@bloomengine/engine 0.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (562) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +169 -0
  3. package/native/android/Cargo.lock +1848 -0
  4. package/native/android/Cargo.toml +20 -0
  5. package/native/android/src/lib.rs +1747 -0
  6. package/native/ios/Cargo.lock +1688 -0
  7. package/native/ios/Cargo.toml +19 -0
  8. package/native/ios/src/lib.rs +2258 -0
  9. package/native/linux/Cargo.lock +1719 -0
  10. package/native/linux/Cargo.toml +22 -0
  11. package/native/linux/src/lib.rs +2236 -0
  12. package/native/macos/Cargo.lock +3310 -0
  13. package/native/macos/Cargo.toml +29 -0
  14. package/native/macos/src/lib.rs +3444 -0
  15. package/native/shared/Cargo.lock +1898 -0
  16. package/native/shared/Cargo.toml +42 -0
  17. package/native/shared/assets/default_font.ttf +0 -0
  18. package/native/shared/build.rs +77 -0
  19. package/native/shared/shaders/common/fog.wgsl +16 -0
  20. package/native/shared/shaders/common/imposter.wgsl +112 -0
  21. package/native/shared/shaders/common/pbr.wgsl +186 -0
  22. package/native/shared/shaders/common/shadows.wgsl +77 -0
  23. package/native/shared/shaders/common/sky.wgsl +8 -0
  24. package/native/shared/shaders/common/tonemap.wgsl +25 -0
  25. package/native/shared/shaders/impulse_field.wgsl +53 -0
  26. package/native/shared/shaders/material_abi.wgsl +360 -0
  27. package/native/shared/shaders/materials/test_minimal.wgsl +42 -0
  28. package/native/shared/src/audio.rs +363 -0
  29. package/native/shared/src/custom_shaders.rs +104 -0
  30. package/native/shared/src/drs.rs +211 -0
  31. package/native/shared/src/engine.rs +186 -0
  32. package/native/shared/src/frame_callbacks.rs +88 -0
  33. package/native/shared/src/geometry.rs +236 -0
  34. package/native/shared/src/handles.rs +76 -0
  35. package/native/shared/src/input.rs +273 -0
  36. package/native/shared/src/jolt_sys.rs +822 -0
  37. package/native/shared/src/lib.rs +43 -0
  38. package/native/shared/src/models.rs +1941 -0
  39. package/native/shared/src/physics_jolt.rs +1528 -0
  40. package/native/shared/src/picking.rs +298 -0
  41. package/native/shared/src/postfx.rs +339 -0
  42. package/native/shared/src/profiler.rs +416 -0
  43. package/native/shared/src/renderer/atmosphere_lut.rs +573 -0
  44. package/native/shared/src/renderer/brdf_lut.rs +154 -0
  45. package/native/shared/src/renderer/formats.rs +778 -0
  46. package/native/shared/src/renderer/graph.rs +465 -0
  47. package/native/shared/src/renderer/hot_reload.rs +390 -0
  48. package/native/shared/src/renderer/impulse_field.rs +455 -0
  49. package/native/shared/src/renderer/material_pipeline.rs +604 -0
  50. package/native/shared/src/renderer/material_system.rs +2106 -0
  51. package/native/shared/src/renderer/mod.rs +13923 -0
  52. package/native/shared/src/renderer/planar_reflection.rs +458 -0
  53. package/native/shared/src/renderer/post_pass.rs +249 -0
  54. package/native/shared/src/renderer/shader_include.rs +205 -0
  55. package/native/shared/src/renderer/shader_library.rs +134 -0
  56. package/native/shared/src/renderer/shaders.rs +5855 -0
  57. package/native/shared/src/renderer/transient.rs +576 -0
  58. package/native/shared/src/renderer/types.rs +259 -0
  59. package/native/shared/src/renderer/util.rs +151 -0
  60. package/native/shared/src/scene.rs +1066 -0
  61. package/native/shared/src/sdf_cache.rs +274 -0
  62. package/native/shared/src/shadows.rs +551 -0
  63. package/native/shared/src/staging.rs +90 -0
  64. package/native/shared/src/string_header.rs +35 -0
  65. package/native/shared/src/text_renderer.rs +456 -0
  66. package/native/shared/src/textures.rs +154 -0
  67. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.cpp +242 -0
  68. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.h +121 -0
  69. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeToBuffer.h +296 -0
  70. package/native/third_party/JoltPhysics/Jolt/AABBTree/NodeCodec/NodeCodecQuadTreeHalfFloat.h +323 -0
  71. package/native/third_party/JoltPhysics/Jolt/AABBTree/TriangleCodec/TriangleCodecIndexed8BitPackSOA4Flags.h +555 -0
  72. package/native/third_party/JoltPhysics/Jolt/ConfigurationString.h +112 -0
  73. package/native/third_party/JoltPhysics/Jolt/Core/ARMNeon.h +94 -0
  74. package/native/third_party/JoltPhysics/Jolt/Core/Array.h +713 -0
  75. package/native/third_party/JoltPhysics/Jolt/Core/Atomics.h +44 -0
  76. package/native/third_party/JoltPhysics/Jolt/Core/BinaryHeap.h +96 -0
  77. package/native/third_party/JoltPhysics/Jolt/Core/ByteBuffer.h +74 -0
  78. package/native/third_party/JoltPhysics/Jolt/Core/Color.cpp +38 -0
  79. package/native/third_party/JoltPhysics/Jolt/Core/Color.h +98 -0
  80. package/native/third_party/JoltPhysics/Jolt/Core/Core.h +652 -0
  81. package/native/third_party/JoltPhysics/Jolt/Core/FPControlWord.h +143 -0
  82. package/native/third_party/JoltPhysics/Jolt/Core/FPException.h +96 -0
  83. package/native/third_party/JoltPhysics/Jolt/Core/FPFlushDenormals.h +43 -0
  84. package/native/third_party/JoltPhysics/Jolt/Core/Factory.cpp +92 -0
  85. package/native/third_party/JoltPhysics/Jolt/Core/Factory.h +54 -0
  86. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.h +122 -0
  87. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.inl +215 -0
  88. package/native/third_party/JoltPhysics/Jolt/Core/HashCombine.h +234 -0
  89. package/native/third_party/JoltPhysics/Jolt/Core/HashTable.h +876 -0
  90. package/native/third_party/JoltPhysics/Jolt/Core/InsertionSort.h +58 -0
  91. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.cpp +27 -0
  92. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.h +38 -0
  93. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.h +311 -0
  94. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.inl +56 -0
  95. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.cpp +65 -0
  96. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.h +62 -0
  97. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.cpp +364 -0
  98. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.h +101 -0
  99. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.cpp +230 -0
  100. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.h +85 -0
  101. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.cpp +51 -0
  102. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.h +67 -0
  103. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.h +182 -0
  104. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.inl +351 -0
  105. package/native/third_party/JoltPhysics/Jolt/Core/Memory.cpp +85 -0
  106. package/native/third_party/JoltPhysics/Jolt/Core/Memory.h +85 -0
  107. package/native/third_party/JoltPhysics/Jolt/Core/Mutex.h +223 -0
  108. package/native/third_party/JoltPhysics/Jolt/Core/MutexArray.h +98 -0
  109. package/native/third_party/JoltPhysics/Jolt/Core/NonCopyable.h +18 -0
  110. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.cpp +677 -0
  111. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.h +301 -0
  112. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.inl +90 -0
  113. package/native/third_party/JoltPhysics/Jolt/Core/QuickSort.h +137 -0
  114. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.cpp +149 -0
  115. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.h +436 -0
  116. package/native/third_party/JoltPhysics/Jolt/Core/Reference.h +244 -0
  117. package/native/third_party/JoltPhysics/Jolt/Core/Result.h +174 -0
  118. package/native/third_party/JoltPhysics/Jolt/Core/STLAlignedAllocator.h +72 -0
  119. package/native/third_party/JoltPhysics/Jolt/Core/STLAllocator.h +127 -0
  120. package/native/third_party/JoltPhysics/Jolt/Core/STLLocalAllocator.h +170 -0
  121. package/native/third_party/JoltPhysics/Jolt/Core/STLTempAllocator.h +80 -0
  122. package/native/third_party/JoltPhysics/Jolt/Core/ScopeExit.h +49 -0
  123. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.cpp +135 -0
  124. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.h +68 -0
  125. package/native/third_party/JoltPhysics/Jolt/Core/StaticArray.h +329 -0
  126. package/native/third_party/JoltPhysics/Jolt/Core/StreamIn.h +120 -0
