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

139 lines
4.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
JPH_NAMESPACE_BEGIN
/// @brief A sub shape id contains a path to an element (usually a triangle or other primitive type) of a compound shape
///
/// Each sub shape knows how many bits it needs to encode its ID, so knows how many bits to take from the sub shape ID.
///
/// For example:
/// * We have a CompoundShape A with 5 child shapes (identify sub shape using 3 bits AAA)
/// * One of its child shapes is CompoundShape B which has 3 child shapes (identify sub shape using 2 bits BB)
/// * One of its child shapes is MeshShape C which contains enough triangles to need 7 bits to identify a triangle (identify sub shape using 7 bits CCCCCCC, note that MeshShape is block based and sorts triangles spatially, you can't assume that the first triangle will have bit pattern 0000000).
///
/// The bit pattern of the sub shape ID to identify a triangle in MeshShape C will then be CCCCCCCBBAAA.
///
/// A sub shape ID will become invalid when the structure of the shape changes. For example, if a child shape is removed from a compound shape, the sub shape ID will no longer be valid.
/// This can be a problem when caching sub shape IDs from one frame to the next. See comments at ContactListener::OnContactPersisted / OnContactRemoved.
class SubShapeID
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Underlying storage type
using Type = uint32;
/// Type that is bigger than the underlying storage type for operations that would otherwise overflow
using BiggerType = uint64;
static_assert(sizeof(BiggerType) > sizeof(Type), "The calculation below assumes BiggerType is a bigger type than Type");
/// How many bits we can store in this ID
static constexpr uint MaxBits = 8 * sizeof(Type);
/// Constructor
SubShapeID() = default;
/// Get the next id in the chain of ids (pops parents before children)
Type PopID(uint inBits, SubShapeID &outRemainder) const
{
Type mask_bits = Type((BiggerType(1) << inBits) - 1);
Type fill_bits = Type(BiggerType(cEmpty) << (MaxBits - inBits)); // Fill left side bits with 1 so that if there's no remainder all bits will be set, note that we do this using a BiggerType since on intel 0xffffffff << 32 == 0xffffffff
Type v = mValue & mask_bits;
outRemainder = SubShapeID(Type(BiggerType(mValue) >> inBits) | fill_bits);
return v;
}
/// Get the value of the path to the sub shape ID
inline Type GetValue() const
{
return mValue;
}
/// Set the value of the sub shape ID (use with care!)
inline void SetValue(Type inValue)
{
mValue = inValue;
}
/// Check if there is any bits of subshape ID left.
/// Note that this is not a 100% guarantee as the subshape ID could consist of all 1 bits. Use for asserts only.
inline bool IsEmpty() const
{
return mValue == cEmpty;
}
/// Check equal
inline bool operator == (const SubShapeID &inRHS) const
{
return mValue == inRHS.mValue;
}
/// Check not-equal
inline bool operator != (const SubShapeID &inRHS) const
{
return mValue != inRHS.mValue;
}
private:
friend class SubShapeIDCreator;
/// An empty SubShapeID has all bits set
static constexpr Type cEmpty = ~Type(0);
/// Constructor
explicit SubShapeID(const Type &inValue) : mValue(inValue) { }
/// Adds an id at a particular position in the chain
/// (this should really only be called by the SubShapeIDCreator)
void PushID(Type inValue, uint inFirstBit, uint inBits)
{
// First clear the bits
mValue &= ~(Type((BiggerType(1) << inBits) - 1) << inFirstBit);
// Then set them to the new value
mValue |= inValue << inFirstBit;
}
Type mValue = cEmpty;
};
/// A sub shape id creator can be used to create a new sub shape id by recursing through the shape
/// hierarchy and pushing new ID's onto the chain
class SubShapeIDCreator
{
public:
/// Add a new id to the chain of id's and return it
SubShapeIDCreator PushID(uint inValue, uint inBits) const
{
JPH_ASSERT(inValue < (SubShapeID::BiggerType(1) << inBits));
SubShapeIDCreator copy = *this;
copy.mID.PushID(inValue, mCurrentBit, inBits);
copy.mCurrentBit += inBits;
JPH_ASSERT(copy.mCurrentBit <= SubShapeID::MaxBits);
return copy;
}
// Get the resulting sub shape ID
const SubShapeID & GetID() const
{
return mID;
}
/// Get the number of bits that have been written to the sub shape ID so far
inline uint GetNumBitsWritten() const
{
return mCurrentBit;
}
private:
SubShapeID mID;
uint mCurrentBit = 0;
};
JPH_NAMESPACE_END