godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/SoftBody/SoftBodyUpdateContext.h

60 lines
3.1 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/NonCopyable.h>
#include <Jolt/Physics/Body/MotionProperties.h>
JPH_NAMESPACE_BEGIN
class Body;
class SoftBodyMotionProperties;
class SoftBodyContactListener;
class SimShapeFilter;
/// Temporary data used by the update of a soft body
class SoftBodyUpdateContext : public NonCopyable
{
public:
static constexpr uint cVertexCollisionBatch = 64; ///< Number of vertices to process in a batch in DetermineCollisionPlanes
static constexpr uint cVertexConstraintBatch = 256; ///< Number of vertices to group for processing batches of constraints in ApplyEdgeConstraints
// Input
Body * mBody; ///< Body that is being updated
SoftBodyMotionProperties * mMotionProperties; ///< Motion properties of that body
SoftBodyContactListener * mContactListener; ///< Contact listener to fire callbacks to
const SimShapeFilter * mSimShapeFilter; ///< Shape filter to use for collision detection
RMat44 mCenterOfMassTransform; ///< Transform of the body relative to the soft body
Vec3 mGravity; ///< Gravity vector in local space of the soft body
Vec3 mDisplacementDueToGravity; ///< Displacement of the center of mass due to gravity in the current time step
float mDeltaTime; ///< Delta time for the current time step
float mSubStepDeltaTime; ///< Delta time for each sub step
/// Describes progress in the current update
enum class EState
{
DetermineCollisionPlanes, ///< Determine collision planes for vertices in parallel
DetermineSensorCollisions, ///< Determine collisions with sensors in parallel
ApplyConstraints, ///< Apply constraints in parallel
Done ///< Update is finished
};
// State of the update
atomic<EState> mState { EState::DetermineCollisionPlanes };///< Current state of the update
atomic<uint> mNextCollisionVertex { 0 }; ///< Next vertex to process for DetermineCollisionPlanes
atomic<uint> mNumCollisionVerticesProcessed { 0 }; ///< Number of vertices processed by DetermineCollisionPlanes, used to determine if we can go to the next step
atomic<uint> mNextSensorIndex { 0 }; ///< Next sensor to process for DetermineCollisionPlanes
atomic<uint> mNumSensorsProcessed { 0 }; ///< Number of sensors processed by DetermineSensorCollisions, used to determine if we can go to the next step
atomic<uint> mNextIteration { 0 }; ///< Next simulation iteration to process
atomic<uint> mNextConstraintGroup { 0 }; ///< Next constraint group to process
atomic<uint> mNumConstraintGroupsProcessed { 0 }; ///< Number of groups processed, used to determine if we can go to the next iteration
// Output
Vec3 mDeltaPosition; ///< Delta position of the body in the current time step, should be applied after the update
ECanSleep mCanSleep; ///< Can the body sleep? Should be applied after the update
};
JPH_NAMESPACE_END