  127. package/native/third_party/JoltPhysics/Jolt/Core/StreamOut.h +97 -0
  128. package/native/third_party/JoltPhysics/Jolt/Core/StreamUtils.h +168 -0
  129. package/native/third_party/JoltPhysics/Jolt/Core/StreamWrapper.h +53 -0
  130. package/native/third_party/JoltPhysics/Jolt/Core/StridedPtr.h +63 -0
  131. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.cpp +101 -0
  132. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.h +38 -0
  133. package/native/third_party/JoltPhysics/Jolt/Core/TempAllocator.h +209 -0
  134. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.cpp +37 -0
  135. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.h +58 -0
  136. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedMap.h +80 -0
  137. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedSet.h +32 -0
  138. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox.h +313 -0
  139. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox4.h +224 -0
  140. package/native/third_party/JoltPhysics/Jolt/Geometry/ClipPoly.h +200 -0
  141. package/native/third_party/JoltPhysics/Jolt/Geometry/ClosestPoint.h +498 -0
  142. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.cpp +1467 -0
  143. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.h +276 -0
  144. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.cpp +335 -0
  145. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.h +105 -0
  146. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexSupport.h +188 -0
  147. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAConvexHullBuilder.h +845 -0
  148. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAPenetrationDepth.h +557 -0
  149. package/native/third_party/JoltPhysics/Jolt/Geometry/Ellipse.h +77 -0
  150. package/native/third_party/JoltPhysics/Jolt/Geometry/GJKClosestPoint.h +945 -0
  151. package/native/third_party/JoltPhysics/Jolt/Geometry/IndexedTriangle.h +130 -0
  152. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.cpp +222 -0
  153. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.h +19 -0
  154. package/native/third_party/JoltPhysics/Jolt/Geometry/MortonCode.h +40 -0
  155. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.cpp +178 -0
  156. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.h +39 -0
  157. package/native/third_party/JoltPhysics/Jolt/Geometry/Plane.h +104 -0
  158. package/native/third_party/JoltPhysics/Jolt/Geometry/RayAABox.h +241 -0
  159. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCapsule.h +37 -0
  160. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCylinder.h +101 -0
  161. package/native/third_party/JoltPhysics/Jolt/Geometry/RaySphere.h +96 -0
  162. package/native/third_party/JoltPhysics/Jolt/Geometry/RayTriangle.h +158 -0
  163. package/native/third_party/JoltPhysics/Jolt/Geometry/Sphere.h +72 -0
  164. package/native/third_party/JoltPhysics/Jolt/Geometry/Triangle.h +34 -0
  165. package/native/third_party/JoltPhysics/Jolt/Jolt.cmake +703 -0
  166. package/native/third_party/JoltPhysics/Jolt/Jolt.h +16 -0
  167. package/native/third_party/JoltPhysics/Jolt/Jolt.natvis +116 -0
  168. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.h +99 -0
  169. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.inl +177 -0
  170. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.h +158 -0
  171. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.inl +310 -0
  172. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.h +291 -0
  173. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.inl +941 -0
  174. package/native/third_party/JoltPhysics/Jolt/Math/Double3.h +48 -0
  175. package/native/third_party/JoltPhysics/Jolt/Math/DynMatrix.h +31 -0
  176. package/native/third_party/JoltPhysics/Jolt/Math/EigenValueSymmetric.h +177 -0
  177. package/native/third_party/JoltPhysics/Jolt/Math/FindRoot.h +42 -0
  178. package/native/third_party/JoltPhysics/Jolt/Math/Float2.h +36 -0
  179. package/native/third_party/JoltPhysics/Jolt/Math/Float3.h +50 -0
  180. package/native/third_party/JoltPhysics/Jolt/Math/Float4.h +44 -0
  181. package/native/third_party/JoltPhysics/Jolt/Math/GaussianElimination.h +102 -0
  182. package/native/third_party/JoltPhysics/Jolt/Math/HalfFloat.h +208 -0
  183. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.h +243 -0
  184. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.inl +952 -0
  185. package/native/third_party/JoltPhysics/Jolt/Math/Math.h +208 -0
  186. package/native/third_party/JoltPhysics/Jolt/Math/MathTypes.h +32 -0
  187. package/native/third_party/JoltPhysics/Jolt/Math/Matrix.h +259 -0
  188. package/native/third_party/JoltPhysics/Jolt/Math/Quat.h +268 -0
  189. package/native/third_party/JoltPhysics/Jolt/Math/Quat.inl +406 -0
  190. package/native/third_party/JoltPhysics/Jolt/Math/Real.h +44 -0
  191. package/native/third_party/JoltPhysics/Jolt/Math/Swizzle.h +19 -0
  192. package/native/third_party/JoltPhysics/Jolt/Math/Trigonometry.h +79 -0
  193. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.h +232 -0
  194. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.inl +636 -0
  195. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.cpp +71 -0
  196. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.h +308 -0
  197. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.inl +942 -0
  198. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.h +320 -0
  199. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.inl +1152 -0
  200. package/native/third_party/JoltPhysics/Jolt/Math/Vector.h +211 -0
  201. package/native/third_party/JoltPhysics/Jolt/ObjectStream/GetPrimitiveTypeOfType.h +54 -0
  202. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.cpp +38 -0
  203. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.h +337 -0
  204. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.cpp +252 -0
  205. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.h +57 -0
  206. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.cpp +165 -0
  207. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.h +57 -0
  208. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.cpp +635 -0
  209. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.h +148 -0
  210. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.cpp +166 -0
  211. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.h +101 -0
  212. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.cpp +418 -0
  213. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.h +55 -0
  214. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.cpp +255 -0
  215. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.h +62 -0
  216. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTypes.h +26 -0
  217. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttribute.h +111 -0
  218. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeEnum.h +67 -0
  219. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeTyped.h +60 -0
  220. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.cpp +15 -0
  221. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.h +170 -0
  222. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.cpp +70 -0
  223. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.h +45 -0
  224. package/native/third_party/JoltPhysics/Jolt/Physics/Body/AllowedDOFs.h +68 -0
  225. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.cpp +426 -0
  226. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.h +452 -0
  227. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.inl +197 -0
  228. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyAccess.h +68 -0
  229. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyActivationListener.h +28 -0
  230. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.cpp +234 -0
  231. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.h +124 -0
  232. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyFilter.h +130 -0
  233. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyID.h +101 -0
  234. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.cpp +1099 -0
  235. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.h +324 -0
  236. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLock.h +111 -0
