godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h

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6.8 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h>
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
JPH_NAMESPACE_BEGIN
// Shorthand function to ifdef out code if broadphase stats tracking is off
#ifdef JPH_TRACK_BROADPHASE_STATS
#define JPH_IF_TRACK_BROADPHASE_STATS(...) __VA_ARGS__
#else
#define JPH_IF_TRACK_BROADPHASE_STATS(...)
#endif // JPH_TRACK_BROADPHASE_STATS
class BodyManager;
struct BodyPair;
using BodyPairCollector = CollisionCollector<BodyPair, CollisionCollectorTraitsCollideShape>;
/// Used to do coarse collision detection operations to quickly prune out bodies that will not collide.
class JPH_EXPORT BroadPhase : public BroadPhaseQuery
{
public:
/// Initialize the broadphase.
/// @param inBodyManager The body manager singleton
/// @param inLayerInterface Interface that maps object layers to broadphase layers.
/// Note that the broadphase takes a pointer to the data inside inObjectToBroadPhaseLayer so this object should remain static.
virtual void Init(BodyManager *inBodyManager, const BroadPhaseLayerInterface &inLayerInterface);
/// Should be called after many objects have been inserted to make the broadphase more efficient, usually done on startup only
virtual void Optimize() { /* Optionally overridden by implementation */ }
/// Must be called just before updating the broadphase when none of the body mutexes are locked
virtual void FrameSync() { /* Optionally overridden by implementation */ }
/// Must be called before UpdatePrepare to prevent modifications from being made to the tree
virtual void LockModifications() { /* Optionally overridden by implementation */ }
/// Context used during broadphase update
struct UpdateState { void *mData[4]; };
/// Update the broadphase, needs to be called frequently to update the internal state when bodies have been modified.
/// The UpdatePrepare() function can run in a background thread without influencing the broadphase
virtual UpdateState UpdatePrepare() { return UpdateState(); }
/// Finalizing the update will quickly apply the changes
virtual void UpdateFinalize([[maybe_unused]] const UpdateState &inUpdateState) { /* Optionally overridden by implementation */ }
/// Must be called after UpdateFinalize to allow modifications to the broadphase
virtual void UnlockModifications() { /* Optionally overridden by implementation */ }
/// Handle used during adding bodies to the broadphase
using AddState = void *;
/// Prepare adding inNumber bodies at ioBodies to the broadphase, returns a handle that should be used in AddBodiesFinalize/Abort.
/// This can be done on a background thread without influencing the broadphase.
/// ioBodies may be shuffled around by this function and should be kept that way until AddBodiesFinalize/Abort is called.
virtual AddState AddBodiesPrepare([[maybe_unused]] BodyID *ioBodies, [[maybe_unused]] int inNumber) { return nullptr; } // By default the broadphase doesn't support this
/// Finalize adding bodies to the broadphase, supply the return value of AddBodiesPrepare in inAddState.
/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
virtual void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState) = 0;
/// Abort adding bodies to the broadphase, supply the return value of AddBodiesPrepare in inAddState.
/// This can be done on a background thread without influencing the broadphase.
/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
virtual void AddBodiesAbort([[maybe_unused]] BodyID *ioBodies, [[maybe_unused]] int inNumber, [[maybe_unused]] AddState inAddState) { /* By default nothing needs to be done */ }
/// Remove inNumber bodies in ioBodies from the broadphase.
/// ioBodies may be shuffled around by this function.
virtual void RemoveBodies(BodyID *ioBodies, int inNumber) = 0;
/// Call whenever the aabb of a body changes (can change order of ioBodies array)
/// inTakeLock should be false if we're between LockModifications/UnlockModifications, in which case care needs to be taken to not call this between UpdatePrepare/UpdateFinalize
virtual void NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock = true) = 0;
/// Call whenever the layer (and optionally the aabb as well) of a body changes (can change order of ioBodies array)
virtual void NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber) = 0;
/// Find all colliding pairs between dynamic bodies
/// Note that this function is very specifically tailored for the PhysicsSystem::Update function, hence it is not part of the BroadPhaseQuery interface.
/// One of the assumptions it can make is that no locking is needed during the query as it will only be called during a very particular part of the update.
/// @param ioActiveBodies is a list of bodies for which we need to find colliding pairs (this function can change the order of the ioActiveBodies array). This can be a subset of the set of active bodies in the system.
/// @param inNumActiveBodies is the size of the ioActiveBodies array.
/// @param inSpeculativeContactDistance Distance at which speculative contact points will be created.
/// @param inObjectVsBroadPhaseLayerFilter is the filter that determines if an object can collide with a broadphase layer.
/// @param inObjectLayerPairFilter is the filter that determines if two objects can collide.
/// @param ioPairCollector receives callbacks for every body pair found.
virtual void FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const = 0;
/// Same as BroadPhaseQuery::CastAABox but can be implemented in a way to take no broad phase locks.
virtual void CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const = 0;
/// Get the bounding box of all objects in the broadphase
virtual AABox GetBounds() const = 0;
#ifdef JPH_TRACK_BROADPHASE_STATS
/// Trace the collected broadphase stats in CSV form.
/// This report can be used to judge and tweak the efficiency of the broadphase.
virtual void ReportStats() { /* Can be implemented by derived classes */ }
#endif // JPH_TRACK_BROADPHASE_STATS
protected:
/// Link to the body manager that manages the bodies in this broadphase
BodyManager * mBodyManager = nullptr;
};
JPH_NAMESPACE_END