@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 +1,31 @@
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
+ /// Motion quality, or how well it detects collisions when it has a high velocity
10
+ enum class EMotionQuality : uint8
11
+ {
12
+ /// Update the body in discrete steps. Body will tunnel through thin objects if its velocity is high enough.
13
+ /// This is the cheapest way of simulating a body.
14
+ Discrete,
15
+
16
+ /// Update the body using linear casting. When stepping the body, its collision shape is cast from
17
+ /// start to destination using the starting rotation. The body will not be able to tunnel through thin
18
+ /// objects at high velocity, but tunneling is still possible if the body is long and thin and has high
19
+ /// angular velocity. Time is stolen from the object (which means it will move up to the first collision
20
+ /// and will not bounce off the surface until the next integration step). This will make the body appear
21
+ /// to go slower when it collides with high velocity. In order to not get stuck, the body is always
22
+ /// allowed to move by a fraction of it's inner radius, which may eventually lead it to pass through geometry.
23
+ ///
24
+ /// Note that if you're using a collision listener, you can receive contact added/persisted notifications of contacts
25
+ /// that may in the end not happen. This happens between bodies that are using casting: If bodies A and B collide at t1
26
+ /// and B and C collide at t2 where t2 < t1 and A and C don't collide. In this case you may receive an incorrect contact
27
+ /// point added callback between A and B (which will be removed the next frame).
28
+ LinearCast,
29
+ };
30
+
31
+ JPH_NAMESPACE_END
@@ -0,0 +1,17 @@
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
+ /// Motion type of a physics body
10
+ enum class EMotionType : uint8
11
+ {
12
+ Static, ///< Non movable
13
+ Kinematic, ///< Movable using velocities only, does not respond to forces
14
+ Dynamic, ///< Responds to forces as a normal physics object
15
+ };
16
+
17
+ JPH_NAMESPACE_END
@@ -0,0 +1,354 @@
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/Character/Character.h>
8
+ #include <Jolt/Physics/Body/BodyCreationSettings.h>
9
+ #include <Jolt/Physics/Body/BodyLock.h>
10
+ #include <Jolt/Physics/Collision/CollideShape.h>
11
+ #include <Jolt/Physics/PhysicsSystem.h>
12
+ #include <Jolt/ObjectStream/TypeDeclarations.h>
13
+
14
+ JPH_NAMESPACE_BEGIN
15
+
16
+ static inline const BodyLockInterface &sCharacterGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
17
+ {
18
+ return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
19
+ }
20
+
21
+ static inline BodyInterface &sCharacterGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
22
+ {
23
+ return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
24
+ }
25
+
26
+ static inline const NarrowPhaseQuery &sCharacterGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
27
+ {
28
+ return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
29
+ }
30
+
31
+ Character::Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) :
32
+ CharacterBase(inSettings, inSystem),
33
+ mLayer(inSettings->mLayer)
34
+ {
35
+ // Construct rigid body
36
+ BodyCreationSettings settings(mShape, inPosition, inRotation, EMotionType::Dynamic, mLayer);
37
+ settings.mAllowedDOFs = inSettings->mAllowedDOFs;
38
+ settings.mEnhancedInternalEdgeRemoval = inSettings->mEnhancedInternalEdgeRemoval;
39
+ settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
40
+ settings.mMassPropertiesOverride.mMass = inSettings->mMass;
41
+ settings.mFriction = inSettings->mFriction;
42
+ settings.mGravityFactor = inSettings->mGravityFactor;
43
+ settings.mUserData = inUserData;
44
+ const Body *body = mSystem->GetBodyInterface().CreateBody(settings);
45
+ if (body != nullptr)
46
+ mBodyID = body->GetID();
47
+ }
48
+
49
+ Character::~Character()
50
+ {
51
+ // Destroy the body
52
