@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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  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 +1,58 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
+ // SPDX-License-Identifier: MIT
4
+
5
+ #pragma once
6
+
7
+ #include <Jolt/ObjectStream/SerializableObject.h>
8
+
9
+ JPH_NAMESPACE_BEGIN
10
+
11
+ class StreamIn;
12
+ class StreamOut;
13
+
14
+ /// Describes the mass and inertia properties of a body. Used during body construction only.
15
+ class JPH_EXPORT MassProperties
16
+ {
17
+ JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, MassProperties)
18
+
19
+ public:
20
+ /// Using eigendecomposition, decompose the inertia tensor into a diagonal matrix D and a right-handed rotation matrix R so that the inertia tensor is \f$R \: D \: R^{-1}\f$.
21
+ /// @see https://en.wikipedia.org/wiki/Moment_of_inertia section 'Principal axes'
22
+ /// @param outRotation The rotation matrix R
23
+ /// @param outDiagonal The diagonal of the diagonal matrix D
24
+ /// @return True if successful, false if failed
25
+ bool DecomposePrincipalMomentsOfInertia(Mat44 &outRotation, Vec3 &outDiagonal) const;
26
+
27
+ /// Set the mass and inertia of a box with edge size inBoxSize and density inDensity
28
+ void SetMassAndInertiaOfSolidBox(Vec3Arg inBoxSize, float inDensity);
29
+
30
+ /// Set the mass and scale the inertia tensor to match the mass
31
+ void ScaleToMass(float inMass);
32
+
33
+ /// Calculates the size of the solid box that has an inertia tensor diagonal inInertiaDiagonal
34
+ static Vec3 sGetEquivalentSolidBoxSize(float inMass, Vec3Arg inInertiaDiagonal);
35
+
36
+ /// Rotate the inertia by 3x3 matrix inRotation
37
+ void Rotate(Mat44Arg inRotation);
38
+
39
+ /// Translate the inertia by a vector inTranslation
40
+ void Translate(Vec3Arg inTranslation);
41
+
42
+ /// Scale the mass and inertia by inScale, note that elements can be < 0 to flip the shape
43
+ void Scale(Vec3Arg inScale);
44
+
45
+ /// Saves the state of this object in binary form to inStream.
46
+ void SaveBinaryState(StreamOut &inStream) const;
47
+
48
+ /// Restore the state of this object from inStream.
49
+ void RestoreBinaryState(StreamIn &inStream);
50
+
51
+ /// Mass of the shape (kg)
52
+ float mMass = 0.0f;
53
+
54
+ /// Inertia tensor of the shape (kg m^2)
55
+ Mat44 mInertia = Mat44::sZero();
56
+ };
57
+
58
+ JPH_NAMESPACE_END
@@ -0,0 +1,92 @@
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/MotionProperties.h>
8
+ #include <Jolt/Physics/StateRecorder.h>
9
+
10
+ JPH_NAMESPACE_BEGIN
11
+
12
+ void MotionProperties::SetMassProperties(EAllowedDOFs inAllowedDOFs, const MassProperties &inMassProperties)
13
+ {
14
+ // Store allowed DOFs
15
+ mAllowedDOFs = inAllowedDOFs;
16
+
17
+ // Decompose DOFs
18
+ uint allowed_translation_axis = uint(inAllowedDOFs) & 0b111;
19
+ uint allowed_rotation_axis = (uint(inAllowedDOFs) >> 3) & 0b111;
20
+
21
+ // Set inverse mass
22
+ if (allowed_translation_axis == 0)
23
+ {
24
+ // No translation possible
25
+ mInvMass = 0.0f;
26
+ }
27
+ else
28
+ {
29
+ JPH_ASSERT(inMassProperties.mMass > 0.0f, "Invalid mass. "
30
+ "Some shapes like MeshShape or TriangleShape cannot calculate mass automatically, "
31
+ "in this case you need to provide it by setting BodyCreationSettings::mOverrideMassProperties and mMassPropertiesOverride.");
32
+ mInvMass = 1.0f / inMassProperties.mMass;
33
+ }
34
+
35
+ if (allowed_rotation_axis == 0)
36
+ {
37
+ // No rotation possible
38
+ mInvInertiaDiagonal = Vec3::sZero();
39
+ mInertiaRotation = Quat::sIdentity();
40
+ }
41
+ else
42
+ {
43
+ // Set inverse inertia
44
+ Mat44 rotation;
45
+ Vec3 diagonal;
46
+ if (inMassProperties.DecomposePrincipalMomentsOfInertia(rotation, diagonal)
47
+ && !diagonal.IsNearZero())
48
+ {
49
+ mInvInertiaDiagonal = diagonal.Reciprocal();
50
+ mInertiaRotation = rotation.GetQuaternion();
51
+ }
52
+ else
53
+ {
54
+ // Failed! Fall back to inertia tensor of sphere with radius 1.
