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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  godot_constraint_3d.h                                                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* 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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | #pragma once
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										 |  |  | class GodotBody3D; | 
					
						
							|  |  |  | class GodotSoftBody3D; | 
					
						
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										 |  |  | class GodotConstraint3D { | 
					
						
							|  |  |  | 	GodotBody3D **_body_ptr; | 
					
						
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										 |  |  | 	int _body_count; | 
					
						
							|  |  |  | 	uint64_t island_step; | 
					
						
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										 |  |  | 	int priority; | 
					
						
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										 |  |  | 	bool disabled_collisions_between_bodies; | 
					
						
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							|  |  |  | 	RID self; | 
					
						
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							|  |  |  | protected: | 
					
						
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										 |  |  | 	GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) { | 
					
						
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										 |  |  | 		_body_ptr = p_body_ptr; | 
					
						
							|  |  |  | 		_body_count = p_body_count; | 
					
						
							|  |  |  | 		island_step = 0; | 
					
						
							|  |  |  | 		priority = 1; | 
					
						
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										 |  |  | 		disabled_collisions_between_bodies = true; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | public: | 
					
						
							|  |  |  | 	_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_ GodotBody3D **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 GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; } | 
					
						
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										 |  |  | 	virtual int get_soft_body_count() const { return 0; } | 
					
						
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										 |  |  | 	_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } | 
					
						
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										 |  |  | 	_FORCE_INLINE_ int get_priority() const { return priority; } | 
					
						
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										 |  |  | 	_FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; } | 
					
						
							|  |  |  | 	_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; } | 
					
						
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										 |  |  | 	virtual bool setup(real_t p_step) = 0; | 
					
						
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										 |  |  | 	virtual bool pre_solve(real_t p_step) = 0; | 
					
						
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										 |  |  | 	virtual void solve(real_t p_step) = 0; | 
					
						
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										 |  |  | 	virtual ~GodotConstraint3D() {} | 
					
						
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										 |  |  | }; |