fe52458154
Happy new year to the wonderful Godot community!
81 lines
3.8 KiB
C++
81 lines
3.8 KiB
C++
/*************************************************************************/
|
|
/* godot_constraint_3d.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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 GODOT_CONSTRAINT_3D_H
|
|
#define GODOT_CONSTRAINT_3D_H
|
|
|
|
class GodotBody3D;
|
|
class GodotSoftBody3D;
|
|
|
|
class GodotConstraint3D {
|
|
GodotBody3D **_body_ptr;
|
|
int _body_count;
|
|
uint64_t island_step;
|
|
int priority;
|
|
bool disabled_collisions_between_bodies;
|
|
|
|
RID self;
|
|
|
|
protected:
|
|
GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
|
|
_body_ptr = p_body_ptr;
|
|
_body_count = p_body_count;
|
|
island_step = 0;
|
|
priority = 1;
|
|
disabled_collisions_between_bodies = true;
|
|
}
|
|
|
|
public:
|
|
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
|
|
_FORCE_INLINE_ RID get_self() const { return self; }
|
|
|
|
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
|
|
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
|
|
|
|
_FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
|
|
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
|
|
|
|
virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
|
|
virtual int get_soft_body_count() const { return 0; }
|
|
|
|
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
|
|
_FORCE_INLINE_ int get_priority() const { return priority; }
|
|
|
|
_FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
|
|
_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
|
|
|
|
virtual bool setup(real_t p_step) = 0;
|
|
virtual bool pre_solve(real_t p_step) = 0;
|
|
virtual void solve(real_t p_step) = 0;
|
|
|
|
virtual ~GodotConstraint3D() {}
|
|
};
|
|
|
|
#endif // GODOT_CONSTRAINT_3D_H
|