// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include JPH_NAMESPACE_BEGIN class Body; class Constraint; class BodyID; /// A bit field that determines which aspects of the simulation to save enum class EStateRecorderState : uint8 { None = 0, ///< Save nothing Global = 1, ///< Save global physics system state (delta time, gravity, etc.) Bodies = 2, ///< Save the state of bodies Contacts = 4, ///< Save the state of contacts Constraints = 8, ///< Save the state of constraints All = Global | Bodies | Contacts | Constraints ///< Save all state }; /// User callbacks that allow determining which parts of the simulation should be saved by a StateRecorder class JPH_EXPORT StateRecorderFilter { public: /// Destructor virtual ~StateRecorderFilter() = default; /// If the state of a specific body should be saved virtual bool ShouldSaveBody([[maybe_unused]] const Body &inBody) const { return true; } /// If the state of a specific constraint should be saved virtual bool ShouldSaveConstraint([[maybe_unused]] const Constraint &inConstraint) const { return true; } /// If the state of a specific contact should be saved virtual bool ShouldSaveContact([[maybe_unused]] const BodyID &inBody1, [[maybe_unused]] const BodyID &inBody2) const { return true; } }; /// Class that records the state of a physics system. Can be used to check if the simulation is deterministic by putting the recorder in validation mode. /// Can be used to restore the state to an earlier point in time. Note that only the state that is modified by the simulation is saved, configuration settings /// like body friction or restitution, motion quality etc. are not saved and need to be saved by the user if desired. class JPH_EXPORT StateRecorder : public StreamIn, public StreamOut { public: /// Constructor StateRecorder() = default; StateRecorder(const StateRecorder &inRHS) : mIsValidating(inRHS.mIsValidating) { } /// Sets the stream in validation mode. In this case the physics system ensures that before it calls ReadBytes that it will /// ensure that those bytes contain the current state. This makes it possible to step and save the state, restore to the previous /// step and step again and when the recorded state is not the same it can restore the expected state and any byte that changes /// due to a ReadBytes function can be caught to find out which part of the simulation is not deterministic. /// Note that validation only works when saving the full state of the simulation (EStateRecorderState::All, StateRecorderFilter == nullptr). void SetValidating(bool inValidating) { mIsValidating = inValidating; } bool IsValidating() const { return mIsValidating; } private: bool mIsValidating = false; }; JPH_NAMESPACE_END