+ mSystem->GetBodyInterface().DestroyBody(mBodyID);
53
+ }
54
+
55
+ void Character::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies)
56
+ {
57
+ sCharacterGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
58
+ }
59
+
60
+ void Character::RemoveFromPhysicsSystem(bool inLockBodies)
61
+ {
62
+ sCharacterGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
63
+ }
64
+
65
+ void Character::Activate(bool inLockBodies)
66
+ {
67
+ sCharacterGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
68
+ }
69
+
70
+ void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
71
+ {
72
+ // Create query broadphase layer filter
73
+ DefaultBroadPhaseLayerFilter broadphase_layer_filter = mSystem->GetDefaultBroadPhaseLayerFilter(mLayer);
74
+
75
+ // Create query object layer filter
76
+ DefaultObjectLayerFilter object_layer_filter = mSystem->GetDefaultLayerFilter(mLayer);
77
+
78
+ // Ignore sensors and my own body
79
+ class CharacterBodyFilter : public IgnoreSingleBodyFilter
80
+ {
81
+ public:
82
+ using IgnoreSingleBodyFilter::IgnoreSingleBodyFilter;
83
+
84
+ virtual bool ShouldCollideLocked(const Body &inBody) const override
85
+ {
86
+ return !inBody.IsSensor();
87
+ }
88
+ };
89
+ CharacterBodyFilter body_filter(mBodyID);
90
+
91
+ // Settings for collide shape
92
+ CollideShapeSettings settings;
93
+ settings.mMaxSeparationDistance = inMaxSeparationDistance;
94
+ settings.mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
95
+ settings.mActiveEdgeMovementDirection = inMovementDirection;
96
+ settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
97
+
98
+ sCharacterGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sOne(), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
99
+ }
100
+
101
+ void Character::CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
102
+ {
103
+ // Calculate center of mass transform
104
+ RMat44 center_of_mass = RMat44::sRotationTranslation(inRotation, inPosition).PreTranslated(inShape->GetCenterOfMass());
105
+
106
+ CheckCollision(center_of_mass, inMovementDirection, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
107
+ }
108
+
109
+ void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
110
+ {
111
+ // Determine position and velocity of body
112
+ RMat44 query_transform;
113
+ Vec3 velocity;
114
+ {
115
+ BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
116
+ if (!lock.Succeeded())
117
+ return;
118
+
119
+ const Body &body = lock.GetBody();
120
+
121
+ // Correct the center of mass transform for the difference between the old and new center of mass shape
122
+ query_transform = body.GetCenterOfMassTransform().PreTranslated(inShape->GetCenterOfMass() - mShape->GetCenterOfMass());
123
+ velocity = body.GetLinearVelocity();
124
+ }
125
+
126
+ CheckCollision(query_transform, velocity, inMaxSeparationDistance, inShape, inBaseOffset, ioCollector, inLockBodies);
127
+ }
128
+
129
+ void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
130
+ {
131
+ // Get character position, rotation and velocity
132
+ RVec3 char_pos;
133
+ Quat char_rot;
134
+ Vec3 char_vel;
135
+ {
136
+ BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
137
+ if (!lock.Succeeded())
138
+ return;
139
+ const Body &body = lock.GetBody();
140
+ char_pos = body.GetPosition();
141
+ char_rot = body.GetRotation();
142
+ char_vel = body.GetLinearVelocity();
143
+ }
144
+
145
+ // Collector that finds the hit with the normal that is the most 'up'
146
+ class MyCollector : public CollideShapeCollector
147
+ {
148
+ public:
149
+ // Constructor
150
+ explicit MyCollector(Vec3Arg inUp, RVec3 inBaseOffset) : mBaseOffset(inBaseOffset), mUp(inUp) { }
151
+
152
+ // See: CollectorType::AddHit
153
+ virtual void AddHit(const CollideShapeResult &inResult) override
154
+ {
155
+ Vec3 normal = -inResult.mPenetrationAxis.Normalized();
156
+ float dot = normal.Dot(mUp);
157
+ if (dot > mBestDot) // Find the hit that is most aligned with the up vector
158
+ {
159
