Jolt Physics
A multi core friendly Game Physics Engine
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SoftBodyUpdateContext.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
9
11
12class Body;
15
18{
19public:
20 static constexpr uint cVertexCollisionBatch = 64;
21 static constexpr uint cVertexConstraintBatch = 256;
22
23 // Input
30 float mDeltaTime;
32
34 enum class EState
35 {
38 Done
39 };
40
41 // State of the update
43 atomic<uint> mNextCollisionVertex { 0 };
44 atomic<uint> mNumCollisionVerticesProcessed { 0 };
45 atomic<uint> mNextIteration { 0 };
46 atomic<uint> mNextConstraintGroup { 0 };
47 atomic<uint> mNumConstraintGroupsProcessed { 0 };
48
49 // Output
52};
53
unsigned int uint
Definition: Core.h:452
#define JPH_NAMESPACE_END
Definition: Core.h:378
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
ECanSleep
Enum that determines if an object can go to sleep.
Definition: MotionProperties.h:22
Definition: Body.h:35
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
Class that makes another class non-copyable. Usage: Inherit from NonCopyable.
Definition: NonCopyable.h:11
Definition: SoftBodyContactListener.h:33
This class contains the runtime information of a soft body.
Definition: SoftBodyMotionProperties.h:34
Temporary data used by the update of a soft body.
Definition: SoftBodyUpdateContext.h:18
atomic< uint > mNextCollisionVertex
Next vertex to process for DetermineCollisionPlanes.
Definition: SoftBodyUpdateContext.h:43
float mSubStepDeltaTime
Delta time for each sub step.
Definition: SoftBodyUpdateContext.h:31
atomic< EState > mState
Current state of the update.
Definition: SoftBodyUpdateContext.h:42
SoftBodyContactListener * mContactListener
Contact listener to fire callbacks to.
Definition: SoftBodyUpdateContext.h:26
atomic< uint > mNumConstraintGroupsProcessed
Number of groups processed, used to determine if we can go to the next iteration.
Definition: SoftBodyUpdateContext.h:47
atomic< uint > mNumCollisionVerticesProcessed
Number of vertices processed by DetermineCollisionPlanes, used to determine if we can start simulatin...
Definition: SoftBodyUpdateContext.h:44
atomic< uint > mNextIteration
Next simulation iteration to process.
Definition: SoftBodyUpdateContext.h:45
atomic< uint > mNextConstraintGroup
Next constraint group to process.
Definition: SoftBodyUpdateContext.h:46
Vec3 mDeltaPosition
Delta position of the body in the current time step, should be applied after the update.
Definition: SoftBodyUpdateContext.h:50
float mDeltaTime
Delta time for the current time step.
Definition: SoftBodyUpdateContext.h:30
RMat44 mCenterOfMassTransform
Transform of the body relative to the soft body.
Definition: SoftBodyUpdateContext.h:27
Body * mBody
Body that is being updated.
Definition: SoftBodyUpdateContext.h:24
SoftBodyMotionProperties * mMotionProperties
Motion properties of that body.
Definition: SoftBodyUpdateContext.h:25
Vec3 mGravity
Gravity vector in local space of the soft body.
Definition: SoftBodyUpdateContext.h:28
Vec3 mDisplacementDueToGravity
Displacement of the center of mass due to gravity in the current time step.
Definition: SoftBodyUpdateContext.h:29
static constexpr uint cVertexConstraintBatch
Number of vertices to group for processing batches of constraints in ApplyEdgeConstraints.
Definition: SoftBodyUpdateContext.h:21
EState
Describes progress in the current update.
Definition: SoftBodyUpdateContext.h:35
@ DetermineCollisionPlanes
Determine collision planes for vertices in parallel.
@ ApplyConstraints
Apply constraints in parallel.
@ Done
Update is finished.
static constexpr uint cVertexCollisionBatch
Number of vertices to process in a batch in DetermineCollisionPlanes.
Definition: SoftBodyUpdateContext.h:20
ECanSleep mCanSleep
Can the body sleep? Should be applied after the update.
Definition: SoftBodyUpdateContext.h:51
Definition: Vec3.h:17