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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Constraints/PathConstraintPath.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/Reference.h>
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#include <Jolt/Core/Result.h>
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#include <Jolt/ObjectStream/SerializableObject.h>
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JPH_NAMESPACE_BEGIN
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class StreamIn;
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class StreamOut;
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#ifdef JPH_DEBUG_RENDERER
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class DebugRenderer;
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#endif // JPH_DEBUG_RENDERER
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/// The path for a path constraint. It allows attaching two bodies to each other while giving the second body the freedom to move along a path relative to the first.
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class JPH_EXPORT PathConstraintPath : public SerializableObject, public RefTarget<PathConstraintPath>
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{
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JPH_DECLARE_SERIALIZABLE_ABSTRACT(JPH_EXPORT, PathConstraintPath)
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public:
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using PathResult = Result<Ref<PathConstraintPath>>;
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/// Virtual destructor to ensure that derived types get their destructors called
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virtual ~PathConstraintPath() override = default;
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/// Gets the max fraction along the path. I.e. sort of the length of the path.
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virtual float GetPathMaxFraction() const = 0;
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/// Get the globally closest point on the curve (Could be slow!)
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/// @param inPosition Position to find closest point for
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/// @param inFractionHint Last known fraction along the path (can be used to speed up the search)
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/// @return Fraction of closest point along the path
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virtual float GetClosestPoint(Vec3Arg inPosition, float inFractionHint) const = 0;
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/// Given the fraction along the path, get the point, tangent and normal.
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/// @param inFraction Fraction along the path [0, GetPathMaxFraction()].
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/// @param outPathPosition Returns the closest position to inSearchPosition on the path.
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/// @param outPathTangent Returns the tangent to the path at outPathPosition (the vector that follows the direction of the path)
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/// @param outPathNormal Return the normal to the path at outPathPosition (a vector that's perpendicular to outPathTangent)
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/// @param outPathBinormal Returns the binormal to the path at outPathPosition (a vector so that normal cross tangent = binormal)
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virtual void GetPointOnPath(float inFraction, Vec3 &outPathPosition, Vec3 &outPathTangent, Vec3 &outPathNormal, Vec3 &outPathBinormal) const = 0;
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/// If the path is looping or not. If a path is looping, the first and last point are automatically connected to each other. They should not be the same points.
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void SetIsLooping(bool inIsLooping) { mIsLooping = inIsLooping; }
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bool IsLooping() const { return mIsLooping; }
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#ifdef JPH_DEBUG_RENDERER
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/// Draw the path relative to inBaseTransform. Used for debug purposes.
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void DrawPath(DebugRenderer *inRenderer, RMat44Arg inBaseTransform) const;
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#endif // JPH_DEBUG_RENDERER
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/// Saves the contents of the path in binary form to inStream.
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virtual void SaveBinaryState(StreamOut &inStream) const;
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/// Creates a Shape of the correct type and restores its contents from the binary stream inStream.
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static PathResult sRestoreFromBinaryState(StreamIn &inStream);
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protected:
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/// This function should not be called directly, it is used by sRestoreFromBinaryState.
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virtual void RestoreBinaryState(StreamIn &inStream);
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private:
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/// If the path is looping or not. If a path is looping, the first and last point are automatically connected to each other. They should not be the same points.
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bool mIsLooping = false;
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};
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JPH_NAMESPACE_END
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