  237. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockInterface.h +134 -0
  238. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockMulti.h +120 -0
  239. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.cpp +1220 -0
  240. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.h +403 -0
  241. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyPair.h +36 -0
  242. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyType.h +19 -0
  243. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.cpp +185 -0
  244. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.h +58 -0
  245. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.cpp +92 -0
  246. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.h +308 -0
  247. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.inl +178 -0
  248. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionQuality.h +31 -0
  249. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionType.h +17 -0
  250. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.cpp +354 -0
  251. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.h +159 -0
  252. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.cpp +59 -0
  253. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.h +157 -0
  254. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterID.h +98 -0
  255. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.cpp +1933 -0
  256. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.h +752 -0
  257. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/AABoxCast.h +20 -0
  258. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h +17 -0
  259. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdges.h +114 -0
  260. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BackFaceMode.h +16 -0
  261. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.cpp +16 -0
  262. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h +109 -0
  263. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.cpp +313 -0
  264. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.h +38 -0
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  483. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.cpp +866 -0
  484. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.h +205 -0
  485. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.cpp +204 -0
  486. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.h +29 -0
  487. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.cpp +1107 -0
  488. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.h +383 -0
  489. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.cpp +168 -0
  490. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.h +48 -0
  491. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.cpp +158 -0
  492. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.h +130 -0
  493. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.cpp +80 -0
  494. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.h +88 -0
  495. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.cpp +165 -0
  496. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.h +91 -0
  497. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.cpp +82 -0
  498. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.h +72 -0
  499. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.cpp +237 -0
  500. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.h +145 -0
  501. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.cpp +87 -0
  502. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.h +82 -0
  503. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.cpp +73 -0
  504. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.h +84 -0
  505. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.cpp +139 -0
  506. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.h +52 -0
  507. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.cpp +43 -0
  508. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.h +28 -0
  509. package/native/third_party/JoltPhysics/LICENSE +7 -0
  510. package/native/third_party/JoltPhysics/README.md +173 -0
  511. package/native/third_party/bloom_jolt/CMakeLists.txt +78 -0
  512. package/native/third_party/bloom_jolt/include/bloom_jolt.h +519 -0
  513. package/native/third_party/bloom_jolt/src/bloom_jolt.cpp +1780 -0
  514. package/native/tvos/Cargo.lock +1692 -0
  515. package/native/tvos/Cargo.toml +22 -0
  516. package/native/tvos/src/lib.rs +3179 -0
  517. package/native/watchos/Cargo.lock +16 -0
  518. package/native/watchos/Cargo.toml +19 -0
  519. package/native/watchos/shaders/bloom_postfx.metal +99 -0
  520. package/native/watchos/src/BloomWatchApp.swift +1236 -0
  521. package/native/watchos/src/BloomWatchAudio.swift +179 -0
  522. package/native/watchos/src/audio.rs +55 -0
  523. package/native/watchos/src/draw_list.rs +223 -0
  524. package/native/watchos/src/ffi_stubs.rs +454 -0
  525. package/native/watchos/src/lib.rs +1013 -0
  526. package/native/watchos/src/models.rs +746 -0
  527. package/native/watchos/src/postfx.rs +91 -0
  528. package/native/watchos/src/scene.rs +534 -0
  529. package/native/watchos/src/textures.rs +184 -0
  530. package/native/web/Cargo.lock +1656 -0
  531. package/native/web/Cargo.toml +38 -0
  532. package/native/web/bloom_glue.js +218 -0
  533. package/native/web/build.sh +101 -0
  534. package/native/web/index.html +390 -0
  535. package/native/web/jolt_bridge.js +1311 -0
  536. package/native/web/src/lib.rs +2739 -0
  537. package/native/windows/Cargo.lock +1813 -0
  538. package/native/windows/Cargo.toml +31 -0
  539. package/native/windows/src/lib.rs +1933 -0
  540. package/package.json +558 -0
  541. package/src/audio/index.ts +151 -0
  542. package/src/core/colors.ts +56 -0
  543. package/src/core/index.ts +903 -0
  544. package/src/core/keys.ts +63 -0
  545. package/src/core/types.ts +102 -0
  546. package/src/index.ts +158 -0
  547. package/src/math/index.ts +502 -0
  548. package/src/mobile/index.ts +294 -0
  549. package/src/models/index.ts +859 -0
  550. package/src/physics/index.ts +1072 -0
  551. package/src/scene/index.ts +570 -0
  552. package/src/shapes/index.ts +120 -0
  553. package/src/text/index.ts +48 -0
  554. package/src/textures/index.ts +173 -0
  555. package/src/world/index.ts +22 -0
  556. package/src/world/loader.ts +385 -0
  557. package/src/world/prefab.ts +205 -0
  558. package/src/world/saver.ts +61 -0
  559. package/src/world/terrain.ts +254 -0
  560. package/src/world/types.ts +136 -0
  561. package/src/world/validate.ts +202 -0
  562. package/src/world/version.ts +47 -0
@@ -0,0 +1,1220 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
+ // SPDX-License-Identifier: MIT
4
+
5
+ #include <Jolt/Jolt.h>
6
+
7
+ #include <Jolt/Physics/Body/BodyManager.h>
8
+ #include <Jolt/Physics/PhysicsSettings.h>
9
+ #include <Jolt/Physics/Body/BodyCreationSettings.h>
10
+ #include <Jolt/Physics/Body/BodyLock.h>
11
+ #include <Jolt/Physics/Body/BodyActivationListener.h>
12
+ #include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
13
+ #include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
14
+ #include <Jolt/Physics/SoftBody/SoftBodyShape.h>
15
+ #include <Jolt/Physics/StateRecorder.h>
16
+ #include <Jolt/Core/StringTools.h>
17
+ #include <Jolt/Core/QuickSort.h>
18
+ #ifdef JPH_DEBUG_RENDERER
19
+ #include <Jolt/Renderer/DebugRenderer.h>
20
+ #include <Jolt/Physics/Body/BodyFilter.h>
21
+ #endif // JPH_DEBUG_RENDERER
22
+
23
+ JPH_NAMESPACE_BEGIN
24
+
25
+ #ifdef JPH_ENABLE_ASSERTS
26
+ static thread_local bool sOverrideAllowActivation = false;
27
+ static thread_local bool sOverrideAllowDeactivation = false;
28
+
29
+ bool BodyManager::sGetOverrideAllowActivation()
30
+ {
31
+ return sOverrideAllowActivation;
32
+ }
33
+
34
+ void BodyManager::sSetOverrideAllowActivation(bool inValue)
35
+ {
36
+ sOverrideAllowActivation = inValue;
37
+ }
38
+
39
+ bool BodyManager::sGetOverrideAllowDeactivation()
40
+ {
41
+ return sOverrideAllowDeactivation;
42
+ }
43
+
44
+ void BodyManager::sSetOverrideAllowDeactivation(bool inValue)
45
+ {
46
+ sOverrideAllowDeactivation = inValue;
47
+ }
48
+ #endif
49
+
50
+ /// @cond INTERNAL
51
