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

72 lines
3.3 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/Reference.h>
#include <Jolt/Core/Result.h>
#include <Jolt/ObjectStream/SerializableObject.h>
JPH_NAMESPACE_BEGIN
class StreamIn;
class StreamOut;
#ifdef JPH_DEBUG_RENDERER
class DebugRenderer;
#endif // JPH_DEBUG_RENDERER
/// The path for a path constraint. It allows attaching two bodies to each other while giving the second body the freedom to move along a path relative to the first.
class JPH_EXPORT PathConstraintPath : public SerializableObject, public RefTarget<PathConstraintPath>
{
JPH_DECLARE_SERIALIZABLE_ABSTRACT(JPH_EXPORT, PathConstraintPath)
public:
using PathResult = Result<Ref<PathConstraintPath>>;
/// Virtual destructor to ensure that derived types get their destructors called
virtual ~PathConstraintPath() override = default;
/// Gets the max fraction along the path. I.e. sort of the length of the path.
virtual float GetPathMaxFraction() const = 0;
/// Get the globally closest point on the curve (Could be slow!)
/// @param inPosition Position to find closest point for
/// @param inFractionHint Last known fraction along the path (can be used to speed up the search)
/// @return Fraction of closest point along the path
virtual float GetClosestPoint(Vec3Arg inPosition, float inFractionHint) const = 0;
/// Given the fraction along the path, get the point, tangent and normal.
/// @param inFraction Fraction along the path [0, GetPathMaxFraction()].
/// @param outPathPosition Returns the closest position to inSearchPosition on the path.
/// @param outPathTangent Returns the tangent to the path at outPathPosition (the vector that follows the direction of the path)
/// @param outPathNormal Return the normal to the path at outPathPosition (a vector that's perpendicular to outPathTangent)
/// @param outPathBinormal Returns the binormal to the path at outPathPosition (a vector so that normal cross tangent = binormal)
virtual void GetPointOnPath(float inFraction, Vec3 &outPathPosition, Vec3 &outPathTangent, Vec3 &outPathNormal, Vec3 &outPathBinormal) const = 0;
/// If the path is looping or not. If a path is looping, the first and last point are automatically connected to each other. They should not be the same points.
void SetIsLooping(bool inIsLooping) { mIsLooping = inIsLooping; }
bool IsLooping() const { return mIsLooping; }
#ifdef JPH_DEBUG_RENDERER
/// Draw the path relative to inBaseTransform. Used for debug purposes.
void DrawPath(DebugRenderer *inRenderer, RMat44Arg inBaseTransform) const;
#endif // JPH_DEBUG_RENDERER
/// Saves the contents of the path in binary form to inStream.
virtual void SaveBinaryState(StreamOut &inStream) const;
/// Creates a Shape of the correct type and restores its contents from the binary stream inStream.
static PathResult sRestoreFromBinaryState(StreamIn &inStream);
protected:
/// This function should not be called directly, it is used by sRestoreFromBinaryState.
virtual void RestoreBinaryState(StreamIn &inStream);
private:
/// If the path is looping or not. If a path is looping, the first and last point are automatically connected to each other. They should not be the same points.
bool mIsLooping = false;
};
JPH_NAMESPACE_END