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godot/thirdparty/jolt_physics/Jolt/Physics/StateRecorder.h
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

137 lines
5.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
JPH_NAMESPACE_BEGIN
class Body;
class Constraint;
class BodyID;
JPH_SUPPRESS_WARNING_PUSH
JPH_GCC_SUPPRESS_WARNING("-Wshadow") // GCC complains about the 'Constraints' value conflicting with the 'Constraints' typedef
/// A bit field that determines which aspects of the simulation to save
enum class EStateRecorderState : uint8
{
None = 0, ///< Save nothing
Global = 1, ///< Save global physics system state (delta time, gravity, etc.)
Bodies = 2, ///< Save the state of bodies
Contacts = 4, ///< Save the state of contacts
Constraints = 8, ///< Save the state of constraints
All = Global | Bodies | Contacts | Constraints ///< Save all state
};
JPH_SUPPRESS_WARNING_POP
/// Bitwise OR operator for EStateRecorderState
constexpr EStateRecorderState operator | (EStateRecorderState inLHS, EStateRecorderState inRHS)
{
return EStateRecorderState(uint8(inLHS) | uint8(inRHS));
}
/// Bitwise AND operator for EStateRecorderState
constexpr EStateRecorderState operator & (EStateRecorderState inLHS, EStateRecorderState inRHS)
{
return EStateRecorderState(uint8(inLHS) & uint8(inRHS));
}
/// Bitwise XOR operator for EStateRecorderState
constexpr EStateRecorderState operator ^ (EStateRecorderState inLHS, EStateRecorderState inRHS)
{
return EStateRecorderState(uint8(inLHS) ^ uint8(inRHS));
}
/// Bitwise NOT operator for EStateRecorderState
constexpr EStateRecorderState operator ~ (EStateRecorderState inAllowedDOFs)
{
return EStateRecorderState(~uint8(inAllowedDOFs));
}
/// Bitwise OR assignment operator for EStateRecorderState
constexpr EStateRecorderState & operator |= (EStateRecorderState &ioLHS, EStateRecorderState inRHS)
{
ioLHS = ioLHS | inRHS;
return ioLHS;
}
/// Bitwise AND assignment operator for EStateRecorderState
constexpr EStateRecorderState & operator &= (EStateRecorderState &ioLHS, EStateRecorderState inRHS)
{
ioLHS = ioLHS & inRHS;
return ioLHS;
}
/// Bitwise XOR assignment operator for EStateRecorderState
constexpr EStateRecorderState & operator ^= (EStateRecorderState &ioLHS, EStateRecorderState inRHS)
{
ioLHS = ioLHS ^ inRHS;
return ioLHS;
}
/// User callbacks that allow determining which parts of the simulation should be saved by a StateRecorder
class JPH_EXPORT StateRecorderFilter
{
public:
/// Destructor
virtual ~StateRecorderFilter() = default;
///@name Functions called during SaveState
///@{
/// If the state of a specific body should be saved
virtual bool ShouldSaveBody([[maybe_unused]] const Body &inBody) const { return true; }
/// If the state of a specific constraint should be saved
virtual bool ShouldSaveConstraint([[maybe_unused]] const Constraint &inConstraint) const { return true; }
/// If the state of a specific contact should be saved
virtual bool ShouldSaveContact([[maybe_unused]] const BodyID &inBody1, [[maybe_unused]] const BodyID &inBody2) const { return true; }
///@}
///@name Functions called during RestoreState
///@{
/// If the state of a specific contact should be restored
virtual bool ShouldRestoreContact([[maybe_unused]] const BodyID &inBody1, [[maybe_unused]] const BodyID &inBody2) const { return true; }
///@}
};
/// Class that records the state of a physics system. Can be used to check if the simulation is deterministic by putting the recorder in validation mode.
/// Can be used to restore the state to an earlier point in time. Note that only the state that is modified by the simulation is saved, configuration settings
/// like body friction or restitution, motion quality etc. are not saved and need to be saved by the user if desired.
class JPH_EXPORT StateRecorder : public StreamIn, public StreamOut
{
public:
/// Constructor
StateRecorder() = default;
StateRecorder(const StateRecorder &inRHS) : mIsValidating(inRHS.mIsValidating) { }
/// Sets the stream in validation mode. In this case the physics system ensures that before it calls ReadBytes that it will
/// ensure that those bytes contain the current state. This makes it possible to step and save the state, restore to the previous
/// step and step again and when the recorded state is not the same it can restore the expected state and any byte that changes
/// due to a ReadBytes function can be caught to find out which part of the simulation is not deterministic.
/// Note that validation only works when saving the full state of the simulation (EStateRecorderState::All, StateRecorderFilter == nullptr).
void SetValidating(bool inValidating) { mIsValidating = inValidating; }
bool IsValidating() const { return mIsValidating; }
/// This allows splitting the state in multiple parts. While restoring, only the last part should have this flag set to true.
/// Note that you should ensure that the different parts contain information for disjoint sets of bodies, constraints and contacts.
/// E.g. if you restore the same contact twice, you get undefined behavior. In order to create disjoint sets you can use the StateRecorderFilter.
/// Note that validation is not compatible with restoring a simulation state in multiple parts.
void SetIsLastPart(bool inIsLastPart) { mIsLastPart = inIsLastPart; }
bool IsLastPart() const { return mIsLastPart; }
private:
bool mIsValidating = false;
bool mIsLastPart = true;
};
JPH_NAMESPACE_END