+ /// Helper class that combines a body and its motion properties
52
+ class BodyWithMotionProperties : public Body
53
+ {
54
+ public:
55
+ JPH_OVERRIDE_NEW_DELETE
56
+
57
+ MotionProperties mMotionProperties;
58
+ };
59
+ /// @endcond
60
+
61
+ /// @cond INTERNAL
62
+ /// Helper class that combines a soft body its motion properties and shape
63
+ class SoftBodyWithMotionPropertiesAndShape : public Body
64
+ {
65
+ public:
66
+ SoftBodyWithMotionPropertiesAndShape()
67
+ {
68
+ mShape.SetEmbedded();
69
+ }
70
+
71
+ SoftBodyMotionProperties mMotionProperties;
72
+ SoftBodyShape mShape;
73
+ };
74
+ /// @endcond
75
+
76
+ inline void BodyManager::sDeleteBody(Body *inBody)
77
+ {
78
+ if (inBody->mMotionProperties != nullptr)
79
+ {
80
+ JPH_IF_ENABLE_ASSERTS(inBody->mMotionProperties = nullptr;)
81
+ if (inBody->IsSoftBody())
82
+ {
83
+ inBody->mShape = nullptr; // Release the shape to avoid assertion on shape destruction because of embedded object with refcount > 0
84
+ delete static_cast<SoftBodyWithMotionPropertiesAndShape *>(inBody);
85
+ }
86
+ else
87
+ delete static_cast<BodyWithMotionProperties *>(inBody);
88
+ }
89
+ else
90
+ delete inBody;
91
+ }
92
+
93
+ BodyManager::~BodyManager()
94
+ {
95
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
96
+
97
+ // Destroy any bodies that are still alive
98
+ for (Body *b : mBodies)
99
+ if (sIsValidBodyPointer(b))
100
+ sDeleteBody(b);
101
+
102
+ for (BodyID *active_bodies : mActiveBodies)
103
+ delete [] active_bodies;
104
+ }
105
+
106
+ void BodyManager::Init(uint inMaxBodies, uint inNumBodyMutexes, const BroadPhaseLayerInterface &inLayerInterface)
107
+ {
108
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
109
+
110
+ // Num body mutexes must be a power of two and not bigger than our MutexMask
111
+ uint num_body_mutexes = Clamp<uint>(GetNextPowerOf2(inNumBodyMutexes == 0? 2 * thread::hardware_concurrency() : inNumBodyMutexes), 1, sizeof(MutexMask) * 8);
112
+ #ifdef JPH_TSAN_ENABLED
113
+ num_body_mutexes = min(num_body_mutexes, 32U); // TSAN errors out when locking too many mutexes on the same thread, see: https://github.com/google/sanitizers/issues/950
114
+ #endif
115
+
116
+ // Allocate the body mutexes
117
+ mBodyMutexes.Init(num_body_mutexes);
118
+
119
+ // Allocate space for bodies
120
+ mBodies.reserve(inMaxBodies);
121
+
122
+ // Allocate space for active bodies
123
+ for (BodyID *&active_bodies : mActiveBodies)
124
+ {
125
+ JPH_ASSERT(active_bodies == nullptr);
126
+ active_bodies = new BodyID [inMaxBodies];
127
+ }
128
+
129
+ // Allocate space for sequence numbers
130
+ mBodySequenceNumbers.resize(inMaxBodies, 0);
131
+
132
+ // Keep layer interface
133
+ mBroadPhaseLayerInterface = &inLayerInterface;
134
+ }
135
+
136
+ uint BodyManager::GetNumBodies() const
137
+ {
138
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
139
+
140
+ return mNumBodies;
141
+ }
142
+
143
+ BodyManager::BodyStats BodyManager::GetBodyStats() const
144
+ {
145
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
146
+
147
+ BodyStats stats;
148
+ stats.mNumBodies = mNumBodies;
149
+ stats.mMaxBodies = uint(mBodies.capacity());
150
+
151
+ for (const Body *body : mBodies)
152
+ if (sIsValidBodyPointer(body))
153
+ {
154
+ if (body->IsSoftBody())
155
+ {
156
+ stats.mNumSoftBodies++;
157
+ if (body->IsActive())
158
+ stats.mNumActiveSoftBodies++;
159
+ }
160
+ else
161
+ {
162
+ switch (body->GetMotionType())
163
+ {
164
+ case EMotionType::Static:
165
+ stats.mNumBodiesStatic++;
166
+ break;
167
+
168
+ case EMotionType::Dynamic:
169
+ stats.mNumBodiesDynamic++;
170
+ if (body->IsActive())
171
+ stats.mNumActiveBodiesDynamic++;
172
+ break;
173
+
174
+ case EMotionType::Kinematic:
175
+ stats.mNumBodiesKinematic++;
176
+ if (body->IsActive())
177
+ stats.mNumActiveBodiesKinematic++;
178
+ break;
179
+ }
180
+ }
181
+ }
182
+
183
+ return stats;
184
+ }
185
+
186
+ Body *BodyManager::AllocateBody(const BodyCreationSettings &inBodyCreationSettings) const
187
+ {
188
+ // Fill in basic properties
189
+ Body *body;
190
+ if (inBodyCreationSettings.HasMassProperties())
191
+ {
192
+ BodyWithMotionProperties *bmp = new BodyWithMotionProperties;
193
+ body = bmp;
194
+ body->mMotionProperties = &bmp->mMotionProperties;
195
+ }
196
+ else
197
+ {
198
+ body = new Body;
199
+ }
200
+ body->mBodyType = EBodyType::RigidBody;
201
+ body->mShape = inBodyCreationSettings.GetShape();
202
+ body->mUserData = inBodyCreationSettings.mUserData;
203
+ body->SetFriction(inBodyCreationSettings.mFriction);
204
+ body->SetRestitution(inBodyCreationSettings.mRestitution);
205
+ body->mMotionType = inBodyCreationSettings.mMotionType;
206
+ if (inBodyCreationSettings.mIsSensor)
207
+ body->SetIsSensor(true);
208
+ if (inBodyCreationSettings.mCollideKinematicVsNonDynamic)
209
+ body->SetCollideKinematicVsNonDynamic(true);
210
+ if (inBodyCreationSettings.mUseManifoldReduction)
211
+ body->SetUseManifoldReduction(true);
212
+ if (inBodyCreationSettings.mApplyGyroscopicForce)
213
+ body->SetApplyGyroscopicForce(true);
214
+ if (inBodyCreationSettings.mEnhancedInternalEdgeRemoval)
215
+ body->SetEnhancedInternalEdgeRemoval(true);
216
+ SetBodyObjectLayerInternal(*body, inBodyCreationSettings.mObjectLayer);
217
+ body->mObjectLayer = inBodyCreationSettings.mObjectLayer;
218
+ body->mCollisionGroup = inBodyCreationSettings.mCollisionGroup;
219
+
220
+ if (inBodyCreationSettings.HasMassProperties())
221
+ {
222
+ MotionProperties *mp = body->mMotionProperties;
223
+ mp->SetLinearDamping(inBodyCreationSettings.mLinearDamping);
224
+ mp->SetAngularDamping(inBodyCreationSettings.mAngularDamping);
225
+ mp->SetMaxLinearVelocity(inBodyCreationSettings.mMaxLinearVelocity);
226
+ mp->SetMaxAngularVelocity(inBodyCreationSettings.mMaxAngularVelocity);
227
+ mp->SetMassProperties(inBodyCreationSettings.mAllowedDOFs, inBodyCreationSettings.GetMassProperties());
228
+ mp->SetLinearVelocity(inBodyCreationSettings.mLinearVelocity); // Needs to happen after setting the max linear/angular velocity and setting allowed DOFs
229
+ mp->SetAngularVelocity(inBodyCreationSettings.mAngularVelocity);
230
+ mp->SetGravityFactor(inBodyCreationSettings.mGravityFactor);
231
+ mp->SetNumVelocityStepsOverride(inBodyCreationSettings.mNumVelocityStepsOverride);
232
+ mp->SetNumPositionStepsOverride(inBodyCreationSettings.mNumPositionStepsOverride);
233
+ mp->mMotionQuality = inBodyCreationSettings.mMotionQuality;
234
+ mp->mAllowSleeping = inBodyCreationSettings.mAllowSleeping;
235
+ JPH_IF_ENABLE_ASSERTS(mp->mCachedBodyType = body->mBodyType;)
236
+ JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;)
237
+ }
238
+
239
+ // Position body
240
+ body->SetPositionAndRotationInternal(inBodyCreationSettings.mPosition, inBodyCreationSettings.mRotation);
241
+
242
+ return body;
243
+ }
244
+
245
+ /// Create a soft body using creation settings. The returned body will not be part of the body manager yet.
246
+ Body *BodyManager::AllocateSoftBody(const SoftBodyCreationSettings &inSoftBodyCreationSettings) const
247
+ {
248
+ // Fill in basic properties
249
+ SoftBodyWithMotionPropertiesAndShape *bmp = new SoftBodyWithMotionPropertiesAndShape;
250
+ SoftBodyMotionProperties *mp = &bmp->mMotionProperties;
251
+ SoftBodyShape *shape = &bmp->mShape;
252
+ Body *body = bmp;
253
+ shape->mSoftBodyMotionProperties = mp;
254
+ body->mBodyType = EBodyType::SoftBody;
255
+ body->mMotionProperties = mp;
256
+ body->mShape = shape;
257
+ body->mUserData = inSoftBodyCreationSettings.mUserData;
258
+ body->SetFriction(inSoftBodyCreationSettings.mFriction);
259
+ body->SetRestitution(inSoftBodyCreationSettings.mRestitution);
260
+ body->mMotionType = EMotionType::Dynamic;
261
+ SetBodyObjectLayerInternal(*body, inSoftBodyCreationSettings.mObjectLayer);
262
+ body->mObjectLayer = inSoftBodyCreationSettings.mObjectLayer;
263
+ body->mCollisionGroup = inSoftBodyCreationSettings.mCollisionGroup;
264
+ mp->SetLinearDamping(inSoftBodyCreationSettings.mLinearDamping);
265
+ mp->SetAngularDamping(0);
266
+ mp->SetMaxLinearVelocity(inSoftBodyCreationSettings.mMaxLinearVelocity);
267
+ mp->SetMaxAngularVelocity(FLT_MAX);
