godot/servers/physics/space_sw.h

158 lines
6.3 KiB
C++

/*************************************************************************/
/* space_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPACE_SW_H
#define SPACE_SW_H
#include "typedefs.h"
#include "hash_map.h"
#include "body_sw.h"
#include "area_sw.h"
#include "body_pair_sw.h"
#include "area_pair_sw.h"
#include "broad_phase_sw.h"
#include "collision_object_sw.h"
class PhysicsDirectSpaceStateSW : public PhysicsDirectSpaceState {
OBJ_TYPE( PhysicsDirectSpaceStateSW, PhysicsDirectSpaceState );
public:
SpaceSW *space;
bool intersect_ray(const Vector3& p_from, const Vector3& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0);
int intersect_shape(const RID& p_shape, const Transform& p_xform,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0);
PhysicsDirectSpaceStateSW();
};
class SpaceSW {
PhysicsDirectSpaceStateSW *direct_access;
RID self;
BroadPhaseSW *broadphase;
SelfList<BodySW>::List active_list;
SelfList<BodySW>::List inertia_update_list;
SelfList<BodySW>::List state_query_list;
SelfList<AreaSW>::List monitor_query_list;
SelfList<AreaSW>::List area_moved_list;
static void* _broadphase_pair(CollisionObjectSW *A,int p_subindex_A,CollisionObjectSW *B,int p_subindex_B,void *p_self);
static void _broadphase_unpair(CollisionObjectSW *A,int p_subindex_A,CollisionObjectSW *B,int p_subindex_B,void *p_data,void *p_self);
Set<CollisionObjectSW*> objects;
AreaSW *area;
real_t contact_recycle_radius;
real_t contact_max_separation;
real_t contact_max_allowed_penetration;
real_t constraint_bias;
enum {
INTERSECTION_QUERY_MAX=2048
};
CollisionObjectSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
float body_linear_velocity_sleep_treshold;
float body_angular_velocity_sleep_treshold;
float body_time_to_sleep;
float body_angular_velocity_damp_ratio;
bool locked;
friend class PhysicsDirectSpaceStateSW;
public:
_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
void set_default_area(AreaSW *p_area) { area=p_area; }
AreaSW *get_default_area() const { return area; }
const SelfList<BodySW>::List& get_active_body_list() const;
void body_add_to_active_list(SelfList<BodySW>* p_body);
void body_remove_from_active_list(SelfList<BodySW>* p_body);
void body_add_to_inertia_update_list(SelfList<BodySW>* p_body);
void body_remove_from_inertia_update_list(SelfList<BodySW>* p_body);
void body_add_to_state_query_list(SelfList<BodySW>* p_body);
void body_remove_from_state_query_list(SelfList<BodySW>* p_body);
void area_add_to_monitor_query_list(SelfList<AreaSW>* p_area);
void area_remove_from_monitor_query_list(SelfList<AreaSW>* p_area);
void area_add_to_moved_list(SelfList<AreaSW>* p_area);
void area_remove_from_moved_list(SelfList<AreaSW>* p_area);
const SelfList<AreaSW>::List& get_moved_area_list() const;
BroadPhaseSW *get_broadphase();
void add_object(CollisionObjectSW *p_object);
void remove_object(CollisionObjectSW *p_object);
const Set<CollisionObjectSW*> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();
void setup();
void call_queries();
bool is_locked() const;
void lock();
void unlock();
void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer::SpaceParameter p_param) const;
PhysicsDirectSpaceStateSW *get_direct_state();
SpaceSW();
~SpaceSW();
};
#endif // SPACE__SW_H