+ mGroundBodyID = inResult.mBodyID2;
160
+ mGroundBodySubShapeID = inResult.mSubShapeID2;
161
+ mGroundPosition = mBaseOffset + inResult.mContactPointOn2;
162
+ mGroundNormal = normal;
163
+ mBestDot = dot;
164
+ }
165
+ }
166
+
167
+ BodyID mGroundBodyID;
168
+ SubShapeID mGroundBodySubShapeID;
169
+ RVec3 mGroundPosition = RVec3::sZero();
170
+ Vec3 mGroundNormal = Vec3::sZero();
171
+
172
+ private:
173
+ RVec3 mBaseOffset;
174
+ Vec3 mUp;
175
+ float mBestDot = -FLT_MAX;
176
+ };
177
+
178
+ // Collide shape
179
+ MyCollector collector(mUp, char_pos);
180
+ CheckCollision(char_pos, char_rot, char_vel, inMaxSeparationDistance, mShape, char_pos, collector, inLockBodies);
181
+
182
+ // Copy results
183
+ mGroundBodyID = collector.mGroundBodyID;
184
+ mGroundBodySubShapeID = collector.mGroundBodySubShapeID;
185
+ mGroundPosition = collector.mGroundPosition;
186
+ mGroundNormal = collector.mGroundNormal;
187
+
188
+ // Get additional data from body
189
+ BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
190
+ if (lock.Succeeded())
191
+ {
192
+ const Body &body = lock.GetBody();
193
+
194
+ // Update ground state
195
+ RMat44 inv_transform = RMat44::sInverseRotationTranslation(char_rot, char_pos);
196
+ if (mSupportingVolume.SignedDistance(Vec3(inv_transform * mGroundPosition)) > 0.0f)
197
+ mGroundState = EGroundState::NotSupported;
198
+ else if (IsSlopeTooSteep(mGroundNormal))
199
+ mGroundState = EGroundState::OnSteepGround;
200
+ else
201
+ mGroundState = EGroundState::OnGround;
202
+
203
+ // Copy other body properties
204
+ mGroundMaterial = body.GetShape()->GetMaterial(mGroundBodySubShapeID);
205
+ mGroundVelocity = body.GetPointVelocity(mGroundPosition);
206
+ mGroundUserData = body.GetUserData();
207
+ }
208
+ else
209
+ {
210
+ mGroundState = EGroundState::InAir;
211
+ mGroundMaterial = PhysicsMaterial::sDefault;
212
+ mGroundVelocity = Vec3::sZero();
213
+ mGroundUserData = 0;
214
+ }
215
+ }
216
+
217
+ void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
218
+ {
219
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
220
+ }
221
+
222
+ Vec3 Character::GetLinearVelocity(bool inLockBodies) const
223
+ {
224
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
225
+ }
226
+
227
+ void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
228
+ {
229
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
230
+ }
231
+
232
+ void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
233
+ {
234
+ sCharacterGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
235
+ }
236
+
237
+ void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
238
+ {
239
+ sCharacterGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
240
+ }
241
+
242
+ void Character::GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
243
+ {
244
+ sCharacterGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
245
+ }
246
+
247
+ void Character::SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
248
+ {
249
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
250
+ }
251
+
252
+ RVec3 Character::GetPosition(bool inLockBodies) const
253
+ {
254
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
255
+ }
256
+
257
+ void Character::SetPosition(RVec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
258
+ {
259
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
260
+ }
261
+
262
+ Quat Character::GetRotation(bool inLockBodies) const
263
+ {
264
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
265
+ }
266
+
267
+ void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
268
+ {
269
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
270
+ }
271
+
272
+ RVec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
273
+ {
274
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
275
+ }
276
+
277
+ RMat44 Character::GetWorldTransform(bool inLockBodies) const
278
+ {
279
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
280
+ }
281
+
282
+ void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