268
+ mp->SetLinearVelocity(Vec3::sZero());
269
+ mp->SetAngularVelocity(Vec3::sZero());
270
+ mp->SetGravityFactor(inSoftBodyCreationSettings.mGravityFactor);
271
+ mp->mMotionQuality = EMotionQuality::Discrete;
272
+ mp->mAllowSleeping = inSoftBodyCreationSettings.mAllowSleeping;
273
+ JPH_IF_ENABLE_ASSERTS(mp->mCachedBodyType = body->mBodyType;)
274
+ JPH_IF_ENABLE_ASSERTS(mp->mCachedMotionType = body->mMotionType;)
275
+ mp->Initialize(inSoftBodyCreationSettings);
276
+
277
+ body->SetPositionAndRotationInternal(inSoftBodyCreationSettings.mPosition, inSoftBodyCreationSettings.mMakeRotationIdentity? Quat::sIdentity() : inSoftBodyCreationSettings.mRotation);
278
+
279
+ return body;
280
+ }
281
+
282
+ void BodyManager::FreeBody(Body *inBody) const
283
+ {
284
+ JPH_ASSERT(inBody->GetID().IsInvalid(), "This function should only be called on a body that doesn't have an ID yet, use DestroyBody otherwise");
285
+
286
+ sDeleteBody(inBody);
287
+ }
288
+
289
+ bool BodyManager::AddBody(Body *ioBody)
290
+ {
291
+ // Return error when body was already added
292
+ if (!ioBody->GetID().IsInvalid())
293
+ return false;
294
+
295
+ // Determine next free index
296
+ uint32 idx;
297
+ {
298
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
299
+
300
+ if (mBodyIDFreeListStart != cBodyIDFreeListEnd)
301
+ {
302
+ // Pop an item from the freelist
303
+ JPH_ASSERT(mBodyIDFreeListStart & cIsFreedBody);
304
+ idx = uint32(mBodyIDFreeListStart >> cFreedBodyIndexShift);
305
+ JPH_ASSERT(!sIsValidBodyPointer(mBodies[idx]));
306
+ mBodyIDFreeListStart = uintptr_t(mBodies[idx]);
307
+ mBodies[idx] = ioBody;
308
+ }
309
+ else
310
+ {
311
+ if (mBodies.size() < mBodies.capacity())
312
+ {
313
+ // Allocate a new entry, note that the array should not actually resize since we've reserved it at init time
314
+ idx = uint32(mBodies.size());
315
+ mBodies.push_back(ioBody);
316
+ }
317
+ else
318
+ {
319
+ // Out of bodies
320
+ return false;
321
+ }
322
+ }
323
+
324
+ // Update cached number of bodies
325
+ mNumBodies++;
326
+ }
327
+
328
+ // Get next sequence number and assign the ID
329
+ uint8 seq_no = GetNextSequenceNumber(idx);
330
+ ioBody->mID = BodyID(idx, seq_no);
331
+ return true;
332
+ }
333
+
334
+ bool BodyManager::AddBodyWithCustomID(Body *ioBody, const BodyID &inBodyID)
335
+ {
336
+ // Return error when body was already added
337
+ if (!ioBody->GetID().IsInvalid())
338
+ return false;
339
+
340
+ {
341
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
342
+
343
+ // Check if index is beyond the max body ID
344
+ uint32 idx = inBodyID.GetIndex();
345
+ if (idx >= mBodies.capacity())
346
+ return false; // Return error
347
+
348
+ if (idx < mBodies.size())
349
+ {
350
+ // Body array entry has already been allocated, check if there's a free body here
351
+ if (sIsValidBodyPointer(mBodies[idx]))
352
+ return false; // Return error
353
+
354
+ // Remove the entry from the freelist
355
+ uintptr_t idx_start = mBodyIDFreeListStart >> cFreedBodyIndexShift;
356
+ if (idx == idx_start)
357
+ {
358
+ // First entry, easy to remove, the start of the list is our next
359
+ mBodyIDFreeListStart = uintptr_t(mBodies[idx]);
360
+ }
361
+ else
362
+ {
363
+ // Loop over the freelist and find the entry in the freelist pointing to our index
364
+ // TODO: This is O(N), see if this becomes a performance problem (don't want to put the freed bodies in a double linked list)
365
+ uintptr_t cur, next;
366
+ for (cur = idx_start; cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift; cur = next)
367
+ {
368
+ next = uintptr_t(mBodies[cur]) >> cFreedBodyIndexShift;
369
+ if (next == idx)
370
+ {
371
+ mBodies[cur] = mBodies[idx];
372
+ break;
373
+ }
374
+ }
375
+ JPH_ASSERT(cur != cBodyIDFreeListEnd >> cFreedBodyIndexShift);
376
+ }
377
+
378
+ // Put the body in the slot
379
+ mBodies[idx] = ioBody;
380
+ }
381
+ else
382
+ {
383
+ // Ensure that all body IDs up to this body ID have been allocated and added to the free list
384
+ while (idx > mBodies.size())
385
+ {
386
+ // Push the id onto the freelist
387
+ mBodies.push_back((Body *)mBodyIDFreeListStart);
388
+ mBodyIDFreeListStart = (uintptr_t(mBodies.size() - 1) << cFreedBodyIndexShift) | cIsFreedBody;
389
+ }
390
+
391
+ // Add the element to the list
392
+ mBodies.push_back(ioBody);
393
+ }
394
+
395
+ // Update cached number of bodies
396
+ mNumBodies++;
397
+ }
398
+
399
+ // Assign the ID
400
+ ioBody->mID = inBodyID;
401
+ return true;
402
+ }
403
+
404
+ Body *BodyManager::RemoveBodyInternal(const BodyID &inBodyID)
405
+ {
406
+ // Get body
407
+ uint32 idx = inBodyID.GetIndex();
408
+ Body *body = mBodies[idx];
409
+
410
+ // Validate that it can be removed
411
+ JPH_ASSERT(body->GetID() == inBodyID);
412
+ JPH_ASSERT(!body->IsActive());
413
+ JPH_ASSERT(!body->IsInBroadPhase(), "Use BodyInterface::RemoveBody to remove this body first!");
414
+
415
+ // Push the id onto the freelist
416
+ mBodies[idx] = (Body *)mBodyIDFreeListStart;
417
+ mBodyIDFreeListStart = (uintptr_t(idx) << cFreedBodyIndexShift) | cIsFreedBody;
418
+
419
+ return body;
420
+ }
421
+
422
+ #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS)
423
+
424
+ void BodyManager::ValidateFreeList() const
425
+ {
426
+ // Check that the freelist is correct
427
+ size_t num_freed = 0;
428
+ for (uintptr_t start = mBodyIDFreeListStart; start != cBodyIDFreeListEnd; start = uintptr_t(mBodies[start >> cFreedBodyIndexShift]))
429
+ {
430
+ JPH_ASSERT(start & cIsFreedBody);
431
+ num_freed++;
432
+ }
433
+ JPH_ASSERT(mNumBodies == mBodies.size() - num_freed);
434
+ }
435
+
436
+ #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
437
+
438
+ void BodyManager::RemoveBodies(const BodyID *inBodyIDs, int inNumber, Body **outBodies)
439
+ {
440
+ // Don't take lock if no bodies are to be destroyed
441
+ if (inNumber <= 0)
442
+ return;
443
+
444
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
445
+
446
+ // Update cached number of bodies
447
+ JPH_ASSERT(mNumBodies >= (uint)inNumber);
448
+ mNumBodies -= inNumber;
449
+
450
+ for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
451
+ {
452
+ // Remove body
453
+ Body *body = RemoveBodyInternal(*b);
454
+
455
+ // Clear the ID
456
+ body->mID = BodyID();
457
+
458
+ // Return the body to the caller
459
+ if (outBodies != nullptr)
460
+ {
461
+ *outBodies = body;
462
+ ++outBodies;
463
+ }
464
+ }
465
+
466
+ #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS)
467
+ ValidateFreeList();
468
+ #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
469
+ }
470
+
471
+ void BodyManager::DestroyBodies(const BodyID *inBodyIDs, int inNumber)
472
+ {
473
+ // Don't take lock if no bodies are to be destroyed
474
+ if (inNumber <= 0)
475
+ return;
476
+
477
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
478
+
479
+ // Update cached number of bodies
480
+ JPH_ASSERT(mNumBodies >= (uint)inNumber);
481
+ mNumBodies -= inNumber;
482
+
483
+ for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
484
+ {
485
+ // Remove body
486
+ Body *body = RemoveBodyInternal(*b);
487
+
488
+ // Free the body
489
+ sDeleteBody(body);
490
+ }
491
+
492
+ #if defined(JPH_DEBUG) && defined(JPH_ENABLE_ASSERTS)
493
+ ValidateFreeList();
494
+ #endif // defined(JPH_DEBUG) && _defined(JPH_ENABLE_ASSERTS)
495
+ }
496
+
497
+ void BodyManager::AddBodyToActiveBodies(Body &ioBody)
498
+ {
499
+ // Select the correct array to use
500
+ int type = (int)ioBody.GetBodyType();
501
+ atomic<uint32> &num_active_bodies = mNumActiveBodies[type];
502
+ BodyID *active_bodies = mActiveBodies[type];
503
+
504
+ MotionProperties *mp = ioBody.mMotionProperties;
505
+ uint32 num_active_bodies_val = num_active_bodies.load(memory_order_relaxed);
506
+ mp->mIndexInActiveBodies = num_active_bodies_val;
507
+ JPH_ASSERT(num_active_bodies_val < GetMaxBodies());
508
+ active_bodies[num_active_bodies_val] = ioBody.GetID();
509
+ num_active_bodies.fetch_add(1, memory_order_release); // Increment atomic after setting the body ID so that PhysicsSystem::JobFindCollisions (which doesn't lock the mActiveBodiesMutex) will only read valid IDs
510
+
511
+ // Count CCD bodies
512
