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+/*************************************************************************/
+/* physics_server_3d_wrap_mt.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 PHYSICS_SERVER_3D_WRAP_MT_H
+#define PHYSICS_SERVER_3D_WRAP_MT_H
+
+#include "core/config/project_settings.h"
+#include "core/os/thread.h"
+#include "core/templates/command_queue_mt.h"
+#include "servers/physics_server_3d.h"
+
+#ifdef DEBUG_SYNC
+#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
+#else
+#define SYNC_DEBUG
+#endif
+
+class PhysicsServer3DWrapMT : public PhysicsServer3D {
+ mutable PhysicsServer3D *physics_3d_server;
+
+ mutable CommandQueueMT command_queue;
+
+ static void _thread_callback(void *_instance);
+ void thread_loop();
+
+ Thread::ID server_thread;
+ Thread::ID main_thread;
+ volatile bool exit = false;
+ Thread thread;
+ volatile bool step_thread_up = false;
+ bool create_thread = false;
+
+ Semaphore step_sem;
+ int step_pending = 0;
+ void thread_step(real_t p_delta);
+ void thread_flush();
+
+ void thread_exit();
+
+ bool first_frame = true;
+
+ Mutex alloc_mutex;
+ int pool_max_size = 0;
+
+public:
+#define ServerName PhysicsServer3D
+#define ServerNameWrapMT PhysicsServer3DWrapMT
+#define server_name physics_3d_server
+#define WRITE_ACTION
+
+#include "servers/server_wrap_mt_common.h"
+
+ //FUNC1RID(shape,ShapeType); todo fix
+ FUNCRID(world_boundary_shape)
+ FUNCRID(separation_ray_shape)
+ FUNCRID(sphere_shape)
+ FUNCRID(box_shape)
+ FUNCRID(capsule_shape)
+ FUNCRID(cylinder_shape)
+ FUNCRID(convex_polygon_shape)
+ FUNCRID(concave_polygon_shape)
+ FUNCRID(heightmap_shape)
+ FUNCRID(custom_shape)
+
+ FUNC2(shape_set_data, RID, const Variant &);
+ FUNC2(shape_set_custom_solver_bias, RID, real_t);
+
+ FUNC2(shape_set_margin, RID, real_t)
+ FUNC1RC(real_t, shape_get_margin, RID)
+
+ FUNC1RC(ShapeType, shape_get_type, RID);
+ FUNC1RC(Variant, shape_get_data, RID);
+ FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
+#if 0
+ //these work well, but should be used from the main thread only
+ bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
+ return physics_3d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
+ }
+#endif
+ /* SPACE API */
+
+ FUNCRID(space);
+ FUNC2(space_set_active, RID, bool);
+ FUNC1RC(bool, space_is_active, RID);
+
+ FUNC3(space_set_param, RID, SpaceParameter, real_t);
+ FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
+
+ // this function only works on physics process, errors and returns null otherwise
+ PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
+ return physics_3d_server->space_get_direct_state(p_space);
+ }
+
+ FUNC2(space_set_debug_contacts, RID, int);
+ virtual Vector<Vector3> space_get_contacts(RID p_space) const override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector3>());
+ return physics_3d_server->space_get_contacts(p_space);
+ }
+
+ virtual int space_get_contact_count(RID p_space) const override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
+ return physics_3d_server->space_get_contact_count(p_space);
+ }
+
+ /* AREA API */
+
+ //FUNC0RID(area);
+ FUNCRID(area);
+
+ FUNC2(area_set_space, RID, RID);
+ FUNC1RC(RID, area_get_space, RID);
+
+ FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
+ FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
+
+ FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
+ FUNC3(area_set_shape, RID, int, RID);
+ FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
+ FUNC3(area_set_shape_disabled, RID, int, bool);
+
+ FUNC1RC(int, area_get_shape_count, RID);
+ FUNC2RC(RID, area_get_shape, RID, int);
+ FUNC2RC(Transform3D, area_get_shape_transform, RID, int);
+ FUNC2(area_remove_shape, RID, int);
+ FUNC1(area_clear_shapes, RID);
+
+ FUNC2(area_attach_object_instance_id, RID, ObjectID);
+ FUNC1RC(ObjectID, area_get_object_instance_id, RID);
+
+ FUNC3(area_set_param, RID, AreaParameter, const Variant &);
+ FUNC2(area_set_transform, RID, const Transform3D &);
+
