1/**************************************************************************/
2/* godot_constraint_3d.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef GODOT_CONSTRAINT_3D_H
32#define GODOT_CONSTRAINT_3D_H
33
34class GodotBody3D;
35class GodotSoftBody3D;
36
37class GodotConstraint3D {
38 GodotBody3D **_body_ptr;
39 int _body_count;
40 uint64_t island_step;
41 int priority;
42 bool disabled_collisions_between_bodies;
43
44 RID self;
45
46protected:
47 GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
48 _body_ptr = p_body_ptr;
49 _body_count = p_body_count;
50 island_step = 0;
51 priority = 1;
52 disabled_collisions_between_bodies = true;
53 }
54
55public:
56 _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
57 _FORCE_INLINE_ RID get_self() const { return self; }
58
59 _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
60 _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
61
62 _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
63 _FORCE_INLINE_ int get_body_count() const { return _body_count; }
64
65 virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
66 virtual int get_soft_body_count() const { return 0; }
67
68 _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
69 _FORCE_INLINE_ int get_priority() const { return priority; }
70
71 _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
72 _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
73
74 virtual bool setup(real_t p_step) = 0;
75 virtual bool pre_solve(real_t p_step) = 0;
76 virtual void solve(real_t p_step) = 0;
77
78 virtual ~GodotConstraint3D() {}
79};
80
81#endif // GODOT_CONSTRAINT_3D_H
82