/**************************************************************************/ /* jolt_space_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once #include "jolt_body_accessor_3d.h" #include "servers/physics_server_3d.h" #include "Jolt/Jolt.h" #include "Jolt/Core/JobSystem.h" #include "Jolt/Core/TempAllocator.h" #include "Jolt/Physics/Body/BodyInterface.h" #include "Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h" #include "Jolt/Physics/Collision/NarrowPhaseQuery.h" #include "Jolt/Physics/Constraints/Constraint.h" #include "Jolt/Physics/PhysicsSystem.h" class JoltArea3D; class JoltBody3D; class JoltContactListener3D; class JoltJoint3D; class JoltLayers; class JoltObject3D; class JoltPhysicsDirectSpaceState3D; class JoltShapedObject3D; class JoltSpace3D { SelfList::List body_call_queries_list; SelfList::List area_call_queries_list; SelfList::List shapes_changed_list; SelfList::List needs_optimization_list; RID rid; JPH::JobSystem *job_system = nullptr; JPH::TempAllocator *temp_allocator = nullptr; JoltLayers *layers = nullptr; JoltContactListener3D *contact_listener = nullptr; JPH::PhysicsSystem *physics_system = nullptr; JoltPhysicsDirectSpaceState3D *direct_state = nullptr; JoltArea3D *default_area = nullptr; float last_step = 0.0f; int bodies_added_since_optimizing = 0; bool active = false; bool stepping = false; void _pre_step(float p_step); void _post_step(float p_step); public: explicit JoltSpace3D(JPH::JobSystem *p_job_system); ~JoltSpace3D(); void step(float p_step); void call_queries(); RID get_rid() const { return rid; } void set_rid(const RID &p_rid) { rid = p_rid; } bool is_active() const { return active; } void set_active(bool p_active) { active = p_active; } bool is_stepping() const { return stepping; } double get_param(PhysicsServer3D::SpaceParameter p_param) const; void set_param(PhysicsServer3D::SpaceParameter p_param, double p_value); JPH::PhysicsSystem &get_physics_system() const { return *physics_system; } JPH::TempAllocator &get_temp_allocator() const { return *temp_allocator; } JPH::BodyInterface &get_body_iface(); const JPH::BodyInterface &get_body_iface() const; const JPH::BodyLockInterface &get_lock_iface() const; const JPH::BroadPhaseQuery &get_broad_phase_query() const; const JPH::NarrowPhaseQuery &get_narrow_phase_query() const; JPH::ObjectLayer map_to_object_layer(JPH::BroadPhaseLayer p_broad_phase_layer, uint32_t p_collision_layer, uint32_t p_collision_mask); 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; JoltReadableBody3D read_body(const JPH::BodyID &p_body_id) const; JoltReadableBody3D read_body(const JoltObject3D &p_object) const; JoltWritableBody3D write_body(const JPH::BodyID &p_body_id) const; JoltWritableBody3D write_body(const JoltObject3D &p_object) const; JoltReadableBodies3D read_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const; JoltWritableBodies3D write_bodies(const JPH::BodyID *p_body_ids, int p_body_count) const; JoltPhysicsDirectSpaceState3D *get_direct_state(); JoltArea3D *get_default_area() const { return default_area; } void set_default_area(JoltArea3D *p_area); float get_last_step() const { return last_step; } JPH::BodyID add_rigid_body(const JoltObject3D &p_object, const JPH::BodyCreationSettings &p_settings, bool p_sleeping = false); JPH::BodyID add_soft_body(const JoltObject3D &p_object, const JPH::SoftBodyCreationSettings &p_settings, bool p_sleeping = false); void remove_body(const JPH::BodyID &p_body_id); void try_optimize(); void enqueue_call_queries(SelfList *p_body); void enqueue_call_queries(SelfList *p_area); void dequeue_call_queries(SelfList *p_body); void dequeue_call_queries(SelfList *p_area); void enqueue_shapes_changed(SelfList *p_object); void dequeue_shapes_changed(SelfList *p_object); void enqueue_needs_optimization(SelfList *p_object); void dequeue_needs_optimization(SelfList *p_object); void add_joint(JPH::Constraint *p_jolt_ref); void add_joint(JoltJoint3D *p_joint); void remove_joint(JPH::Constraint *p_jolt_ref); void remove_joint(JoltJoint3D *p_joint); #ifdef DEBUG_ENABLED void dump_debug_snapshot(const String &p_dir); const PackedVector3Array &get_debug_contacts() const; int get_debug_contact_count() const; int get_max_debug_contacts() const; void set_max_debug_contacts(int p_count); #endif };