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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/jolt_physics/spaces/jolt_space_3d.h
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/**************************************************************************/
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/* jolt_space_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/physics_server_3d.h"
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#include "Jolt/Jolt.h"
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#include "Jolt/Core/JobSystem.h"
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#include "Jolt/Core/TempAllocator.h"
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#include "Jolt/Physics/Body/BodyInterface.h"
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#include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h"
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#include "Jolt/Physics/Collision/NarrowPhaseQuery.h"
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#include "Jolt/Physics/Constraints/Constraint.h"
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#include "Jolt/Physics/PhysicsSystem.h"
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class JoltArea3D;
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class JoltBody3D;
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class JoltBodyActivationListener3D;
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class JoltContactListener3D;
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class JoltJoint3D;
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class JoltLayers;
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class JoltObject3D;
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class JoltPhysicsDirectSpaceState3D;
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class JoltShapedObject3D;
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class JoltSoftBody3D;
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class JoltSpace3D {
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Mutex pending_objects_mutex;
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Mutex body_call_queries_mutex;
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SelfList<JoltBody3D>::List body_call_queries_list;
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SelfList<JoltArea3D>::List area_call_queries_list;
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SelfList<JoltShapedObject3D>::List shapes_changed_list;
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SelfList<JoltShapedObject3D>::List needs_optimization_list;
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LocalVector<JPH::BodyID> pending_objects_sleeping;
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LocalVector<JPH::BodyID> pending_objects_awake;
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RID rid;
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JPH::JobSystem *job_system = nullptr;
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JPH::TempAllocator *temp_allocator = nullptr;
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JoltLayers *layers = nullptr;
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JoltContactListener3D *contact_listener = nullptr;
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JoltBodyActivationListener3D *body_activation_listener = nullptr;
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JPH::PhysicsSystem *physics_system = nullptr;
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JoltPhysicsDirectSpaceState3D *direct_state = nullptr;
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JoltArea3D *default_area = nullptr;
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float last_step = 0.0f;
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bool active = false;
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bool stepping = false;
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void _pre_step(float p_step);
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void _post_step(float p_step);
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public:
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explicit JoltSpace3D(JPH::JobSystem *p_job_system);
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~JoltSpace3D();
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void step(float p_step);
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void call_queries();
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RID get_rid() const { return rid; }
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void set_rid(const RID &p_rid) { rid = p_rid; }
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bool is_active() const { return active; }
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void set_active(bool p_active) { active = p_active; }
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bool is_stepping() const { return stepping; }
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double get_param(PhysicsServer3D::SpaceParameter p_param) const;
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void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value);
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JPH::PhysicsSystem &get_physics_system() const { return *physics_system; }
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JPH::TempAllocator &get_temp_allocator() const { return *temp_allocator; }
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JPH::BodyInterface &get_body_iface();
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const JPH::BodyInterface &get_body_iface() const;
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const JPH::BodyLockInterface &get_lock_iface() const;
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const JPH::BroadPhaseQuery &get_broad_phase_query() const;
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const JPH::NarrowPhaseQuery &get_narrow_phase_query() const;
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JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask);
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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;
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JPH::Body *try_get_jolt_body(const JPH::BodyID &p_body_id) const;
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JoltObject3D *try_get_object(const JPH::BodyID &p_body_id) const;
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JoltShapedObject3D *try_get_shaped(const JPH::BodyID &p_body_id) const;
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JoltBody3D *try_get_body(const JPH::BodyID &p_body_id) const;
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JoltArea3D *try_get_area(const JPH::BodyID &p_body_id) const;
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JoltSoftBody3D *try_get_soft_body(const JPH::BodyID &p_body_id) const;
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JoltPhysicsDirectSpaceState3D *get_direct_state();
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JoltArea3D *get_default_area() const { return default_area; }
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void set_default_area(JoltArea3D *p_area);
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float get_last_step() const { return last_step; }
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JPH::Body *add_object(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false);
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JPH::Body *add_object(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false);
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void remove_object(const JPH::BodyID &p_jolt_id);
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void flush_pending_objects();
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void set_is_object_sleeping(const JPH::BodyID &p_jolt_id, bool p_enable);
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void enqueue_call_queries(SelfList<JoltBody3D> *p_body);
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void enqueue_call_queries(SelfList<JoltArea3D> *p_area);
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void dequeue_call_queries(SelfList<JoltBody3D> *p_body);
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void dequeue_call_queries(SelfList<JoltArea3D> *p_area);
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void enqueue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
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void dequeue_shapes_changed(SelfList<JoltShapedObject3D> *p_object);
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void enqueue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
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void dequeue_needs_optimization(SelfList<JoltShapedObject3D> *p_object);
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void add_joint(JPH::Constraint *p_jolt_ref);
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void add_joint(JoltJoint3D *p_joint);
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void remove_joint(JPH::Constraint *p_jolt_ref);
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void remove_joint(JoltJoint3D *p_joint);
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#ifdef DEBUG_ENABLED
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void dump_debug_snapshot(const String &p_dir);
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const PackedVector3Array &get_debug_contacts() const;
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int get_debug_contact_count() const;
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int get_max_debug_contacts() const;
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void set_max_debug_contacts(int p_count);
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#endif
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};
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