c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
73 lines
3.3 KiB
C++
73 lines
3.3 KiB
C++
/*************************************************************************/
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/* constraint_2d_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CONSTRAINT_2D_SW_H
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#define CONSTRAINT_2D_SW_H
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#include "body_2d_sw.h"
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class Constraint2DSW {
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Body2DSW **_body_ptr;
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int _body_count;
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uint64_t island_step;
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Constraint2DSW *island_next;
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Constraint2DSW *island_list_next;
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RID self;
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protected:
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Constraint2DSW(Body2DSW **p_body_ptr=NULL,int p_body_count=0) { _body_ptr=p_body_ptr; _body_count=p_body_count; island_step=0; }
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public:
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_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
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_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
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_FORCE_INLINE_ Constraint2DSW* get_island_next() const { return island_next; }
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_FORCE_INLINE_ void set_island_next(Constraint2DSW* p_next) { island_next=p_next; }
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_FORCE_INLINE_ Constraint2DSW* get_island_list_next() const { return island_list_next; }
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_FORCE_INLINE_ void set_island_list_next(Constraint2DSW* p_next) { island_list_next=p_next; }
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_FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; }
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_FORCE_INLINE_ int get_body_count() const { return _body_count; }
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virtual bool setup(float p_step)=0;
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virtual void solve(float p_step)=0;
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virtual ~Constraint2DSW() {}
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};
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#endif // CONSTRAINT_2D_SW_H
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