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+/*************************************************************************/
+/* godot_constraint_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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. */
+/*************************************************************************/
+
+#ifndef GODOT_CONSTRAINT_3D_H
+#define GODOT_CONSTRAINT_3D_H
+
+class GodotBody3D;
+class GodotSoftBody3D;
+
+class GodotConstraint3D {
+ GodotBody3D **_body_ptr;
+ int _body_count;
+ uint64_t island_step;
+ int priority;
+ bool disabled_collisions_between_bodies;
+
+ RID self;
+
+protected:
+ GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
+ _body_ptr = p_body_ptr;
+ _body_count = p_body_count;
+ island_step = 0;
+ priority = 1;
+ disabled_collisions_between_bodies = true;
+ }
+
+public:
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
+ _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
+ _FORCE_INLINE_ int get_body_count() const { return _body_count; }
+
+ virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
+ virtual int get_soft_body_count() const { return 0; }
+
+ _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
+ _FORCE_INLINE_ int get_priority() const { return priority; }
+
+ _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
+ _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
+
+ virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
+ virtual void solve(real_t p_step) = 0;
+
+ virtual ~GodotConstraint3D() {}
+};
+
+#endif // GODOT_CONSTRAINT_3D_H