godot/modules/jolt_physics/spaces/jolt_body_accessor_3d.h
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

214 lines
7.8 KiB
C++

/**************************************************************************/
/* jolt_body_accessor_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. */
/* */
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#ifndef JOLT_BODY_ACCESSOR_3D_H
#define JOLT_BODY_ACCESSOR_3D_H
#include "../objects/jolt_object_3d.h"
#include "Jolt/Jolt.h"
#include "Jolt/Physics/Body/BodyLockInterface.h"
#include <variant>
class JoltArea3D;
class JoltBody3D;
class JoltShapedObject3D;
class JoltSpace3D;
class JoltBodyAccessor3D {
protected:
struct BodyIDSpan {
BodyIDSpan(const JPH::BodyID *p_ptr, int p_count) :
ptr(p_ptr), count(p_count) {}
const JPH::BodyID *ptr;
int count;
};
virtual void _acquire_internal(const JPH::BodyID *p_ids, int p_id_count) = 0;
virtual void _release_internal() = 0;
const JoltSpace3D *space = nullptr;
const JPH::BodyLockInterface *lock_iface = nullptr;
std::variant<JPH::BodyID, JPH::BodyIDVector, BodyIDSpan> ids;
public:
explicit JoltBodyAccessor3D(const JoltSpace3D *p_space);
virtual ~JoltBodyAccessor3D() = 0;
void acquire(const JPH::BodyID *p_ids, int p_id_count);
void acquire(const JPH::BodyID &p_id);
void acquire_active();
void acquire_all();
void release();
bool is_acquired() const { return lock_iface != nullptr; }
bool not_acquired() const { return lock_iface == nullptr; }
const JoltSpace3D &get_space() const { return *space; }
const JPH::BodyID *get_ids() const;
int get_count() const;
const JPH::BodyID &get_at(int p_index) const;
};
class JoltBodyReader3D final : public JoltBodyAccessor3D {
virtual void _acquire_internal(const JPH::BodyID *p_ids, int p_id_count) override;
virtual void _release_internal() override;
JPH::BodyLockInterface::MutexMask mutex_mask = 0;
public:
explicit JoltBodyReader3D(const JoltSpace3D *p_space);
const JPH::Body *try_get(const JPH::BodyID &p_id) const;
const JPH::Body *try_get(int p_index) const;
const JPH::Body *try_get() const;
};
class JoltBodyWriter3D final : public JoltBodyAccessor3D {
virtual void _acquire_internal(const JPH::BodyID *p_ids, int p_id_count) override;
virtual void _release_internal() override;
JPH::BodyLockInterface::MutexMask mutex_mask = 0;
public:
explicit JoltBodyWriter3D(const JoltSpace3D *p_space);
JPH::Body *try_get(const JPH::BodyID &p_id) const;
JPH::Body *try_get(int p_index) const;
JPH::Body *try_get() const;
};
template <typename TBodyAccessor>
class JoltScopedBodyAccessor3D {
TBodyAccessor inner;
public:
JoltScopedBodyAccessor3D(const JoltSpace3D &p_space, const JPH::BodyID *p_ids, int p_id_count) :
inner(&p_space) { inner.acquire(p_ids, p_id_count); }
JoltScopedBodyAccessor3D(const JoltSpace3D &p_space, const JPH::BodyID &p_id) :
inner(&p_space) { inner.acquire(p_id); }
JoltScopedBodyAccessor3D(const JoltScopedBodyAccessor3D &p_other) = delete;
JoltScopedBodyAccessor3D(JoltScopedBodyAccessor3D &&p_other) = default;
~JoltScopedBodyAccessor3D() { inner.release(); }
const JoltSpace3D &get_space() const { return inner.get_space(); }
int get_count() const { return inner.get_count(); }
const JPH::BodyID &get_at(int p_index) const { return inner.get_at(p_index); }
JoltScopedBodyAccessor3D &operator=(const JoltScopedBodyAccessor3D &p_other) = delete;
JoltScopedBodyAccessor3D &operator=(JoltScopedBodyAccessor3D &&p_other) = default;
decltype(auto) try_get(const JPH::BodyID &p_id) const { return inner.try_get(p_id); }
decltype(auto) try_get(int p_index) const { return inner.try_get(p_index); }
decltype(auto) try_get() const { return inner.try_get(); }
};
template <typename TAccessor, typename TBody>
class JoltAccessibleBody3D {
TAccessor accessor;
TBody *body = nullptr;
public:
JoltAccessibleBody3D(const JoltSpace3D &p_space, const JPH::BodyID &p_id) :
accessor(p_space, p_id), body(accessor.try_get()) {}
bool is_valid() const { return body != nullptr; }
bool is_invalid() const { return body == nullptr; }
JoltObject3D *as_object() const {
if (body != nullptr) {
return reinterpret_cast<JoltObject3D *>(body->GetUserData());
} else {
return nullptr;
}
}
JoltShapedObject3D *as_shaped() const {
if (JoltObject3D *object = as_object(); object != nullptr && object->is_shaped()) {
return reinterpret_cast<JoltShapedObject3D *>(body->GetUserData());
} else {
return nullptr;
}
}
JoltBody3D *as_body() const {
if (JoltObject3D *object = as_object(); object != nullptr && object->is_body()) {
return reinterpret_cast<JoltBody3D *>(body->GetUserData());
} else {
return nullptr;
}
}
JoltArea3D *as_area() const {
if (JoltObject3D *object = as_object(); object != nullptr && object->is_area()) {
return reinterpret_cast<JoltArea3D *>(body->GetUserData());
} else {
return nullptr;
}
}
TBody *operator->() const { return body; }
TBody &operator*() const { return *body; }
explicit operator TBody *() const { return body; }
};
template <typename TAccessor, typename TBody>
class JoltAccessibleBodies3D {
TAccessor accessor;
public:
JoltAccessibleBodies3D(const JoltSpace3D &p_space, const JPH::BodyID *p_ids, int p_id_count) :
accessor(p_space, p_ids, p_id_count) {}
JoltAccessibleBody3D<TAccessor, TBody> operator[](int p_index) const {
const JPH::BodyID &body_id = p_index < accessor.get_count() ? accessor.get_at(p_index) : JPH::BodyID();
return JoltAccessibleBody3D<TAccessor, TBody>(accessor.get_space(), body_id);
}
};
typedef JoltScopedBodyAccessor3D<JoltBodyReader3D> JoltScopedBodyReader3D;
typedef JoltScopedBodyAccessor3D<JoltBodyWriter3D> JoltScopedBodyWriter3D;
typedef JoltAccessibleBody3D<JoltScopedBodyReader3D, const JPH::Body> JoltReadableBody3D;
typedef JoltAccessibleBody3D<JoltScopedBodyWriter3D, JPH::Body> JoltWritableBody3D;
typedef JoltAccessibleBodies3D<JoltScopedBodyReader3D, const JPH::Body> JoltReadableBodies3D;
typedef JoltAccessibleBodies3D<JoltScopedBodyWriter3D, JPH::Body> JoltWritableBodies3D;
#endif // JOLT_BODY_ACCESSOR_3D_H