283
+ {
284
+ mLayer = inLayer;
285
+
286
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
287
+ }
288
+
289
+ bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
290
+ {
291
+ if (inMaxPenetrationDepth < FLT_MAX)
292
+ {
293
+ // Collector that checks if there is anything in the way while switching to inShape
294
+ class MyCollector : public CollideShapeCollector
295
+ {
296
+ public:
297
+ // Constructor
298
+ explicit MyCollector(float inMaxPenetrationDepth) : mMaxPenetrationDepth(inMaxPenetrationDepth) { }
299
+
300
+ // See: CollectorType::AddHit
301
+ virtual void AddHit(const CollideShapeResult &inResult) override
302
+ {
303
+ if (inResult.mPenetrationDepth > mMaxPenetrationDepth)
304
+ {
305
+ mHadCollision = true;
306
+ ForceEarlyOut();
307
+ }
308
+ }
309
+
310
+ float mMaxPenetrationDepth;
311
+ bool mHadCollision = false;
312
+ };
313
+
314
+ // Test if anything is in the way of switching
315
+ RVec3 char_pos = GetPosition(inLockBodies);
316
+ MyCollector collector(inMaxPenetrationDepth);
317
+ CheckCollision(inShape, 0.0f, char_pos, collector, inLockBodies);
318
+ if (collector.mHadCollision)
319
+ return false;
320
+ }
321
+
322
+ // Switch the shape
323
+ mShape = inShape;
324
+ sCharacterGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
325
+ return true;
326
+ }
327
+
328
+ TransformedShape Character::GetTransformedShape(bool inLockBodies) const
329
+ {
330
+ return sCharacterGetBodyInterface(mSystem, inLockBodies).GetTransformedShape(mBodyID);
331
+ }
332
+
333
+ CharacterSettings Character::GetCharacterSettings(bool inLockBodies) const
334
+ {
335
+ BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
336
+ JPH_ASSERT(lock.Succeeded());
337
+ const Body &body = lock.GetBody();
338
+
339
+ CharacterSettings settings;
340
+ settings.mUp = mUp;
341
+ settings.mSupportingVolume = mSupportingVolume;
342
+ settings.mMaxSlopeAngle = ACos(mCosMaxSlopeAngle);
343
+ settings.mEnhancedInternalEdgeRemoval = body.GetEnhancedInternalEdgeRemoval();
344
+ settings.mShape = mShape;
345
+ settings.mLayer = mLayer;
346
+ const MotionProperties *mp = body.GetMotionProperties();
347
+ settings.mMass = 1.0f / mp->GetInverseMass();
348
+ settings.mFriction = body.GetFriction();
349
+ settings.mGravityFactor = mp->GetGravityFactor();
350
+ settings.mAllowedDOFs = mp->GetAllowedDOFs();
351
+ return settings;
352
+ }
353
+
354
+ JPH_NAMESPACE_END
@@ -0,0 +1,159 @@
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/Physics/Character/CharacterBase.h>
8
+ #include <Jolt/Physics/Collision/ObjectLayer.h>
9
+ #include <Jolt/Physics/Collision/TransformedShape.h>
10
+ #include <Jolt/Physics/EActivation.h>
11
+ #include <Jolt/Physics/Body/AllowedDOFs.h>
12
+
13
+ JPH_NAMESPACE_BEGIN
14
+
15
+ /// Contains the configuration of a character
16
+ class JPH_EXPORT CharacterSettings : public CharacterBaseSettings
17
+ {
18
+ public:
19
+ JPH_OVERRIDE_NEW_DELETE
20
+
21
+ /// Constructor
22
+ CharacterSettings() = default;
23
+ CharacterSettings(const CharacterSettings &) = default;
24
+ CharacterSettings & operator = (const CharacterSettings &) = default;
25
+
26
+ /// Layer that this character will be added to
27
+ ObjectLayer mLayer = 0;
28
+
29
+ /// Mass of the character
30
+ float mMass = 80.0f;
31
+
32
+ /// Friction for the character
33
+ float mFriction = 0.2f;
34
+
35
+ /// Value to multiply gravity with for this character
36
+ float mGravityFactor = 1.0f;
37
+
38
+ /// Allowed degrees of freedom for this character
39
+ EAllowedDOFs mAllowedDOFs = EAllowedDOFs::TranslationX | EAllowedDOFs::TranslationY | EAllowedDOFs::TranslationZ;
40
+ };
41
+
42
+ /// Runtime character object.
43
+ /// This object usually represents the player or a humanoid AI. It uses a single rigid body,
44
+ /// usually with a capsule shape to simulate movement and collision for the character.
45
+ /// The character is a keyframed object, the application controls it by setting the velocity.