55
+ mInvInertiaDiagonal = Vec3::sReplicate(2.5f * mInvMass);
56
+ mInertiaRotation = Quat::sIdentity();
57
+ }
58
+ }
59
+
60
+ JPH_ASSERT(mInvMass != 0.0f || mInvInertiaDiagonal != Vec3::sZero(), "Can't lock all axes, use a static body for this. This will crash with a division by zero later!");
61
+ }
62
+
63
+ void MotionProperties::SaveState(StateRecorder &inStream) const
64
+ {
65
+ // Only write properties that can change at runtime
66
+ inStream.Write(mLinearVelocity);
67
+ inStream.Write(mAngularVelocity);
68
+ inStream.Write(mForce);
69
+ inStream.Write(mTorque);
70
+ #ifdef JPH_DOUBLE_PRECISION
71
+ inStream.Write(mSleepTestOffset);
72
+ #endif // JPH_DOUBLE_PRECISION
73
+ inStream.Write(mSleepTestSpheres);
74
+ inStream.Write(mSleepTestTimer);
75
+ inStream.Write(mAllowSleeping);
76
+ }
77
+
78
+ void MotionProperties::RestoreState(StateRecorder &inStream)
79
+ {
80
+ inStream.Read(mLinearVelocity);
81
+ inStream.Read(mAngularVelocity);
82
+ inStream.Read(mForce);
83
+ inStream.Read(mTorque);
84
+ #ifdef JPH_DOUBLE_PRECISION
85
+ inStream.Read(mSleepTestOffset);
86
+ #endif // JPH_DOUBLE_PRECISION
87
+ inStream.Read(mSleepTestSpheres);
88
+ inStream.Read(mSleepTestTimer);
89
+ inStream.Read(mAllowSleeping);
90
+ }
91
+
92
+ JPH_NAMESPACE_END
@@ -0,0 +1,308 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
+ // SPDX-License-Identifier: MIT
4
+
5
+ #pragma once
6
+
7
+ #include <Jolt/Geometry/Sphere.h>
8
+ #include <Jolt/Physics/Body/AllowedDOFs.h>
9
+ #include <Jolt/Physics/Body/MotionQuality.h>
10
+ #include <Jolt/Physics/Body/BodyAccess.h>
11
+ #include <Jolt/Physics/Body/MotionType.h>
12
+ #include <Jolt/Physics/Body/BodyType.h>
13
+ #include <Jolt/Physics/Body/MassProperties.h>
14
+ #include <Jolt/Physics/DeterminismLog.h>
15
+
16
+ JPH_NAMESPACE_BEGIN
17
+
18
+ class StateRecorder;
19
+
20
+ /// Enum that determines if an object can go to sleep
21
+ enum class ECanSleep
22
+ {
23
+ CannotSleep = 0, ///< Object cannot go to sleep
24
+ CanSleep = 1, ///< Object can go to sleep
25
+ };
26
+
27
+ /// The Body class only keeps track of state for static bodies, the MotionProperties class keeps the additional state needed for a moving Body. It has a 1-on-1 relationship with the body.
28
+ class JPH_EXPORT MotionProperties
29
+ {
30
+ public:
31
+ JPH_OVERRIDE_NEW_DELETE
32
+
33
+ /// Motion quality, or how well it detects collisions when it has a high velocity
34
+ EMotionQuality GetMotionQuality() const { return mMotionQuality; }
35
+
36
+ /// Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperties)
37
+ inline EAllowedDOFs GetAllowedDOFs() const { return mAllowedDOFs; }
38
+
39
+ /// If this body can go to sleep.
40
+ inline bool GetAllowSleeping() const { return mAllowSleeping; }
41
+
42
+ /// Get world space linear velocity of the center of mass
43
+ inline Vec3 GetLinearVelocity() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::Read)); return mLinearVelocity; }
44
+
45
+ /// Set world space linear velocity of the center of mass
46
+ void SetLinearVelocity(Vec3Arg inLinearVelocity) { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); JPH_ASSERT(inLinearVelocity.Length() <= mMaxLinearVelocity); mLinearVelocity = LockTranslation(inLinearVelocity); }
47
+
48
+ /// Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity
49
+ void SetLinearVelocityClamped(Vec3Arg inLinearVelocity) { mLinearVelocity = LockTranslation(inLinearVelocity); ClampLinearVelocity(); }
50
+
51
+ /// Get world space angular velocity of the center of mass
52
+ inline Vec3 GetAngularVelocity() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::Read)); return mAngularVelocity; }
53
+
54
+ /// Set world space angular velocity of the center of mass
55
+ void SetAngularVelocity(Vec3Arg inAngularVelocity) { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); JPH_ASSERT(inAngularVelocity.Length() <= mMaxAngularVelocity); mAngularVelocity = LockAngular(inAngularVelocity); }
56
+
57
+ /// Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity
58
+ void SetAngularVelocityClamped(Vec3Arg inAngularVelocity) { mAngularVelocity = LockAngular(inAngularVelocity); ClampAngularVelocity(); }
59
+
60
+ /// Set velocity of body such that it will be rotate/translate by inDeltaPosition/Rotation in inDeltaTime seconds.