+ FUNC2RC(Variant, area_get_param, RID, AreaParameter);
+ FUNC1RC(Transform3D, area_get_transform, RID);
+
+ FUNC2(area_set_collision_mask, RID, uint32_t);
+ FUNC2(area_set_collision_layer, RID, uint32_t);
+
+ FUNC2(area_set_monitorable, RID, bool);
+ FUNC2(area_set_ray_pickable, RID, bool);
+
+ FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
+ FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
+
+ /* BODY API */
+
+ //FUNC2RID(body,BodyMode,bool);
+ FUNCRID(body)
+
+ FUNC2(body_set_space, RID, RID);
+ FUNC1RC(RID, body_get_space, RID);
+
+ FUNC2(body_set_mode, RID, BodyMode);
+ FUNC1RC(BodyMode, body_get_mode, RID);
+
+ FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
+ FUNC3(body_set_shape, RID, int, RID);
+ FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
+
+ FUNC1RC(int, body_get_shape_count, RID);
+ FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
+ FUNC2RC(RID, body_get_shape, RID, int);
+
+ FUNC3(body_set_shape_disabled, RID, int, bool);
+
+ FUNC2(body_remove_shape, RID, int);
+ FUNC1(body_clear_shapes, RID);
+
+ FUNC2(body_attach_object_instance_id, RID, ObjectID);
+ FUNC1RC(ObjectID, body_get_object_instance_id, RID);
+
+ FUNC2(body_set_enable_continuous_collision_detection, RID, bool);
+ FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID);
+
+ FUNC2(body_set_collision_layer, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_collision_layer, RID);
+
+ FUNC2(body_set_collision_mask, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_collision_mask, RID);
+
+ FUNC2(body_set_user_flags, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_user_flags, RID);
+
+ FUNC3(body_set_param, RID, BodyParameter, const Variant &);
+ FUNC2RC(Variant, body_get_param, RID, BodyParameter);
+
+ FUNC1(body_reset_mass_properties, RID);
+
+ FUNC3(body_set_state, RID, BodyState, const Variant &);
+ FUNC2RC(Variant, body_get_state, RID, BodyState);
+
+ FUNC2(body_set_applied_force, RID, const Vector3 &);
+ FUNC1RC(Vector3, body_get_applied_force, RID);
+
+ FUNC2(body_set_applied_torque, RID, const Vector3 &);
+ FUNC1RC(Vector3, body_get_applied_torque, RID);
+
+ FUNC2(body_add_central_force, RID, const Vector3 &);
+ FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &);
+ FUNC2(body_add_torque, RID, const Vector3 &);
+ FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
+ FUNC2(body_apply_central_impulse, RID, const Vector3 &);
+ FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
+ FUNC2(body_set_axis_velocity, RID, const Vector3 &);
+
+ FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
+ FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis);
+
+ FUNC2(body_add_collision_exception, RID, RID);
+ FUNC2(body_remove_collision_exception, RID, RID);
+ FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
+
+ FUNC2(body_set_max_contacts_reported, RID, int);
+ FUNC1RC(int, body_get_max_contacts_reported, RID);
+
+ FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
+ FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
+
+ FUNC2(body_set_omit_force_integration, RID, bool);
+ FUNC1RC(bool, body_is_omitting_force_integration, RID);
+
+ FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback);
+ FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
+
+ FUNC2(body_set_ray_pickable, RID, bool);
+
+ bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
+ return physics_3d_server->body_test_motion(p_body, p_parameters, r_result);
+ }
+
+ // this function only works on physics process, errors and returns null otherwise
+ PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
+ return physics_3d_server->body_get_direct_state(p_body);
+ }
+
+ /* SOFT BODY API */
+
+ FUNCRID(soft_body)
+
+ FUNC2(soft_body_update_rendering_server, RID, class RenderingServerHandler *)
+
+ FUNC2(soft_body_set_space, RID, RID)
+ FUNC1RC(RID, soft_body_get_space, RID)
+
+ FUNC2(soft_body_set_ray_pickable, RID, bool);
+
+ FUNC2(soft_body_set_collision_layer, RID, uint32_t)
+ FUNC1RC(uint32_t, soft_body_get_collision_layer, RID)
+
