| 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 | |