61
+ inline void MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime);
62
+
63
+ ///@name Velocity limits
64
+ ///@{
65
+
66
+ /// Maximum linear velocity that a body can achieve. Used to prevent the system from exploding.
67
+ inline float GetMaxLinearVelocity() const { return mMaxLinearVelocity; }
68
+ inline void SetMaxLinearVelocity(float inLinearVelocity) { JPH_ASSERT(inLinearVelocity >= 0.0f); mMaxLinearVelocity = inLinearVelocity; }
69
+
70
+ /// Maximum angular velocity that a body can achieve. Used to prevent the system from exploding.
71
+ inline float GetMaxAngularVelocity() const { return mMaxAngularVelocity; }
72
+ inline void SetMaxAngularVelocity(float inAngularVelocity) { JPH_ASSERT(inAngularVelocity >= 0.0f); mMaxAngularVelocity = inAngularVelocity; }
73
+ ///@}
74
+
75
+ /// Clamp velocity according to limit
76
+ inline void ClampLinearVelocity();
77
+ inline void ClampAngularVelocity();
78
+
79
+ /// Get linear damping: dv/dt = -c * v. c. Value should be zero or positive and is usually close to 0.
80
+ inline float GetLinearDamping() const { return mLinearDamping; }
81
+ void SetLinearDamping(float inLinearDamping) { JPH_ASSERT(inLinearDamping >= 0.0f); mLinearDamping = inLinearDamping; }
82
+
83
+ /// Get angular damping: dw/dt = -c * w. c. Value should be zero or positive and is usually close to 0.
84
+ inline float GetAngularDamping() const { return mAngularDamping; }
85
+ void SetAngularDamping(float inAngularDamping) { JPH_ASSERT(inAngularDamping >= 0.0f); mAngularDamping = inAngularDamping; }
86
+
87
+ /// Get gravity factor (1 = normal gravity, 0 = no gravity)
88
+ inline float GetGravityFactor() const { return mGravityFactor; }
89
+ void SetGravityFactor(float inGravityFactor) { mGravityFactor = inGravityFactor; }
90
+
91
+ /// Set the mass and inertia tensor
92
+ void SetMassProperties(EAllowedDOFs inAllowedDOFs, const MassProperties &inMassProperties);
93
+
94
+ /// Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as 1 / mass = 0)
95
+ inline float GetInverseMass() const { JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic); return mInvMass; }
96
+ inline float GetInverseMassUnchecked() const { return mInvMass; }
97
+
98
+ /// Set the inverse mass (1 / mass).
99
+ /// Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \f$2/5 \: m \: r^2\f$).
100
+ /// If you change mass, inertia should probably change as well. You can use ScaleToMass to update mass and inertia at the same time.
101
+ /// If all your translation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs).
102
+ void SetInverseMass(float inInverseMass) { mInvMass = inInverseMass; }
103
+
104
+ /// Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as D = 0)
105
+ inline Vec3 GetInverseInertiaDiagonal() const { JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic); return mInvInertiaDiagonal; }
106
+
107
+ /// Rotation (R) that takes inverse inertia diagonal to local space: \f$I_{body}^{-1} = R \: D \: R^{-1}\f$
108
+ inline Quat GetInertiaRotation() const { return mInertiaRotation; }
109
+
110
+ /// Set the inverse inertia tensor in local space by setting the diagonal and the rotation: \f$I_{body}^{-1} = R \: D \: R^{-1}\f$.
111
+ /// Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \f$2/5 \: m \: r^2\f$).
112
+ /// If you change inertia, mass should probably change as well. You can use ScaleToMass to update mass and inertia at the same time.
113
+ /// If all your rotation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs).
114
+ void SetInverseInertia(Vec3Arg inDiagonal, QuatArg inRot) { mInvInertiaDiagonal = inDiagonal; mInertiaRotation = inRot; }
115
+
116
+ /// Sets the mass to inMass and scale the inertia tensor based on the ratio between the old and new mass.
117
+ /// Note that this only works when the current mass is finite (i.e. the body is dynamic and translational degrees of freedom are not restricted).
118
+ void ScaleToMass(float inMass);
119
+
120
+ /// Get inverse inertia matrix (\f$I_{body}^{-1}\f$). Will be a matrix of zeros for a static or kinematic object.
