d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
76 lines
3.5 KiB
C++
76 lines
3.5 KiB
C++
/*************************************************************************/
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/* constraint_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 CONSTRAINT_SW_H
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#define CONSTRAINT_SW_H
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#include "body_sw.h"
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class ConstraintSW {
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BodySW **_body_ptr;
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int _body_count;
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uint64_t island_step;
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ConstraintSW *island_next;
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ConstraintSW *island_list_next;
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int priority;
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RID self;
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protected:
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ConstraintSW(BodySW **p_body_ptr=NULL,int p_body_count=0) { _body_ptr=p_body_ptr; _body_count=p_body_count; island_step=0; priority=1; }
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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_ ConstraintSW* get_island_next() const { return island_next; }
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_FORCE_INLINE_ void set_island_next(ConstraintSW* p_next) { island_next=p_next; }
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_FORCE_INLINE_ ConstraintSW* get_island_list_next() const { return island_list_next; }
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_FORCE_INLINE_ void set_island_list_next(ConstraintSW* p_next) { island_list_next=p_next; }
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_FORCE_INLINE_ BodySW **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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_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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virtual bool setup(float p_step)=0;
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virtual void solve(float p_step)=0;
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virtual ~ConstraintSW() {}
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};
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#endif // CONSTRAINT__SW_H
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