Path: blob/master/modules/godot_physics_3d/godot_constraint_3d.h
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/**************************************************************************/1/* godot_constraint_3d.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132class GodotBody3D;33class GodotSoftBody3D;3435class GodotConstraint3D {36GodotBody3D **_body_ptr;37int _body_count;38uint64_t island_step;39int priority;40bool disabled_collisions_between_bodies;4142RID self;4344protected:45GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {46_body_ptr = p_body_ptr;47_body_count = p_body_count;48island_step = 0;49priority = 1;50disabled_collisions_between_bodies = true;51}5253public:54_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }55_FORCE_INLINE_ RID get_self() const { return self; }5657_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }58_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }5960_FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }61_FORCE_INLINE_ int get_body_count() const { return _body_count; }6263virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }64virtual int get_soft_body_count() const { return 0; }6566_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }67_FORCE_INLINE_ int get_priority() const { return priority; }6869_FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }70_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }7172virtual bool setup(real_t p_step) = 0;73virtual bool pre_solve(real_t p_step) = 0;74virtual void solve(real_t p_step) = 0;7576virtual ~GodotConstraint3D() {}77};787980