121
+ inline Mat44 GetLocalSpaceInverseInertia() const;
122
+
123
+ /// Same as GetLocalSpaceInverseInertia() but doesn't check if the body is dynamic
124
+ inline Mat44 GetLocalSpaceInverseInertiaUnchecked() const;
125
+
126
+ /// Get inverse inertia matrix (\f$I^{-1}\f$) for a given object rotation (translation will be ignored). Zero if object is static or kinematic.
127
+ inline Mat44 GetInverseInertiaForRotation(Mat44Arg inRotation) const;
128
+
129
+ /// Multiply a vector with the inverse world space inertia tensor (\f$I_{world}^{-1}\f$). Zero if object is static or kinematic.
130
+ JPH_INLINE Vec3 MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const;
131
+
132
+ /// Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
133
+ JPH_INLINE Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const { return mLinearVelocity + mAngularVelocity.Cross(inPointRelativeToCOM); }
134
+
135
+ // Get the total amount of force applied to the center of mass this time step (through Body::AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
136
+ JPH_INLINE Vec3 GetAccumulatedForce() const { return Vec3::sLoadFloat3Unsafe(mForce); }
137
+
138
+ // Get the total amount of torque applied to the center of mass this time step (through Body::AddForce/Body::AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
139
+ JPH_INLINE Vec3 GetAccumulatedTorque() const { return Vec3::sLoadFloat3Unsafe(mTorque); }
140
+
141
+ // Reset the total accumulated force, note that this will be done automatically after every time step.
142
+ JPH_INLINE void ResetForce() { mForce = Float3(0, 0, 0); }
143
+
144
+ // Reset the total accumulated torque, note that this will be done automatically after every time step.
145
+ JPH_INLINE void ResetTorque() { mTorque = Float3(0, 0, 0); }
146
+
147
+ // Reset the current velocity and accumulated force and torque.
148
+ JPH_INLINE void ResetMotion()
149
+ {
150
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
151
+ mLinearVelocity = mAngularVelocity = Vec3::sZero();
152
+ mForce = mTorque = Float3(0, 0, 0);
153
+ }
154
+
155
+ /// Returns a vector where the linear components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff
156
+ JPH_INLINE UVec4 GetLinearDOFsMask() const
157
+ {
158
+ UVec4 mask(uint32(EAllowedDOFs::TranslationX), uint32(EAllowedDOFs::TranslationY), uint32(EAllowedDOFs::TranslationZ), 0);
159
+ return UVec4::sEquals(UVec4::sAnd(UVec4::sReplicate(uint32(mAllowedDOFs)), mask), mask);
160
+ }
161
+
162
+ /// Takes a translation vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0
163
+ JPH_INLINE Vec3 LockTranslation(Vec3Arg inV) const
164
+ {
165
+ return Vec3::sAnd(inV, Vec3(GetLinearDOFsMask().ReinterpretAsFloat()));
166
+ }
167
+
168
+ /// Returns a vector where the angular components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff
169
+ JPH_INLINE UVec4 GetAngularDOFsMask() const
170
+ {
171
+ UVec4 mask(uint32(EAllowedDOFs::RotationX), uint32(EAllowedDOFs::RotationY), uint32(EAllowedDOFs::RotationZ), 0);
172
+ return UVec4::sEquals(UVec4::sAnd(UVec4::sReplicate(uint32(mAllowedDOFs)), mask), mask);
173
+ }
174
+
175
+ /// Takes an angular velocity / torque vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0
176
+ JPH_INLINE Vec3 LockAngular(Vec3Arg inV) const
177
+ {
178
+ return Vec3::sAnd(inV, Vec3(GetAngularDOFsMask().ReinterpretAsFloat()));
179
+ }
180
+
181
+ /// Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island.
182
+ void SetNumVelocityStepsOverride(uint inN) { JPH_ASSERT(inN < 256); mNumVelocityStepsOverride = uint8(inN); }
183
+ uint GetNumVelocityStepsOverride() const { return mNumVelocityStepsOverride; }
184
+
185
+ /// Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island.
186
+ void SetNumPositionStepsOverride(uint inN) { JPH_ASSERT(inN < 256); mNumPositionStepsOverride = uint8(inN); }
187
+ uint GetNumPositionStepsOverride() const { return mNumPositionStepsOverride; }
188
+
189
+ #ifdef JPH_TRACK_SIMULATION_STATS
190
+ /// Stats for this body. These are average for the simulation island the body was part of.
