godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Body/BodyAccess.h

69 lines
1.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#ifdef JPH_ENABLE_ASSERTS
JPH_NAMESPACE_BEGIN
class JPH_EXPORT BodyAccess
{
public:
/// Access rules, used to detect race conditions during simulation
enum class EAccess : uint8
{
None = 0,
Read = 1,
ReadWrite = 3,
};
/// Grant a scope specific access rights on the current thread
class Grant
{
public:
inline Grant(EAccess inVelocity, EAccess inPosition)
{
EAccess &velocity = sVelocityAccess();
EAccess &position = sPositionAccess();
JPH_ASSERT(velocity == EAccess::ReadWrite);
JPH_ASSERT(position == EAccess::ReadWrite);
velocity = inVelocity;
position = inPosition;
}
inline ~Grant()
{
sVelocityAccess() = EAccess::ReadWrite;
sPositionAccess() = EAccess::ReadWrite;
}
};
/// Check if we have permission
static inline bool sCheckRights(EAccess inRights, EAccess inDesiredRights)
{
return (uint8(inRights) & uint8(inDesiredRights)) == uint8(inDesiredRights);
}
/// Access to read/write velocities
static inline EAccess & sVelocityAccess()
{
static thread_local EAccess sAccess = BodyAccess::EAccess::ReadWrite;
return sAccess;
}
/// Access to read/write positions
static inline EAccess & sPositionAccess()
{
static thread_local EAccess sAccess = BodyAccess::EAccess::ReadWrite;
return sAccess;
}
};
JPH_NAMESPACE_END
#endif // JPH_ENABLE_ASSERTS