+ if (mp->GetMotionQuality() == EMotionQuality::LinearCast)
513
+ mNumActiveCCDBodies++;
514
+ }
515
+
516
+ void BodyManager::RemoveBodyFromActiveBodies(Body &ioBody)
517
+ {
518
+ // Select the correct array to use
519
+ int type = (int)ioBody.GetBodyType();
520
+ atomic<uint32> &num_active_bodies = mNumActiveBodies[type];
521
+ BodyID *active_bodies = mActiveBodies[type];
522
+
523
+ uint32 last_body_index = num_active_bodies.load(memory_order_relaxed) - 1;
524
+ MotionProperties *mp = ioBody.mMotionProperties;
525
+ if (mp->mIndexInActiveBodies != last_body_index)
526
+ {
527
+ // This is not the last body, use the last body to fill the hole
528
+ BodyID last_body_id = active_bodies[last_body_index];
529
+ active_bodies[mp->mIndexInActiveBodies] = last_body_id;
530
+
531
+ // Update that body's index in the active list
532
+ Body &last_body = *mBodies[last_body_id.GetIndex()];
533
+ JPH_ASSERT(last_body.mMotionProperties->mIndexInActiveBodies == last_body_index);
534
+ last_body.mMotionProperties->mIndexInActiveBodies = mp->mIndexInActiveBodies;
535
+ }
536
+
537
+ // Mark this body as no longer active
538
+ mp->mIndexInActiveBodies = Body::cInactiveIndex;
539
+
540
+ // Remove unused element from active bodies list
541
+ num_active_bodies.fetch_sub(1, memory_order_release);
542
+
543
+ // Count CCD bodies
544
+ if (mp->GetMotionQuality() == EMotionQuality::LinearCast)
545
+ mNumActiveCCDBodies--;
546
+ }
547
+
548
+ void BodyManager::ActivateBodies(const BodyID *inBodyIDs, int inNumber)
549
+ {
550
+ // Don't take lock if no bodies are to be activated
551
+ if (inNumber <= 0)
552
+ return;
553
+
554
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
555
+
556
+ JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation);
557
+
558
+ for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
559
+ if (!b->IsInvalid())
560
+ {
561
+ BodyID body_id = *b;
562
+ Body &body = *mBodies[body_id.GetIndex()];
563
+
564
+ JPH_ASSERT(body.GetID() == body_id);
565
+ JPH_ASSERT(body.IsInBroadPhase(), "Use BodyInterface::AddBody to add the body first!");
566
+
567
+ if (!body.IsStatic())
568
+ {
569
+ // Reset sleeping timer so that we don't immediately go to sleep again
570
+ body.ResetSleepTimer();
571
+
572
+ // Check if we're sleeping
573
+ if (body.mMotionProperties->mIndexInActiveBodies == Body::cInactiveIndex)
574
+ {
575
+ AddBodyToActiveBodies(body);
576
+
577
+ // Call activation listener
578
+ if (mActivationListener != nullptr)
579
+ mActivationListener->OnBodyActivated(body_id, body.GetUserData());
580
+ }
581
+ }
582
+ }
583
+ }
584
+
585
+ void BodyManager::DeactivateBodies(const BodyID *inBodyIDs, int inNumber)
586
+ {
587
+ // Don't take lock if no bodies are to be deactivated
588
+ if (inNumber <= 0)
589
+ return;
590
+
591
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
592
+
593
+ JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowDeactivation);
594
+
595
+ for (const BodyID *b = inBodyIDs, *b_end = inBodyIDs + inNumber; b < b_end; b++)
596
+ if (!b->IsInvalid())
597
+ {
598
+ BodyID body_id = *b;
599
+ Body &body = *mBodies[body_id.GetIndex()];
600
+
601
+ JPH_ASSERT(body.GetID() == body_id);
602
+ JPH_ASSERT(body.IsInBroadPhase(), "Use BodyInterface::AddBody to add the body first!");
603
+
604
+ if (body.mMotionProperties != nullptr
605
+ && body.mMotionProperties->mIndexInActiveBodies != Body::cInactiveIndex)
606
+ {
607
+ // Remove the body from the active bodies list
608
+ RemoveBodyFromActiveBodies(body);
609
+
610
+ // Mark this body as no longer active
611
+ body.mMotionProperties->mIslandIndex = Body::cInactiveIndex;
612
+
613
+ #ifdef JPH_TRACK_SIMULATION_STATS
614
+ // Reset simulation stats
615
+ body.mMotionProperties->mSimulationStats.Reset();
616
+ #endif
617
+
618
+ // Reset velocity
619
+ body.mMotionProperties->mLinearVelocity = Vec3::sZero();
620
+ body.mMotionProperties->mAngularVelocity = Vec3::sZero();
621
+
622
+ // Call activation listener
623
+ if (mActivationListener != nullptr)
624
+ mActivationListener->OnBodyDeactivated(body_id, body.GetUserData());
625
+ }
626
+ }
627
+ }
628
+
629
+ void BodyManager::SetMotionQuality(Body &ioBody, EMotionQuality inMotionQuality)
630
+ {
631
+ MotionProperties *mp = ioBody.GetMotionPropertiesUnchecked();
632
+ if (mp != nullptr && mp->GetMotionQuality() != inMotionQuality)
633
+ {
634
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
635
+
636
+ JPH_ASSERT(!mActiveBodiesLocked);
637
+
638
+ bool is_active = ioBody.IsActive();
639
+ if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast)
640
+ --mNumActiveCCDBodies;
641
+
642
+ mp->mMotionQuality = inMotionQuality;
643
+
644
+ if (is_active && mp->GetMotionQuality() == EMotionQuality::LinearCast)
645
+ ++mNumActiveCCDBodies;
646
+ }
647
+ }
648
+
649
+ void BodyManager::GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) const
650
+ {
651
+ JPH_PROFILE_FUNCTION();
652
+
653
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
654
+
655
+ const BodyID *active_bodies = mActiveBodies[(int)inType];
656
+ outBodyIDs.assign(active_bodies, active_bodies + mNumActiveBodies[(int)inType].load(memory_order_relaxed));
657
+ }
658
+
659
+ void BodyManager::GetBodyIDs(BodyIDVector &outBodies) const
660
+ {
661
+ JPH_PROFILE_FUNCTION();
662
+
663
+ UniqueLock lock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
664
+
665
+ // Reserve space for all bodies
666
+ outBodies.clear();
667
+ outBodies.reserve(mNumBodies);
668
+
669
+ // Iterate the list and find the bodies that are not null
670
+ for (const Body *b : mBodies)
671
+ if (sIsValidBodyPointer(b))
672
+ outBodies.push_back(b->GetID());
673
+
674
+ // Validate that our reservation was correct
675
+ JPH_ASSERT(outBodies.size() == mNumBodies);
676
+ }
677
+
678
+ void BodyManager::SetBodyActivationListener(BodyActivationListener *inListener)
679
+ {
680
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
681
+
682
+ mActivationListener = inListener;
683
+ }
684
+
685
+ BodyManager::MutexMask BodyManager::GetMutexMask(const BodyID *inBodies, int inNumber) const
686
+ {
687
+ JPH_ASSERT(sizeof(MutexMask) * 8 >= mBodyMutexes.GetNumMutexes(), "MutexMask must have enough bits");
688
+
689
+ if (inNumber >= (int)mBodyMutexes.GetNumMutexes())
690
+ {
691
+ // Just lock everything if there are too many bodies
692
+ return GetAllBodiesMutexMask();
693
+ }
694
+ else
695
+ {
696
+ MutexMask mask = 0;
697
+ for (const BodyID *b = inBodies, *b_end = inBodies + inNumber; b < b_end; ++b)
698
+ if (!b->IsInvalid())
699
+ {
700
+ uint32 index = mBodyMutexes.GetMutexIndex(b->GetIndex());
701
+ mask |= (MutexMask(1) << index);
702
+ }
703
+ return mask;
704
+ }
705
+ }
706
+
707
+ void BodyManager::LockRead(MutexMask inMutexMask) const
708
+ {
709
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
710
+
711
+ int index = 0;
712
+ for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
713
+ if (mask & 1)
714
+ mBodyMutexes.GetMutexByIndex(index).lock_shared();
715
+ }
716
+
717
+ void BodyManager::UnlockRead(MutexMask inMutexMask) const
718
+ {
719
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
720
+
721
+ int index = 0;
722
+ for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
723
+ if (mask & 1)
724
+ mBodyMutexes.GetMutexByIndex(index).unlock_shared();
725
+ }
726
+
727
+ void BodyManager::LockWrite(MutexMask inMutexMask) const
728
+ {
729
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
730
+
731
+ int index = 0;
732
+ for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
733
+ if (mask & 1)
734
+ mBodyMutexes.GetMutexByIndex(index).lock();
735
+ }
736
+
737
+ void BodyManager::UnlockWrite(MutexMask inMutexMask) const
738
+ {
739
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
740
+
741
+ int index = 0;
742
+ for (MutexMask mask = inMutexMask; mask != 0; mask >>= 1, index++)
743
+ if (mask & 1)
744
+ mBodyMutexes.GetMutexByIndex(index).unlock();
745
+ }
746
+
747
+ void BodyManager::LockAllBodies() const
748
+ {
749
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckLock(this, EPhysicsLockTypes::PerBody));
750
+ mBodyMutexes.LockAll();
751
+
752
