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- /**************************************************************************/
- /* jolt_space_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #pragma once
- #include "jolt_body_accessor_3d.h"
- #include "servers/physics_server_3d.h"
- #include "Jolt/Jolt.h"
- #include "Jolt/Core/JobSystem.h"
- #include "Jolt/Core/TempAllocator.h"
- #include "Jolt/Physics/Body/BodyInterface.h"
- #include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h"
- #include "Jolt/Physics/Collision/NarrowPhaseQuery.h"
- #include "Jolt/Physics/Constraints/Constraint.h"
- #include "Jolt/Physics/PhysicsSystem.h"
- class JoltArea3D;
- class JoltBody3D;
- class JoltContactListener3D;
- class JoltJoint3D;
- class JoltLayers;
- class JoltObject3D;
- class JoltPhysicsDirectSpaceState3D;
- class JoltShapedObject3D;
- class JoltSpace3D {
- SelfList<JoltBody3D>::List body_call_queries_list;
- SelfList<JoltArea3D>::List area_call_queries_list;
- SelfList<JoltShapedObject3D>::List shapes_changed_list;
- SelfList<JoltShapedObject3D>::List needs_optimization_list;
- RID rid;
- JPH::JobSystem *job_system = nullptr;
- JPH::TempAllocator *temp_allocator = nullptr;
- JoltLayers *layers = nullptr;
- JoltContactListener3D *contact_listener = nullptr;
- JPH::PhysicsSystem *physics_system = nullptr;
- JoltPhysicsDirectSpaceState3D *direct_state = nullptr;
- JoltArea3D *default_area = nullptr;
- float last_step = 0.0f;
- int bodies_added_since_optimizing = 0;
- bool active = false;
- bool stepping = false;
- void _pre_step(float p_step);
- void _post_step(float p_step);
- public:
- explicit JoltSpace3D(JPH::JobSystem *p_job_system);
- ~JoltSpace3D();
- void step(float p_step);
- void call_queries();
- RID get_rid() const { return rid; }
- void set_rid(const RID &p_rid) { rid = p_rid; }
- bool is_active() const { return active; }
- void set_active(bool p_active) { active = p_active; }
- bool is_stepping() const { return stepping; }
- double get_param(PhysicsServer3D::SpaceParameter p_param) const;
- void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value);
- JPH::PhysicsSystem &get_physics_system() const { return *physics_system; }
- JPH::TempAllocator &get_temp_allocator() const { return *temp_allocator; }
- JPH::BodyInterface &get_body_iface();
- const JPH::BodyInterface &get_body_iface() const;
- const JPH::BodyLockInterface &get_lock_iface() const;
- const JPH::BroadPhaseQuery &get_broad_phase_query() const;
- const JPH::NarrowPhaseQuery &get_narrow_phase_query() const;
- JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask);
- void map_from_object_layer(JPH::ObjectLayer p_object_layer, JPH::BroadPhaseLayer &r_broad_phase_layer, uint32_t &r_collision_layer, uint32_t &r_collision_mask) const;
- JoltReadableBody3D read_body(const JPH::BodyID &p_body_id) const;
- JoltReadableBody3D read_body(const JoltObject3D &p_object) const;
- JoltWritableBody3D write_body(const JPH::BodyID &p_body_id) const;
- JoltWritableBody3D write_body(const JoltObject3D &p_object) const;
- JoltReadableBodies3D read_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
- JoltWritableBodies3D write_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const;
- JoltPhysicsDirectSpaceState3D *get_direct_state();
- JoltArea3D *get_default_area() const { return default_area; }
- void set_default_area(JoltArea3D *p_area);
- float get_last_step() const { return last_step; }
- JPH::BodyID add_rigid_body(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false);
- JPH::BodyID add_soft_body(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false);
- void remove_body(const JPH::BodyID &p_body_id);
- void try_optimize();
- void enqueue_call_queries(SelfList<JoltBody3D> *p_body);
- void enqueue_call_queries(SelfList<JoltArea3D> *p_area);
- void dequeue_call_queries(SelfList<JoltBody3D> *p_body);
- void dequeue_call_queries(SelfList<JoltArea3D> *p_area);
- void enqueue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
- void dequeue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
- void enqueue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
- void dequeue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
- void add_joint(JPH::Constraint *p_jolt_ref);
- void add_joint(JoltJoint3D *p_joint);
- void remove_joint(JPH::Constraint *p_jolt_ref);
- void remove_joint(JoltJoint3D *p_joint);
- #ifdef DEBUG_ENABLED
- void dump_debug_snapshot(const String &p_dir);
- const PackedVector3Array &get_debug_contacts() const;
- int get_debug_contact_count() const;
- int get_max_debug_contacts() const;
- void set_max_debug_contacts(int p_count);
- #endif
- };
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