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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Body/BodyID.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Core/HashCombine.h>
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JPH_NAMESPACE_BEGIN
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/// ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding race conditions.
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class BodyID
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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static constexpr uint32 cInvalidBodyID = 0xffffffff; ///< The value for an invalid body ID
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static constexpr uint32 cBroadPhaseBit = 0x80000000; ///< This bit is used by the broadphase
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static constexpr uint32 cMaxBodyIndex = 0x7fffff; ///< Maximum value for body index (also the maximum amount of bodies supported - 1)
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static constexpr uint8 cMaxSequenceNumber = 0xff; ///< Maximum value for the sequence number
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static constexpr uint cSequenceNumberShift = 23; ///< Number of bits to shift to get the sequence number
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/// Construct invalid body ID
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BodyID() :
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mID(cInvalidBodyID)
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{
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}
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/// Construct from index and sequence number combined in a single uint32 (use with care!)
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explicit BodyID(uint32 inID) :
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mID(inID)
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{
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JPH_ASSERT((inID & cBroadPhaseBit) == 0 || inID == cInvalidBodyID); // Check bit used by broadphase
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}
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/// Construct from index and sequence number
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explicit BodyID(uint32 inID, uint8 inSequenceNumber) :
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mID((uint32(inSequenceNumber) << cSequenceNumberShift) | inID)
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{
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JPH_ASSERT(inID <= cMaxBodyIndex); // Should not overlap with broadphase bit or sequence number
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}
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/// Get index in body array
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inline uint32 GetIndex() const
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{
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return mID & cMaxBodyIndex;
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}
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/// Get sequence number of body.
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/// The sequence number can be used to check if a body ID with the same body index has been reused by another body.
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/// It is mainly used in multi threaded situations where a body is removed and its body index is immediately reused by a body created from another thread.
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/// Functions querying the broadphase can (after acquiring a body lock) detect that the body has been removed (we assume that this won't happen more than 128 times in a row).
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inline uint8 GetSequenceNumber() const
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{
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return uint8(mID >> cSequenceNumberShift);
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}
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/// Returns the index and sequence number combined in an uint32
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inline uint32 GetIndexAndSequenceNumber() const
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{
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return mID;
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}
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/// Check if the ID is valid
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inline bool IsInvalid() const
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{
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return mID == cInvalidBodyID;
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}
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/// Equals check
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inline bool operator == (const BodyID &inRHS) const
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{
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return mID == inRHS.mID;
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}
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/// Not equals check
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inline bool operator != (const BodyID &inRHS) const
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{
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return mID != inRHS.mID;
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}
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/// Smaller than operator, can be used for sorting bodies
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inline bool operator < (const BodyID &inRHS) const
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{
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return mID < inRHS.mID;
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}
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/// Greater than operator, can be used for sorting bodies
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inline bool operator > (const BodyID &inRHS) const
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{
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return mID > inRHS.mID;
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}
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private:
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uint32 mID;
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};
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JPH_NAMESPACE_END
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// Create a std::hash/JPH::Hash for BodyID
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JPH_MAKE_HASHABLE(JPH::BodyID, t.GetIndexAndSequenceNumber())
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