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: */ |
18 | /* */ |
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 */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
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 | |
34 | class GodotBody3D; |
35 | class GodotSoftBody3D; |
36 | |
37 | class 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 | |
46 | protected: |
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 | |
55 | public: |
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 | |