191
+ struct SimulationStats
192
+ {
193
+ void Reset() { mBroadPhaseTicks = 0; mNarrowPhaseTicks.store(0, memory_order_relaxed); mVelocityConstraintTicks = 0; mPositionConstraintTicks = 0; mUpdateBoundsTicks = 0; mCCDTicks.store(0, memory_order_relaxed); mNumContactConstraints.store(0, memory_order_relaxed); mNumVelocitySteps = 0; mNumPositionSteps = 0; mIsLargeIsland = false; }
194
+
195
+ uint64 mBroadPhaseTicks = 0; ///< Number of processor ticks spent doing broad phase collision detection
196
+ atomic<uint64> mNarrowPhaseTicks = 0; ///< Number of ticks spent doing narrow phase collision detection
197
+ uint64 mVelocityConstraintTicks = 0; ///< Number of ticks spent solving velocity constraints
198
+ uint64 mPositionConstraintTicks = 0; ///< Number of ticks spent solving position constraints
199
+ uint64 mUpdateBoundsTicks = 0; ///< Number of ticks spent updating the broadphase and checking if the body should go to sleep
200
+ atomic<uint64> mCCDTicks = 0; ///< Number of ticks spent doing CCD
201
+ atomic<uint32> mNumContactConstraints = 0; ///< Number of contact constraints created for this body
202
+ uint8 mNumVelocitySteps = 0; ///< Number of velocity iterations performed
203
+ uint8 mNumPositionSteps = 0; ///< Number of position iterations performed
204
+ bool mIsLargeIsland = false; ///< If this body was part of a large island
205
+ };
206
+
207
+ const SimulationStats & GetSimulationStats() const { return mSimulationStats; }
208
+ SimulationStats & GetSimulationStats() { return mSimulationStats; }
209
+ #endif // JPH_TRACK_SIMULATION_STATS
210
+
211
+ ////////////////////////////////////////////////////////////
212
+ // FUNCTIONS BELOW THIS LINE ARE FOR INTERNAL USE ONLY
213
+ ////////////////////////////////////////////////////////////
214
+
215
+ ///@name Update linear and angular velocity (used during constraint solving)
216
+ ///@{
217
+ inline void AddLinearVelocityStep(Vec3Arg inLinearVelocityChange) { JPH_DET_LOG("AddLinearVelocityStep: " << inLinearVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity + inLinearVelocityChange); JPH_ASSERT(!mLinearVelocity.IsNaN()); }
218
+ inline void SubLinearVelocityStep(Vec3Arg inLinearVelocityChange) { JPH_DET_LOG("SubLinearVelocityStep: " << inLinearVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mLinearVelocity = LockTranslation(mLinearVelocity - inLinearVelocityChange); JPH_ASSERT(!mLinearVelocity.IsNaN()); }
219
+ inline void AddAngularVelocityStep(Vec3Arg inAngularVelocityChange) { JPH_DET_LOG("AddAngularVelocityStep: " << inAngularVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity += inAngularVelocityChange; JPH_ASSERT(!mAngularVelocity.IsNaN()); }
220
+ inline void SubAngularVelocityStep(Vec3Arg inAngularVelocityChange) { JPH_DET_LOG("SubAngularVelocityStep: " << inAngularVelocityChange); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite)); mAngularVelocity -= inAngularVelocityChange; JPH_ASSERT(!mAngularVelocity.IsNaN()); }
221
+ ///@}
222
+
223
+ /// Apply the gyroscopic force (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
224
+ inline void ApplyGyroscopicForceInternal(QuatArg inBodyRotation, float inDeltaTime);
225
+
226
+ /// Apply all accumulated forces, torques and drag (should only be called by the PhysicsSystem)
227
+ inline void ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime);
228
+
229
+ /// Access to the island index
230
+ uint32 GetIslandIndexInternal() const { return mIslandIndex; }
231
+ void SetIslandIndexInternal(uint32 inIndex) { mIslandIndex = inIndex; }
232
+
233
+ /// Access to the index in the active bodies array
234
+ uint32 GetIndexInActiveBodiesInternal() const { return mIndexInActiveBodies; }
235
+
236
+ #ifdef JPH_DOUBLE_PRECISION
237
+ inline DVec3 GetSleepTestOffset() const { return DVec3::sLoadDouble3Unsafe(mSleepTestOffset); }
238
+ #endif // JPH_DOUBLE_PRECISION
239
+
240
+ /// Reset spheres to center around inPoints with radius 0
241
+ inline void ResetSleepTestSpheres(const RVec3 *inPoints);
242
+
243
+ /// Reset the sleep test timer without resetting the sleep test spheres
244
+ inline void ResetSleepTestTimer() { mSleepTestTimer = 0.0f; }
245
+
246
+ /// Accumulate sleep time and return if a body can go to sleep
247
+ inline ECanSleep AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep);
248
+
249
+ /// Saving state for replay
250
+ void SaveState(StateRecorder &inStream) const;
251
+
252
+ /// Restoring state for replay
253
+ void RestoreState(StateRecorder &inStream);
254
+
255
+ static constexpr uint32 cInactiveIndex = uint32(-1); ///< Constant indicating that body is not active
256
+
257
+ private:
258
+ friend class BodyManager;
259
+ friend class Body;
260
+
261
+ // 1st cache line
262
+ // 16 byte aligned
263
+ Vec3 mLinearVelocity { Vec3::sZero() }; ///< World space linear velocity of the center of mass (m/s)
264
+ Vec3 mAngularVelocity { Vec3::sZero() }; ///< World space angular velocity (rad/s)
265
+ Vec3 mInvInertiaDiagonal; ///< Diagonal of inverse inertia matrix: D
266
+ Quat mInertiaRotation; ///< Rotation (R) that takes inverse inertia diagonal to local space: Ibody^-1 = R * D * R^-1
267
+
268
+ // 2nd cache line
269
+ // 4 byte aligned
270
+ Float3 mForce { 0, 0, 0 }; ///< Accumulated world space force (N). Note loaded through intrinsics so ensure that the 4 bytes after this are readable!
