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Diffstat (limited to 'servers/physics_server_3d_wrap_mt.h')
-rw-r--r-- | servers/physics_server_3d_wrap_mt.h | 409 |
1 files changed, 409 insertions, 0 deletions
diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h new file mode 100644 index 0000000000..bf936fd0fc --- /dev/null +++ b/servers/physics_server_3d_wrap_mt.h @@ -0,0 +1,409 @@ +/*************************************************************************/ +/* 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 |