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count); } #endif /* SPACE API */ FUNCRID(space); FUNC2(space_set_active, RID, bool); FUNC1RC(bool, space_is_active, RID); FUNC3(space_set_param, RID, SpaceParameter, real_t); FUNC2RC(real_t, space_get_param, RID, SpaceParameter); // this function only works on physics process, errors and returns null otherwise PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); return physics_server_3d->space_get_direct_state(p_space); } FUNC2(space_set_debug_contacts, RID, int); virtual Vector<Vector3> space_get_contacts(RID p_space) const override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector3>()); return physics_server_3d->space_get_contacts(p_space); } virtual int space_get_contact_count(RID p_space) const override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0); return physics_server_3d->space_get_contact_count(p_space); } /* AREA API */ //FUNC0RID(area); FUNCRID(area); FUNC2(area_set_space, RID, RID); FUNC1RC(RID, area_get_space, RID); FUNC4(area_add_shape, RID, RID, const Transform3D &, bool); FUNC3(area_set_shape, RID, int, RID); FUNC3(area_set_shape_transform, RID, int, const Transform3D &); FUNC3(area_set_shape_disabled, RID, int, bool); FUNC1RC(int, area_get_shape_count, RID); FUNC2RC(RID, area_get_shape, RID, int); FUNC2RC(Transform3D, area_get_shape_transform, RID, int); FUNC2(area_remove_shape, RID, int); FUNC1(area_clear_shapes, RID); FUNC2(area_attach_object_instance_id, RID, ObjectID); FUNC1RC(ObjectID, area_get_object_instance_id, RID); FUNC3(area_set_param, RID, AreaParameter, const Variant &); FUNC2(area_set_transform, RID, const Transform3D &); FUNC2RC(Variant, area_get_param, RID, AreaParameter); FUNC1RC(Transform3D, area_get_transform, RID); FUNC2(area_set_collision_layer, RID, uint32_t); FUNC1RC(uint32_t, area_get_collision_layer, RID); FUNC2(area_set_collision_mask, RID, uint32_t); FUNC1RC(uint32_t, area_get_collision_mask, RID); FUNC2(area_set_monitorable, RID, bool); FUNC2(area_set_ray_pickable, RID, bool); FUNC2(area_set_monitor_callback, RID, const Callable &); FUNC2(area_set_area_monitor_callback, RID, const Callable &); /* BODY API */ //FUNC2RID(body,BodyMode,bool); FUNCRID(body) FUNC2(body_set_space, RID, RID); FUNC1RC(RID, body_get_space, RID); FUNC2(body_set_mode, RID, BodyMode); FUNC1RC(BodyMode, body_get_mode, RID); FUNC4(body_add_shape, RID, RID, const Transform3D &, bool); FUNC3(body_set_shape, RID, int, RID); FUNC3(body_set_shape_transform, RID, int, const Transform3D &); FUNC1RC(int, body_get_shape_count, RID); FUNC2RC(Transform3D, body_get_shape_transform, RID, int); FUNC2RC(RID, body_get_shape, RID, int); FUNC3(body_set_shape_disabled, RID, int, bool); FUNC2(body_remove_shape, RID, int); FUNC1(body_clear_shapes, RID); FUNC2(body_attach_object_instance_id, RID, ObjectID); FUNC1RC(ObjectID, body_get_object_instance_id, RID); FUNC2(body_set_enable_continuous_collision_detection, RID, bool); FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID); FUNC2(body_set_collision_layer, RID, uint32_t); FUNC1RC(uint32_t, body_get_collision_layer, RID); FUNC2(body_set_collision_mask, RID, uint32_t); FUNC1RC(uint32_t, body_get_collision_mask, RID); FUNC2(body_set_collision_priority, RID, real_t); FUNC1RC(real_t, body_get_collision_priority, RID); FUNC2(body_set_user_flags, RID, uint32_t); FUNC1RC(uint32_t, body_get_user_flags, RID); FUNC3(body_set_param, RID, BodyParameter, const Variant &); FUNC2RC(Variant, body_get_param, RID, BodyParameter); FUNC1(body_reset_mass_properties, RID); FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); FUNC2(body_apply_torque_impulse, RID, const Vector3 &); FUNC2(body_apply_central_impulse, RID, const Vector3 &); FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &); FUNC2(body_apply_central_force, RID, const Vector3 &); FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &); FUNC2(body_apply_torque, RID, const Vector3 &); FUNC2(body_add_constant_central_force, RID, const Vector3 &); FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &); FUNC2(body_add_constant_torque, RID, const Vector3 &); FUNC2(body_set_constant_force, RID, const Vector3 &); FUNC1RC(Vector3, body_get_constant_force, RID); FUNC2(body_set_constant_torque, RID, const Vector3 &); FUNC1RC(Vector3, body_get_constant_torque, RID); FUNC2(body_set_axis_velocity, RID, const Vector3 &); FUNC3(body_set_axis_lock, RID, BodyAxis, bool); FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis); FUNC2(body_add_collision_exception, RID, RID); FUNC2(body_remove_collision_exception, RID, RID); FUNC2S(body_get_collision_exceptions, RID, List<RID> *); FUNC2(body_set_max_contacts_reported, RID, int); FUNC1RC(int, body_get_max_contacts_reported, RID); FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t); FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID); FUNC2(body_set_omit_force_integration, RID, bool); FUNC1RC(bool, body_is_omitting_force_integration, RID); FUNC2(body_set_state_sync_callback, RID, const