271
+ Float3 mTorque { 0, 0, 0 }; ///< Accumulated world space torque (N m). Note loaded through intrinsics so ensure that the 4 bytes after this are readable!
272
+ float mInvMass; ///< Inverse mass of the object (1/kg)
273
+ float mLinearDamping; ///< Linear damping: dv/dt = -c * v. Value should be zero or positive and is usually close to 0.
274
+ float mAngularDamping; ///< Angular damping: dw/dt = -c * w. Value should be zero or positive and is usually close to 0.
275
+ float mMaxLinearVelocity; ///< Maximum linear velocity that this body can reach (m/s)
276
+ float mMaxAngularVelocity; ///< Maximum angular velocity that this body can reach (rad/s)
277
+ float mGravityFactor; ///< Factor to multiply gravity with
278
+ uint32 mIndexInActiveBodies = cInactiveIndex; ///< If the body is active, this is the index in the active body list or cInactiveIndex if it is not active (note that there are 2 lists, one for rigid and one for soft bodies)
279
+ uint32 mIslandIndex = cInactiveIndex; ///< Index of the island that this body is part of, when the body has not yet been updated or is not active this is cInactiveIndex
280
+
281
+ // 1 byte aligned
282
+ EMotionQuality mMotionQuality; ///< Motion quality, or how well it detects collisions when it has a high velocity
283
+ bool mAllowSleeping; ///< If this body can go to sleep
284
+ EAllowedDOFs mAllowedDOFs = EAllowedDOFs::All; ///< Allowed degrees of freedom for this body
285
+ uint8 mNumVelocityStepsOverride = 0; ///< Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island.
286
+ uint8 mNumPositionStepsOverride = 0; ///< Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island.
287
+
288
+ // 3rd cache line (least frequently used)
289
+ // 4 byte aligned (or 8 byte if running in double precision)
290
+ #ifdef JPH_DOUBLE_PRECISION
291
+ Double3 mSleepTestOffset; ///< mSleepTestSpheres are relative to this offset to prevent floating point inaccuracies. Warning: Loaded using sLoadDouble3Unsafe which will read 8 extra bytes.
292
+ #endif // JPH_DOUBLE_PRECISION
293
+ Sphere mSleepTestSpheres[3]; ///< Measure motion for 3 points on the body to see if it is resting: COM, COM + largest bounding box axis, COM + second largest bounding box axis
294
+ float mSleepTestTimer; ///< How long this body has been within the movement tolerance
295
+
296
+ #ifdef JPH_ENABLE_ASSERTS
297
+ EBodyType mCachedBodyType; ///< Copied from Body::mBodyType and cached for asserting purposes
298
+ EMotionType mCachedMotionType; ///< Copied from Body::mMotionType and cached for asserting purposes
299
+ #endif
300
+
301
+ #ifdef JPH_TRACK_SIMULATION_STATS
302
+ SimulationStats mSimulationStats;
303
+ #endif // JPH_TRACK_SIMULATION_STATS
304
+ };
305
+
306
+ JPH_NAMESPACE_END
307
+
308
+ #include "MotionProperties.inl"
@@ -0,0 +1,178 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
+ // SPDX-License-Identifier: MIT
4
+
5
+ #pragma once
6
+
7
+ JPH_NAMESPACE_BEGIN
8
+
9
+ void MotionProperties::MoveKinematic(Vec3Arg inDeltaPosition, QuatArg inDeltaRotation, float inDeltaTime)
10
+ {
11
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
12
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read));
13
+ JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
14
+ JPH_ASSERT(mCachedMotionType != EMotionType::Static);
15
+
16
+ // Calculate required linear velocity
17
+ mLinearVelocity = LockTranslation(inDeltaPosition / inDeltaTime);
18
+
19
+ // Calculate required angular velocity
20
+ Vec3 axis;
21
+ float angle;
22
+ inDeltaRotation.GetAxisAngle(axis, angle);
23
+ mAngularVelocity = LockAngular(axis * (angle / inDeltaTime));
24
+ }
25
+
26
+ void MotionProperties::ClampLinearVelocity()
