forked from hertog/godot-module-template
74 lines
4.5 KiB
C++
74 lines
4.5 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/SoftBody/SoftBodySharedSettings.h>
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#include <Jolt/Physics/Collision/ObjectLayer.h>
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#include <Jolt/Physics/Collision/CollisionGroup.h>
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#include <Jolt/ObjectStream/SerializableObject.h>
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#include <Jolt/Core/StreamUtils.h>
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JPH_NAMESPACE_BEGIN
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/// This class contains the information needed to create a soft body object
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/// Note: Soft bodies are still in development and come with several caveats. Read the Architecture and API documentation for more information!
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class JPH_EXPORT SoftBodyCreationSettings
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{
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JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, SoftBodyCreationSettings)
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public:
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/// Constructor
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SoftBodyCreationSettings() = default;
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SoftBodyCreationSettings(const SoftBodySharedSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, ObjectLayer inObjectLayer) : mSettings(inSettings), mPosition(inPosition), mRotation(inRotation), mObjectLayer(inObjectLayer) { }
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/// Saves the state of this object in binary form to inStream. Doesn't store the shared settings nor the group filter.
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void SaveBinaryState(StreamOut &inStream) const;
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/// Restore the state of this object from inStream. Doesn't restore the shared settings nor the group filter.
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void RestoreBinaryState(StreamIn &inStream);
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using GroupFilterToIDMap = StreamUtils::ObjectToIDMap<GroupFilter>;
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using IDToGroupFilterMap = StreamUtils::IDToObjectMap<GroupFilter>;
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using SharedSettingsToIDMap = SoftBodySharedSettings::SharedSettingsToIDMap;
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using IDToSharedSettingsMap = SoftBodySharedSettings::IDToSharedSettingsMap;
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using MaterialToIDMap = StreamUtils::ObjectToIDMap<PhysicsMaterial>;
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using IDToMaterialMap = StreamUtils::IDToObjectMap<PhysicsMaterial>;
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/// Save this body creation settings, its shared settings and group filter. Pass in an empty map in ioSharedSettingsMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while saving multiple shapes to the same stream in order to avoid writing duplicates.
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/// Pass nullptr to ioSharedSettingsMap and ioMaterial map to skip saving shared settings and materials
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/// Pass nullptr to ioGroupFilterMap to skip saving group filters
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void SaveWithChildren(StreamOut &inStream, SharedSettingsToIDMap *ioSharedSettingsMap, MaterialToIDMap *ioMaterialMap, GroupFilterToIDMap *ioGroupFilterMap) const;
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using SBCSResult = Result<SoftBodyCreationSettings>;
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/// Restore a shape, all its children and materials. Pass in an empty map in ioSharedSettingsMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while reading multiple shapes from the same stream in order to restore duplicates.
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static SBCSResult sRestoreWithChildren(StreamIn &inStream, IDToSharedSettingsMap &ioSharedSettingsMap, IDToMaterialMap &ioMaterialMap, IDToGroupFilterMap &ioGroupFilterMap);
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RefConst<SoftBodySharedSettings> mSettings; ///< Defines the configuration of this soft body
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RVec3 mPosition { RVec3::sZero() }; ///< Initial position of the soft body
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Quat mRotation { Quat::sIdentity() }; ///< Initial rotation of the soft body
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/// User data value (can be used by application)
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uint64 mUserData = 0;
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///@name Collision settings
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ObjectLayer mObjectLayer = 0; ///< The collision layer this body belongs to (determines if two objects can collide)
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CollisionGroup mCollisionGroup; ///< The collision group this body belongs to (determines if two objects can collide)
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uint32 mNumIterations = 5; ///< Number of solver iterations
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float mLinearDamping = 0.1f; ///< Linear damping: dv/dt = -mLinearDamping * v
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float mMaxLinearVelocity = 500.0f; ///< Maximum linear velocity that a vertex can reach (m/s)
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float mRestitution = 0.0f; ///< Restitution when colliding
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float mFriction = 0.2f; ///< Friction coefficient when colliding
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float mPressure = 0.0f; ///< n * R * T, amount of substance * ideal gas constant * absolute temperature, see https://en.wikipedia.org/wiki/Pressure
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float mGravityFactor = 1.0f; ///< Value to multiply gravity with for this body
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bool mUpdatePosition = true; ///< Update the position of the body while simulating (set to false for something that is attached to the static world)
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bool mMakeRotationIdentity = true; ///< Bake specified mRotation in the vertices and set the body rotation to identity (simulation is slightly more accurate if the rotation of a soft body is kept to identity)
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bool mAllowSleeping = true; ///< If this body can go to sleep or not
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};
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JPH_NAMESPACE_END
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