Callable &); FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &); FUNC2(body_set_ray_pickable, RID, bool); bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false); return physics_server_3d->body_test_motion(p_body, p_parameters, r_result); } // this function only works on physics process, errors and returns null otherwise PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override { ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr); return physics_server_3d->body_get_direct_state(p_body); } /* SOFT BODY API */ FUNCRID(soft_body) FUNC2(soft_body_update_rendering_server, RID, PhysicsServer3DRenderingServerHandler *) FUNC2(soft_body_set_space, RID, RID) FUNC1RC(RID, soft_body_get_space, RID) FUNC2(soft_body_set_ray_pickable, RID, bool); FUNC2(soft_body_set_collision_layer, RID, uint32_t) FUNC1RC(uint32_t, soft_body_get_collision_layer, RID) FUNC2(soft_body_set_collision_mask, RID, uint32_t) FUNC1RC(uint32_t, soft_body_get_collision_mask, RID) FUNC2(soft_body_add_collision_exception, RID, RID) FUNC2(soft_body_remove_collision_exception, RID, RID) FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *) FUNC3(soft_body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, soft_body_get_state, RID, BodyState); FUNC2(soft_body_set_transform, RID, const Transform3D &); FUNC2(soft_body_set_simulation_precision, RID, int); FUNC1RC(int, soft_body_get_simulation_precision, RID); FUNC2(soft_body_set_total_mass, RID, real_t); FUNC1RC(real_t, soft_body_get_total_mass, RID); FUNC2(soft_body_set_linear_stiffness, RID, real_t); FUNC1RC(real_t, soft_body_get_linear_stiffness, RID); FUNC2(soft_body_set_pressure_coefficient, RID, real_t); FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID); FUNC2(soft_body_set_damping_coefficient, RID, real_t); FUNC1RC(real_t, soft_body_get_damping_coefficient, RID); FUNC2(soft_body_set_drag_coefficient, RID, real_t); FUNC1RC(real_t, soft_body_get_drag_coefficient, RID); FUNC2(soft_body_set_mesh, RID, RID); FUNC1RC(AABB, soft_body_get_bounds, RID); FUNC3(soft_body_move_point, RID, int, const Vector3 &); FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int); FUNC1(soft_body_remove_all_pinned_points, RID); FUNC3(soft_body_pin_point, RID, int, bool); FUNC2RC(bool, soft_body_is_point_pinned, RID, int); /* JOINT API */ FUNCRID(joint) FUNC1(joint_clear, RID) FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &) FUNC3(pin_joint_set_param, RID, PinJointParam, real_t) FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam) FUNC2(pin_joint_set_local_a, RID, const Vector3 &) FUNC1RC(Vector3, pin_joint_get_local_a, RID) FUNC2(pin_joint_set_local_b, RID, const Vector3 &) FUNC1RC(Vector3, pin_joint_get_local_b, RID) FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &) FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &) FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t) FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam) FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool) FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag) FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &) FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t) FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam) FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &) FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t) FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam) FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &) FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t) FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam) FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool) FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag) FUNC1RC(JointType, joint_get_type, RID); FUNC2(joint_set_solver_priority, RID, int); FUNC1RC(int, joint_get_solver_priority, RID); FUNC2(joint_disable_collisions_between_bodies, RID, bool); FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID); /* MISC */ FUNC1(free, RID); FUNC1(set_active, bool); virtual void init() override; virtual void step(real_t p_step) override; virtual void sync() override; virtual void end_sync() override; virtual void flush_queries() override; virtual void finish() override; virtual bool is_flushing_queries() const override { return physics_server_3d->is_flushing_queries(); } int get_process_info(ProcessInfo p_info) override { return physics_server_3d->get_process_info(p_info); } PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread); ~PhysicsServer3DWrapMT(); #undef ServerNameWrapMT #undef ServerName #undef server_name #undef WRITE_ACTION }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif // PHYSICS_SERVER_3D_WRAP_MT_H