27
+ {
28
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
29
+
30
+ float len_sq = mLinearVelocity.LengthSq();
31
+ JPH_ASSERT(isfinite(len_sq));
32
+ if (len_sq > Square(mMaxLinearVelocity))
33
+ mLinearVelocity *= mMaxLinearVelocity / sqrt(len_sq);
34
+ }
35
+
36
+ void MotionProperties::ClampAngularVelocity()
37
+ {
38
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
39
+
40
+ float len_sq = mAngularVelocity.LengthSq();
41
+ JPH_ASSERT(isfinite(len_sq));
42
+ if (len_sq > Square(mMaxAngularVelocity))
43
+ mAngularVelocity *= mMaxAngularVelocity / sqrt(len_sq);
44
+ }
45
+
46
+ inline Mat44 MotionProperties::GetLocalSpaceInverseInertiaUnchecked() const
47
+ {
48
+ Mat44 rotation = Mat44::sRotation(mInertiaRotation);
49
+ Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
50
+ return rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
51
+ }
52
+
53
+ inline void MotionProperties::ScaleToMass(float inMass)
54
+ {
55
+ JPH_ASSERT(mInvMass > 0.0f, "Body must have finite mass");
56
+ JPH_ASSERT(inMass > 0.0f, "New mass cannot be zero");
57
+
58
+ float new_inv_mass = 1.0f / inMass;
59
+ mInvInertiaDiagonal *= new_inv_mass / mInvMass;
60
+ mInvMass = new_inv_mass;
61
+ }
62
+
63
+ inline Mat44 MotionProperties::GetLocalSpaceInverseInertia() const
64
+ {
65
+ JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
66
+ return GetLocalSpaceInverseInertiaUnchecked();
67
+ }
68
+
69
+ Mat44 MotionProperties::GetInverseInertiaForRotation(Mat44Arg inRotation) const
70
+ {
71
+ JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
72
+
73
+ Mat44 rotation = inRotation.Multiply3x3(Mat44::sRotation(mInertiaRotation));
74
+ Mat44 rotation_mul_scale_transposed(mInvInertiaDiagonal.SplatX() * rotation.GetColumn4(0), mInvInertiaDiagonal.SplatY() * rotation.GetColumn4(1), mInvInertiaDiagonal.SplatZ() * rotation.GetColumn4(2), Vec4(0, 0, 0, 1));
75
+ Mat44 inverse_inertia = rotation.Multiply3x3RightTransposed(rotation_mul_scale_transposed);
76
+
77
+ // We need to mask out both the rows and columns of DOFs that are not allowed
78
+ Vec4 angular_dofs_mask = GetAngularDOFsMask().ReinterpretAsFloat();
79
+ inverse_inertia.SetColumn4(0, Vec4::sAnd(inverse_inertia.GetColumn4(0), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatX())));
80
+ inverse_inertia.SetColumn4(1, Vec4::sAnd(inverse_inertia.GetColumn4(1), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatY())));
81
+ inverse_inertia.SetColumn4(2, Vec4::sAnd(inverse_inertia.GetColumn4(2), Vec4::sAnd(angular_dofs_mask, angular_dofs_mask.SplatZ())));
82
+
83
+ return inverse_inertia;
84
+ }
85
+
86
+ Vec3 MotionProperties::MultiplyWorldSpaceInverseInertiaByVector(QuatArg inBodyRotation, Vec3Arg inV) const
87
+ {
88
+ JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
89
+
90
+ // Mask out columns of DOFs that are not allowed
91
+ Vec3 angular_dofs_mask = Vec3(GetAngularDOFsMask().ReinterpretAsFloat());
92
+ Vec3 v = Vec3::sAnd(inV, angular_dofs_mask);
93
+
94
+ // Multiply vector by inverse inertia
95
+ Mat44 rotation = Mat44::sRotation(inBodyRotation * mInertiaRotation);
96
+ Vec3 result = rotation.Multiply3x3(mInvInertiaDiagonal * rotation.Multiply3x3Transposed(v));
97
+
98
+ // Mask out rows of DOFs that are not allowed
99
+ return Vec3::sAnd(result, angular_dofs_mask);
100
+ }
101
+
102
+ void MotionProperties::ApplyGyroscopicForceInternal(QuatArg inBodyRotation, float inDeltaTime)
103
+ {
104
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
105
+ JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
106
+ JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
107
+
108
+ // Calculate local space inertia tensor (a diagonal in local space)
109