+ PhysicsLock::sLock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
753
+ }
754
+
755
+ void BodyManager::UnlockAllBodies() const
756
+ {
757
+ PhysicsLock::sUnlock(mBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::BodiesList));
758
+
759
+ JPH_IF_ENABLE_ASSERTS(PhysicsLock::sCheckUnlock(this, EPhysicsLockTypes::PerBody));
760
+ mBodyMutexes.UnlockAll();
761
+ }
762
+
763
+ void BodyManager::SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) const
764
+ {
765
+ {
766
+ LockAllBodies();
767
+
768
+ // Determine which bodies to save
769
+ Array<const Body *> bodies;
770
+ bodies.reserve(mNumBodies);
771
+ for (const Body *b : mBodies)
772
+ if (sIsValidBodyPointer(b) && b->IsInBroadPhase() && (inFilter == nullptr || inFilter->ShouldSaveBody(*b)))
773
+ bodies.push_back(b);
774
+
775
+ // Write state of bodies
776
+ uint32 num_bodies = (uint32)bodies.size();
777
+ inStream.Write(num_bodies);
778
+ for (const Body *b : bodies)
779
+ {
780
+ inStream.Write(b->GetID());
781
+ inStream.Write(b->IsActive());
782
+ b->SaveState(inStream);
783
+ }
784
+
785
+ UnlockAllBodies();
786
+ }
787
+ }
788
+
789
+ bool BodyManager::RestoreState(StateRecorder &inStream)
790
+ {
791
+ BodyIDVector bodies_to_activate, bodies_to_deactivate;
792
+
793
+ {
794
+ LockAllBodies();
795
+
796
+ if (inStream.IsValidating())
797
+ {
798
+ // Read state of bodies, note this reads it in a way to be consistent with validation
799
+ uint32 old_num_bodies = 0;
800
+ for (const Body *b : mBodies)
801
+ if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
802
+ ++old_num_bodies;
803
+ uint32 num_bodies = old_num_bodies; // Initialize to current value for validation
804
+ inStream.Read(num_bodies);
805
+ if (num_bodies != old_num_bodies)
806
+ {
807
+ JPH_ASSERT(false, "Cannot handle adding/removing bodies");
808
+ UnlockAllBodies();
809
+ return false;
810
+ }
811
+
812
+ for (Body *b : mBodies)
813
+ if (sIsValidBodyPointer(b) && b->IsInBroadPhase())
814
+ {
815
+ BodyID body_id = b->GetID(); // Initialize to current value for validation
816
+ inStream.Read(body_id);
817
+ if (body_id != b->GetID())
818
+ {
819
+ JPH_ASSERT(false, "Cannot handle adding/removing bodies");
820
+ UnlockAllBodies();
821
+ return false;
822
+ }
823
+ bool is_active = b->IsActive(); // Initialize to current value for validation
824
+ inStream.Read(is_active);
825
+ if (is_active != b->IsActive())
826
+ {
827
+ if (is_active)
828
+ bodies_to_activate.push_back(body_id);
829
+ else
830
+ bodies_to_deactivate.push_back(body_id);
831
+ }
832
+ b->RestoreState(inStream);
833
+ }
834
+ }
835
+ else
836
+ {
837
+ // Not validating, we can be a bit more loose, read number of bodies
838
+ uint32 num_bodies = 0;
839
+ inStream.Read(num_bodies);
840
+
841
+ // Iterate over the stored bodies and restore their state
842
+ for (uint32 idx = 0; idx < num_bodies; ++idx)
843
+ {
844
+ BodyID body_id;
845
+ inStream.Read(body_id);
846
+ Body *b = TryGetBody(body_id);
847
+ if (b == nullptr)
848
+ {
849
+ JPH_ASSERT(false, "Restoring state for non-existing body");
850
+ UnlockAllBodies();
851
+ return false;
852
+ }
853
+ bool is_active;
854
+ inStream.Read(is_active);
855
+ if (is_active != b->IsActive())
856
+ {
857
+ if (is_active)
858
+ bodies_to_activate.push_back(body_id);
859
+ else
860
+ bodies_to_deactivate.push_back(body_id);
861
+ }
862
+ b->RestoreState(inStream);
863
+ }
864
+ }
865
+
866
+ UnlockAllBodies();
867
+ }
868
+
869
+ {
870
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
871
+
872
+ for (BodyID body_id : bodies_to_activate)
873
+ {
874
+ Body *body = TryGetBody(body_id);
875
+ AddBodyToActiveBodies(*body);
876
+ }
877
+
878
+ for (BodyID body_id : bodies_to_deactivate)
879
+ {
880
+ Body *body = TryGetBody(body_id);
881
+ RemoveBodyFromActiveBodies(*body);
882
+ }
883
+ }
884
+
885
+ return true;
886
+ }
887
+
888
+ void BodyManager::SaveBodyState(const Body &inBody, StateRecorder &inStream) const
889
+ {
890
+ inStream.Write(inBody.IsActive());
891
+
892
+ inBody.SaveState(inStream);
893
+ }
894
+
895
+ void BodyManager::RestoreBodyState(Body &ioBody, StateRecorder &inStream)
896
+ {
897
+ bool is_active = ioBody.IsActive();
898
+ inStream.Read(is_active);
899
+
900
+ ioBody.RestoreState(inStream);
901
+
902
+ if (is_active != ioBody.IsActive())
903
+ {
904
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
905
+
906
+ JPH_ASSERT(!mActiveBodiesLocked || sOverrideAllowActivation);
907
+
908
+ if (is_active)
909
+ AddBodyToActiveBodies(ioBody);
910
+ else
911
+ RemoveBodyFromActiveBodies(ioBody);
912
+ }
913
+ }
914
+
915
+ #ifdef JPH_DEBUG_RENDERER
916
+ void BodyManager::Draw(const DrawSettings &inDrawSettings, const PhysicsSettings &inPhysicsSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter)
917
+ {
918
+ JPH_PROFILE_FUNCTION();
919
+
920
+ LockAllBodies();
921
+
922
+ for (const Body *body : mBodies)
923
+ if (sIsValidBodyPointer(body) && body->IsInBroadPhase() && (!inBodyFilter || inBodyFilter->ShouldDraw(*body)))
924
+ {
925
+ JPH_ASSERT(mBodies[body->GetID().GetIndex()] == body);
926
+
927
+ bool is_sensor = body->IsSensor();
928
+
929
+ // Determine drawing mode
930
+ Color color;
931
+ if (is_sensor)
932
+ color = Color::sYellow;
933
+ else
934
+ switch (inDrawSettings.mDrawShapeColor)
935
+ {
936
+ case EShapeColor::InstanceColor:
937
+ // Each instance has own color
938
+ color = Color::sGetDistinctColor(body->mID.GetIndex());
939
+ break;
940
+
941
+ case EShapeColor::ShapeTypeColor:
942
+ color = ShapeFunctions::sGet(body->GetShape()->GetSubType()).mColor;
943
+ break;
944
+
945
+ case EShapeColor::MotionTypeColor:
946
+ // Determine color based on motion type
947
+ switch (body->mMotionType)
948
+ {
949
+ case EMotionType::Static:
950
+ color = Color::sGrey;
951
+ break;
952
+
953
+ case EMotionType::Kinematic:
954
+ color = Color::sGreen;
955
+ break;
956
+
957
+ case EMotionType::Dynamic:
958
+ color = Color::sGetDistinctColor(body->mID.GetIndex());
959
+ break;
960
+
961
+ default:
962
+ JPH_ASSERT(false);
963
+ color = Color::sBlack;
964
+ break;
965
+ }
966
+ break;
967
+
968
+ case EShapeColor::SleepColor:
969
+ // Determine color based on motion type
970
+ switch (body->mMotionType)
971
+ {
972
+ case EMotionType::Static:
973
+ color = Color::sGrey;
974
+ break;
975
+
976
+ case EMotionType::Kinematic:
977
+ color = body->IsActive()? Color::sGreen : Color::sRed;
978
+ break;
979
+
980
+ case EMotionType::Dynamic:
981
+ color = body->IsActive()? Color::sYellow : Color::sRed;
982
+ break;
983
+
984
+ default:
985
+ JPH_ASSERT(false);
986
+ color = Color::sBlack;
987
+ break;
988
+ }
989
+ break;
990
+
991
+ case EShapeColor::IslandColor:
992
+ // Determine color based on motion type
993
+ switch (body->mMotionType)
994
+ {
995
+ case EMotionType::Static:
996
+ color = Color::sGrey;
997
+ break;
998
+
999
+ case EMotionType::Kinematic:
1000
+ case EMotionType::Dynamic:
1001
+ {
1002
+ uint32 idx = body->GetMotionProperties()->GetIslandIndexInternal();
1003
+ color = idx != Body::cInactiveIndex? Color::sGetDistinctColor(idx) : Color::sLightGrey;
1004
+ }
1005
+ break;
1006
+
1007
+ default:
1008
+ JPH_ASSERT(false);
1009
+ color = Color::sBlack;
1010
+ break;
1011
+ }
1012
+ break;
1013
+
1014
+ case EShapeColor::MaterialColor:
1015
+ color = Color::sWhite;
1016
+ break;
1017
+
1018
+ default:
1019
+ JPH_ASSERT(false);
1020
+ color = Color::sBlack;
1021
+ break;
1022
+ }
1023
+
1024
+ // Draw the results of GetSupportFunction
1025
+ if (inDrawSettings.mDrawGetSupportFunction)
1026
+ body->mShape->DrawGetSupportFunction(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne(), color, inDrawSettings.mDrawSupportDirection);
1027
+
1028
+ // Draw the results of GetSupportingFace
1029
+ if (inDrawSettings.mDrawGetSupportingFace)
1030
+ body->mShape->DrawGetSupportingFace(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne());
1031
+
1032
+ // Draw the shape
1033
+ if (inDrawSettings.mDrawShape)
1034
+ body->mShape->Draw(inRenderer, body->GetCenterOfMassTransform(), Vec3::sOne(), color, inDrawSettings.mDrawShapeColor == EShapeColor::MaterialColor, inDrawSettings.mDrawShapeWireframe || is_sensor);
1035
+
1036
