/**************************************************************************/ /* jolt_joint_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 "servers/physics_server_3d.h" #include "Jolt/Jolt.h" #include "Jolt/Physics/Constraints/Constraint.h" class JoltBody3D; class JoltSpace3D; class JoltJoint3D { protected: bool enabled = true; bool collision_disabled = false; int velocity_iterations = 0; int position_iterations = 0; JPH::Ref jolt_ref; JoltBody3D *body_a = nullptr; JoltBody3D *body_b = nullptr; RID rid; Transform3D local_ref_a; Transform3D local_ref_b; void _shift_reference_frames(const Vector3 &p_linear_shift, const Vector3 &p_angular_shift, Transform3D &r_shifted_ref_a, Transform3D &r_shifted_ref_b); void _wake_up_bodies(); void _update_enabled(); void _update_iterations(); void _enabled_changed(); void _iterations_changed(); String _bodies_to_string() const; public: JoltJoint3D() = default; JoltJoint3D(const JoltJoint3D &p_old_joint, JoltBody3D *p_body_a, JoltBody3D *p_body_b, const Transform3D &p_local_ref_a, const Transform3D &p_local_ref_b); virtual ~JoltJoint3D(); virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; } RID get_rid() const { return rid; } void set_rid(const RID &p_rid) { rid = p_rid; } JoltSpace3D *get_space() const; JPH::Constraint *get_jolt_ref() const { return jolt_ref; } bool is_enabled() const { return enabled; } void set_enabled(bool p_enabled); int get_solver_priority() const; void set_solver_priority(int p_priority); int get_solver_velocity_iterations() const { return velocity_iterations; } void set_solver_velocity_iterations(int p_iterations); int get_solver_position_iterations() const { return position_iterations; } void set_solver_position_iterations(int p_iterations); bool is_collision_disabled() const { return collision_disabled; } void set_collision_disabled(bool p_disabled); void destroy(); virtual void rebuild() {} };