+ UVec4 is_zero = Vec3::sEquals(mInvInertiaDiagonal, Vec3::sZero());
110
+ Vec3 denominator = Vec3::sSelect(mInvInertiaDiagonal, Vec3::sOne(), is_zero);
111
+ Vec3 nominator = Vec3::sSelect(Vec3::sOne(), Vec3::sZero(), is_zero);
112
+ Vec3 local_inertia = nominator / denominator; // Avoid dividing by zero, inertia in this axis will be zero
113
+
114
+ // Calculate local space angular momentum
115
+ Quat inertia_space_to_world_space = inBodyRotation * mInertiaRotation;
116
+ Vec3 local_angular_velocity = inertia_space_to_world_space.InverseRotate(mAngularVelocity);
117
+ Vec3 local_momentum = local_inertia * local_angular_velocity;
118
+
119
+ // The gyroscopic force applies a torque: T = -w x I w where w is angular velocity and I the inertia tensor
120
+ // Calculate the new angular momentum by applying the gyroscopic force and make sure the new magnitude is the same as the old one
121
+ // to avoid introducing energy into the system due to the Euler step
122
+ Vec3 new_local_momentum = local_momentum - inDeltaTime * local_angular_velocity.Cross(local_momentum);
123
+ float new_local_momentum_len_sq = new_local_momentum.LengthSq();
124
+ new_local_momentum = new_local_momentum_len_sq > 0.0f? new_local_momentum * sqrt(local_momentum.LengthSq() / new_local_momentum_len_sq) : Vec3::sZero();
125
+
126
+ // Convert back to world space angular velocity
127
+ mAngularVelocity = inertia_space_to_world_space * (mInvInertiaDiagonal * new_local_momentum);
128
+ }
129
+
130
+ void MotionProperties::ApplyForceTorqueAndDragInternal(QuatArg inBodyRotation, Vec3Arg inGravity, float inDeltaTime)
131
+ {
132
+ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sVelocityAccess(), BodyAccess::EAccess::ReadWrite));
133
+ JPH_ASSERT(mCachedBodyType == EBodyType::RigidBody);
134
+ JPH_ASSERT(mCachedMotionType == EMotionType::Dynamic);
135
+
136
+ // Update linear velocity
137
+ mLinearVelocity = LockTranslation(mLinearVelocity + inDeltaTime * (mGravityFactor * inGravity + mInvMass * GetAccumulatedForce()));
138
+
139
+ // Update angular velocity
140
+ mAngularVelocity += inDeltaTime * MultiplyWorldSpaceInverseInertiaByVector(inBodyRotation, GetAccumulatedTorque());
141
+
142
+ // Linear damping: dv/dt = -c * v
143
+ // Solution: v(t) = v(0) * e^(-c * t) or v2 = v1 * e^(-c * dt)
144
+ // Taylor expansion of e^(-c * dt) = 1 - c * dt + ...
145
+ // Since dt is usually in the order of 1/60 and c is a low number too this approximation is good enough
146
+ mLinearVelocity *= max(0.0f, 1.0f - mLinearDamping * inDeltaTime);
147
+ mAngularVelocity *= max(0.0f, 1.0f - mAngularDamping * inDeltaTime);
148
+
149
+ // Clamp velocities
150
+ ClampLinearVelocity();
151
+ ClampAngularVelocity();
152
+ }
153
+
154
+ void MotionProperties::ResetSleepTestSpheres(const RVec3 *inPoints)
155
+ {
156
+ #ifdef JPH_DOUBLE_PRECISION
157
+ // Make spheres relative to the first point and initialize them to zero radius
158
+ DVec3 offset = inPoints[0];
159
+ offset.StoreDouble3(&mSleepTestOffset);
160
+ mSleepTestSpheres[0] = Sphere(Vec3::sZero(), 0.0f);
161
+ for (int i = 1; i < 3; ++i)
162
+ mSleepTestSpheres[i] = Sphere(Vec3(inPoints[i] - offset), 0.0f);
163
+ #else
164
+ // Initialize the spheres to zero radius around the supplied points
165
+ for (int i = 0; i < 3; ++i)
166
+ mSleepTestSpheres[i] = Sphere(inPoints[i], 0.0f);
167
+ #endif
168
+
169
+ mSleepTestTimer = 0.0f;
170
+ }
171
+
172
+ ECanSleep MotionProperties::AccumulateSleepTime(float inDeltaTime, float inTimeBeforeSleep)
173
+ {
174
+ mSleepTestTimer += inDeltaTime;
175
+ return mSleepTestTimer >= inTimeBeforeSleep? ECanSleep::CanSleep : ECanSleep::CannotSleep;
176
+ }
177
+
178
+ JPH_NAMESPACE_END