+ // Draw bounding box
1037
+ if (inDrawSettings.mDrawBoundingBox)
1038
+ inRenderer->DrawWireBox(body->mBounds, color);
1039
+
1040
+ // Draw center of mass transform
1041
+ if (inDrawSettings.mDrawCenterOfMassTransform)
1042
+ inRenderer->DrawCoordinateSystem(body->GetCenterOfMassTransform(), 0.2f);
1043
+
1044
+ // Draw world transform
1045
+ if (inDrawSettings.mDrawWorldTransform)
1046
+ inRenderer->DrawCoordinateSystem(body->GetWorldTransform(), 0.2f);
1047
+
1048
+ // Draw world space linear and angular velocity
1049
+ if (inDrawSettings.mDrawVelocity)
1050
+ {
1051
+ RVec3 pos = body->GetCenterOfMassPosition();
1052
+ inRenderer->DrawArrow(pos, pos + body->GetLinearVelocity(), Color::sGreen, 0.1f);
1053
+ inRenderer->DrawArrow(pos, pos + body->GetAngularVelocity(), Color::sRed, 0.1f);
1054
+ }
1055
+
1056
+ if (inDrawSettings.mDrawMassAndInertia && body->IsDynamic())
1057
+ {
1058
+ const MotionProperties *mp = body->GetMotionProperties();
1059
+ if (mp->GetInverseMass() > 0.0f
1060
+ && !Vec3::sEquals(mp->GetInverseInertiaDiagonal(), Vec3::sZero()).TestAnyXYZTrue())
1061
+ {
1062
+ // Invert mass again
1063
+ float mass = 1.0f / mp->GetInverseMass();
1064
+
1065
+ // Invert diagonal again
1066
+ Vec3 diagonal = mp->GetInverseInertiaDiagonal().Reciprocal();
1067
+
1068
+ // Determine how big of a box has the equivalent inertia
1069
+ Vec3 box_size = MassProperties::sGetEquivalentSolidBoxSize(mass, diagonal);
1070
+
1071
+ // Draw box with equivalent inertia
1072
+ inRenderer->DrawWireBox(body->GetCenterOfMassTransform() * Mat44::sRotation(mp->GetInertiaRotation()), AABox(-0.5f * box_size, 0.5f * box_size), Color::sOrange);
1073
+
1074
+ // Draw mass
1075
+ inRenderer->DrawText3D(body->GetCenterOfMassPosition(), StringFormat("%.2f", (double)mass), Color::sOrange, 0.2f);
1076
+ }
1077
+ }
1078
+
1079
+ if (inDrawSettings.mDrawSleepStats && body->IsDynamic() && body->IsActive())
1080
+ {
1081
+ // Draw stats to know which bodies could go to sleep
1082
+ String text = StringFormat("t: %.1f", (double)body->mMotionProperties->mSleepTestTimer);
1083
+ uint8 g = uint8(Clamp(255.0f * body->mMotionProperties->mSleepTestTimer / inPhysicsSettings.mTimeBeforeSleep, 0.0f, 255.0f));
1084
+ Color sleep_color = Color(0, 255 - g, g);
1085
+ inRenderer->DrawText3D(body->GetCenterOfMassPosition(), text, sleep_color, 0.2f);
1086
+ for (int i = 0; i < 3; ++i)
1087
+ inRenderer->DrawWireSphere(JPH_IF_DOUBLE_PRECISION(body->mMotionProperties->GetSleepTestOffset() +) body->mMotionProperties->mSleepTestSpheres[i].GetCenter(), body->mMotionProperties->mSleepTestSpheres[i].GetRadius(), sleep_color);
1088
+ }
1089
+
1090
+ if (body->IsSoftBody())
1091
+ {
1092
+ const SoftBodyMotionProperties *mp = static_cast<const SoftBodyMotionProperties *>(body->GetMotionProperties());
1093
+ RMat44 com = body->GetCenterOfMassTransform();
1094
+
1095
+ if (inDrawSettings.mDrawSoftBodyVertices)
1096
+ mp->DrawVertices(inRenderer, com);
1097
+
1098
+ if (inDrawSettings.mDrawSoftBodyVertexVelocities)
1099
+ mp->DrawVertexVelocities(inRenderer, com);
1100
+
1101
+ if (inDrawSettings.mDrawSoftBodyEdgeConstraints)
1102
+ mp->DrawEdgeConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1103
+
1104
+ if (inDrawSettings.mDrawSoftBodyRods)
1105
+ mp->DrawRods(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1106
+
1107
+ if (inDrawSettings.mDrawSoftBodyRodStates)
1108
+ mp->DrawRodStates(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1109
+
1110
+ if (inDrawSettings.mDrawSoftBodyRodBendTwistConstraints)
1111
+ mp->DrawRodBendTwistConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1112
+
1113
+ if (inDrawSettings.mDrawSoftBodyBendConstraints)
1114
+ mp->DrawBendConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1115
+
1116
+ if (inDrawSettings.mDrawSoftBodyVolumeConstraints)
1117
+ mp->DrawVolumeConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1118
+
1119
+ if (inDrawSettings.mDrawSoftBodySkinConstraints)
1120
+ mp->DrawSkinConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1121
+
1122
+ if (inDrawSettings.mDrawSoftBodyLRAConstraints)
1123
+ mp->DrawLRAConstraints(inRenderer, com, inDrawSettings.mDrawSoftBodyConstraintColor);
1124
+
1125
+ if (inDrawSettings.mDrawSoftBodyPredictedBounds)
1126
+ mp->DrawPredictedBounds(inRenderer, com);
1127
+ }
1128
+ }
1129
+
1130
+ UnlockAllBodies();
1131
+ }
1132
+ #endif // JPH_DEBUG_RENDERER
1133
+
1134
+ void BodyManager::InvalidateContactCacheForBody(Body &ioBody)
1135
+ {
1136
+ // If this is the first time we flip the collision cache invalid flag, we need to add it to an internal list to ensure we reset the flag at the end of the physics update
1137
+ if (ioBody.InvalidateContactCacheInternal())
1138
+ {
1139
+ lock_guard lock(mBodiesCacheInvalidMutex);
1140
+ mBodiesCacheInvalid.push_back(ioBody.GetID());
1141
+ }
1142
+ }
1143
+
1144
+ void BodyManager::ValidateContactCacheForAllBodies()
1145
+ {
1146
+ lock_guard lock(mBodiesCacheInvalidMutex);
1147
+
1148
+ for (const BodyID &b : mBodiesCacheInvalid)
1149
+ {
1150
+ // The body may have been removed between the call to InvalidateContactCacheForBody and this call, so check if it still exists
1151
+ Body *body = TryGetBody(b);
1152
+ if (body != nullptr)
1153
+ body->ValidateContactCacheInternal();
1154
+ }
1155
+ mBodiesCacheInvalid.clear();
1156
+ }
1157
+
1158
+ #ifdef JPH_DEBUG
1159
+ void BodyManager::ValidateActiveBodyBounds()
1160
+ {
1161
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
1162
+
1163
+ for (uint type = 0; type < cBodyTypeCount; ++type)
1164
+ for (BodyID *id = mActiveBodies[type], *id_end = mActiveBodies[type] + mNumActiveBodies[type].load(memory_order_relaxed); id < id_end; ++id)
1165
+ {
1166
+ const Body *body = mBodies[id->GetIndex()];
1167
+ body->ValidateCachedBounds();
1168
+ }
1169
+ }
1170
+ #endif // JPH_DEBUG
1171
+
1172
+ #ifdef JPH_TRACK_SIMULATION_STATS
1173
+ void BodyManager::ResetSimulationStats()
1174
+ {
1175
+ JPH_PROFILE_FUNCTION();
1176
+
1177
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
1178
+
1179
+ for (uint type = 0; type < cBodyTypeCount; ++type)
1180
+ for (BodyID *id = mActiveBodies[type], *id_end = mActiveBodies[type] + mNumActiveBodies[type].load(memory_order_relaxed); id < id_end; ++id)
1181
+ {
1182
+ const Body *body = mBodies[id->GetIndex()];
1183
+ body->mMotionProperties->GetSimulationStats().Reset();
1184
+ }
1185
+ }
1186
+
1187
+ #ifdef JPH_PROFILE_ENABLED
1188
+ void BodyManager::ReportSimulationStats()
1189
+ {
1190
+ UniqueLock lock(mActiveBodiesMutex JPH_IF_ENABLE_ASSERTS(, this, EPhysicsLockTypes::ActiveBodiesList));
1191
+
1192
+ Trace("BodyID, IslandIndex, LargeIsland, BroadPhase (us), NarrowPhase (us), VelocityConstraint (us), PositionConstraint (us), UpdateBounds (us), CCD (us), NumContactConstraints, NumVelocitySteps, NumPositionSteps");
1193
+
1194
+ double us_per_tick = 1000000.0 / Profiler::sInstance->GetProcessorTicksPerSecond();
1195
+
1196
+ for (uint type = 0; type < cBodyTypeCount; ++type)
1197
+ for (BodyID *id = mActiveBodies[type], *id_end = mActiveBodies[type] + mNumActiveBodies[type].load(memory_order_relaxed); id < id_end; ++id)
1198
+ {
1199
+ const Body *body = mBodies[id->GetIndex()];
1200
+ const MotionProperties *mp = body->mMotionProperties;
1201
+ const MotionProperties::SimulationStats &stats = mp->GetSimulationStats();
1202
+ Trace("%u, %u, %s, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %u, %u, %u",
1203
+ body->GetID().GetIndex(),
1204
+ mp->GetIslandIndexInternal(),
1205
+ stats.mIsLargeIsland? "True" : "False",
1206
+ double(stats.mBroadPhaseTicks) * us_per_tick,
1207
+ double(stats.mNarrowPhaseTicks) * us_per_tick,
1208
+ double(stats.mVelocityConstraintTicks) * us_per_tick,
1209
+ double(stats.mPositionConstraintTicks) * us_per_tick,
1210
+ double(stats.mUpdateBoundsTicks) * us_per_tick,
1211
+ double(stats.mCCDTicks) * us_per_tick,
1212
+ stats.mNumContactConstraints.load(memory_order_relaxed),
1213
+ stats.mNumVelocitySteps,
1214
+ stats.mNumPositionSteps);
1215
+ }
1216
+ }
1217
+ #endif // JPH_PROFILE_ENABLED
1218
+ #endif // JPH_TRACK_SIMULATION_STATS
1219
+
1220
+ JPH_NAMESPACE_END