+ FUNC2(soft_body_set_collision_mask, RID, uint32_t)
+ FUNC1RC(uint32_t, soft_body_get_collision_mask, RID)
+
+ FUNC2(soft_body_add_collision_exception, RID, RID)
+ FUNC2(soft_body_remove_collision_exception, RID, RID)
+ FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *)
+
+ FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
+ FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
+
+ FUNC2(soft_body_set_transform, RID, const Transform3D &);
+
+ FUNC2(soft_body_set_simulation_precision, RID, int);
+ FUNC1RC(int, soft_body_get_simulation_precision, RID);
+
+ FUNC2(soft_body_set_total_mass, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_total_mass, RID);
+
+ FUNC2(soft_body_set_linear_stiffness, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_linear_stiffness, RID);
+
+ FUNC2(soft_body_set_pressure_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID);
+
+ FUNC2(soft_body_set_damping_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_damping_coefficient, RID);
+
+ FUNC2(soft_body_set_drag_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
+
+ FUNC2(soft_body_set_mesh, RID, RID);
+
+ FUNC1RC(AABB, soft_body_get_bounds, RID);
+
+ FUNC3(soft_body_move_point, RID, int, const Vector3 &);
+ FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int);
+
+ FUNC1(soft_body_remove_all_pinned_points, RID);
+ FUNC3(soft_body_pin_point, RID, int, bool);
+ FUNC2RC(bool, soft_body_is_point_pinned, RID, int);
+
+ /* JOINT API */
+
+ FUNCRID(joint)
+
+ FUNC1(joint_clear, RID)
+
+ FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &)
+
+ FUNC3(pin_joint_set_param, RID, PinJointParam, real_t)
+ FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam)
+
+ FUNC2(pin_joint_set_local_a, RID, const Vector3 &)
+ FUNC1RC(Vector3, pin_joint_get_local_a, RID)
+
+ FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
+ FUNC1RC(Vector3, pin_joint_get_local_b, RID)
+
+ FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &)
+ FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &)
+
+ FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t)
+ FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam)
+
+ FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
+ FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
+
+ FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &)
+
+ FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t)
+ FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam)
+
+ FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &)
+
+ FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t)
+ FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam)
+
+ FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &)
+
+ FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t)
+ FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam)
+
+ FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool)
+ FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag)
+
+ FUNC1RC(JointType, joint_get_type, RID);
+
+ FUNC2(joint_set_solver_priority, RID, int);
+ FUNC1RC(int, joint_get_solver_priority, RID);
+
+ FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
+ FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
+
+ /* MISC */
+
+ FUNC1(free, RID);
+ FUNC1(set_active, bool);
+ FUNC1(set_collision_iterations, int);
+
+ virtual void init() override;
+ virtual void step(real_t p_step) override;
+ virtual void sync() override;
+ virtual void end_sync() override;
+ virtual void flush_queries() override;
+ virtual void finish() override;
+
+ virtual bool is_flushing_queries() const override {
+ return physics_3d_server->is_flushing_queries();
+ }
+
+ int get_process_info(ProcessInfo p_info) override {
+ return physics_3d_server->get_process_info(p_info);
+ }
+
+ PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread);
+ ~PhysicsServer3DWrapMT();
+
+#undef ServerNameWrapMT
+#undef ServerName
+#undef server_name
+#undef WRITE_ACTION
+};
+
+#ifdef DEBUG_SYNC
+#undef DEBUG_SYNC
+#endif
+#undef SYNC_DEBUG
+
+#endif // PHYSICS_SERVER_3D_WRAP_MT_H