godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Constraints/ConstraintManager.h

98 lines
4.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Constraints/Constraint.h>
#include <Jolt/Physics/PhysicsLock.h>
#include <Jolt/Core/Mutex.h>
JPH_NAMESPACE_BEGIN
class IslandBuilder;
class BodyManager;
class StateRecorderFilter;
#ifdef JPH_DEBUG_RENDERER
class DebugRenderer;
#endif // JPH_DEBUG_RENDERER
/// A list of constraints
using Constraints = Array<Ref<Constraint>>;
/// A constraint manager manages all constraints of the same type
class JPH_EXPORT ConstraintManager : public NonCopyable
{
public:
JPH_OVERRIDE_NEW_DELETE
#ifdef JPH_ENABLE_ASSERTS
/// Constructor
ConstraintManager(PhysicsLockContext inContext) : mLockContext(inContext) { }
#endif // JPH_ENABLE_ASSERTS
/// Add a new constraint. This is thread safe.
void Add(Constraint **inConstraints, int inNumber);
/// Remove a constraint. This is thread safe.
void Remove(Constraint **inConstraint, int inNumber);
/// Get a list of all constraints
Constraints GetConstraints() const;
/// Get total number of constraints
inline uint32 GetNumConstraints() const { return uint32(mConstraints.size()); }
/// Determine the active constraints of a subset of the constraints
void GetActiveConstraints(uint32 inStartConstraintIdx, uint32 inEndConstraintIdx, Constraint **outActiveConstraints, uint32 &outNumActiveConstraints) const;
/// Link bodies to form islands
static void sBuildIslands(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, IslandBuilder &ioBuilder, BodyManager &inBodyManager);
/// In order to have a deterministic simulation, we need to sort the constraints of an island before solving them
static void sSortConstraints(Constraint **inActiveConstraints, uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd);
/// Prior to solving the velocity constraints, you must call SetupVelocityConstraints once to precalculate values that are independent of velocity
static void sSetupVelocityConstraints(Constraint **inActiveConstraints, uint32 inNumActiveConstraints, float inDeltaTime);
/// Apply last frame's impulses, must be called prior to SolveVelocityConstraints
template <class ConstraintCallback>
static void sWarmStartVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, ConstraintCallback &ioCallback);
/// This function is called multiple times to iteratively come to a solution that meets all velocity constraints
static bool sSolveVelocityConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime);
/// This function is called multiple times to iteratively come to a solution that meets all position constraints
static bool sSolvePositionConstraints(Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte);
#ifdef JPH_DEBUG_RENDERER
/// Draw all constraints
void DrawConstraints(DebugRenderer *inRenderer) const;
/// Draw all constraint limits
void DrawConstraintLimits(DebugRenderer *inRenderer) const;
/// Draw all constraint reference frames
void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) const;
#endif // JPH_DEBUG_RENDERER
/// Save state of constraints
void SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const;
/// Restore the state of constraints. Returns false if failed.
bool RestoreState(StateRecorder &inStream);
/// Lock all constraints. This should only be done during PhysicsSystem::Update().
void LockAllConstraints() { PhysicsLock::sLock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); }
void UnlockAllConstraints() { PhysicsLock::sUnlock(mConstraintsMutex JPH_IF_ENABLE_ASSERTS(, mLockContext, EPhysicsLockTypes::ConstraintsList)); }
private:
#ifdef JPH_ENABLE_ASSERTS
PhysicsLockContext mLockContext;
#endif // JPH_ENABLE_ASSERTS
Constraints mConstraints;
mutable Mutex mConstraintsMutex;
};
JPH_NAMESPACE_END