46
+ class JPH_EXPORT Character : public CharacterBase
47
+ {
48
+ public:
49
+ JPH_OVERRIDE_NEW_DELETE
50
+
51
+ /// Constructor
52
+ /// @param inSettings The settings for the character
53
+ /// @param inPosition Initial position for the character
54
+ /// @param inRotation Initial rotation for the character (usually only around Y)
55
+ /// @param inUserData Application specific value
56
+ /// @param inSystem Physics system that this character will be added to later
57
+ Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem);
58
+
59
+ /// Destructor
60
+ virtual ~Character() override;
61
+
62
+ /// Add bodies and constraints to the system and optionally activate the bodies
63
+ void AddToPhysicsSystem(EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
64
+
65
+ /// Remove bodies and constraints from the system
66
+ void RemoveFromPhysicsSystem(bool inLockBodies = true);
67
+
68
+ /// Wake up the character
69
+ void Activate(bool inLockBodies = true);
70
+
71
+ /// Needs to be called after every PhysicsSystem::Update
72
+ /// @param inMaxSeparationDistance Max distance between the floor and the character to still consider the character standing on the floor
73
+ /// @param inLockBodies If the collision query should use the locking body interface (true) or the non locking body interface (false)
74
+ void PostSimulation(float inMaxSeparationDistance, bool inLockBodies = true);
75
+
76
+ /// Control the velocity of the character
77
+ void SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies = true);
78
+
79
+ /// Get the linear velocity of the character (m / s)
80
+ Vec3 GetLinearVelocity(bool inLockBodies = true) const;
81
+
82
+ /// Set the linear velocity of the character (m / s)
83
+ void SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies = true);
84
+
85
+ /// Add world space linear velocity to current velocity (m / s)
86
+ void AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies = true);
87
+
88
+ /// Add impulse to the center of mass of the character
89
+ void AddImpulse(Vec3Arg inImpulse, bool inLockBodies = true);
90
+
91
+ /// Get the body associated with this character
92
+ BodyID GetBodyID() const { return mBodyID; }
93
+
94
+ /// Get position / rotation of the body
95
+ void GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies = true) const;
96
+
97
+ /// Set the position / rotation of the body, optionally activating it.
98
+ void SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true) const;
99
+
100
+ /// Get the position of the character
101
+ RVec3 GetPosition(bool inLockBodies = true) const;
102
+
103
+ /// Set the position of the character, optionally activating it.
104
+ void SetPosition(RVec3Arg inPosition, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
105
+
106
+ /// Get the rotation of the character
107
+ Quat GetRotation(bool inLockBodies = true) const;
108
+
109
+ /// Set the rotation of the character, optionally activating it.
110
+ void SetRotation(QuatArg inRotation, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
111
+
112
+ /// Position of the center of mass of the underlying rigid body
113
+ RVec3 GetCenterOfMassPosition(bool inLockBodies = true) const;
114
+
115
+ /// Calculate the world transform of the character
116
+ RMat44 GetWorldTransform(bool inLockBodies = true) const;
117
+
118
+ /// Get the layer of the character
119
+ ObjectLayer GetLayer() const { return mLayer; }
120
+
121
+ /// Update the layer of the character
122
+ void SetLayer(ObjectLayer inLayer, bool inLockBodies = true);
123
+
124
+ /// Switch the shape of the character (e.g. for stance). When inMaxPenetrationDepth is not FLT_MAX, it checks
125
+ /// if the new shape collides before switching shape. Returns true if the switch succeeded.
126
+ bool SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies = true);
127
+
128
+ /// Get the transformed shape that represents the volume of the character, can be used for collision checks.
129
+ TransformedShape GetTransformedShape(bool inLockBodies = true) const;
130
+
131
+ /// @brief Get all contacts for the character at a particular location
132
+ /// @param inPosition Position to test.
133
+ /// @param inRotation Rotation at which to test the shape.
134
+ /// @param inMovementDirection A hint in which direction the character is moving, will be used to calculate a proper normal.
135
+ /// @param inMaxSeparationDistance How much distance around the character you want to report contacts in (can be 0 to match the character exactly).
136
+ /// @param inShape Shape to test collision with.
137
+ /// @param inBaseOffset All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer e.g. GetPosition() since floats are most accurate near the origin
138
+ /// @param ioCollector Collision collector that receives the collision results.
139
+ /// @param inLockBodies If the collision query should use the locking body interface (true) or the non locking body interface (false)
140
+ void CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies = true) const;
141
+
142
+ /// Get the character settings that can recreate this character
143
+ CharacterSettings GetCharacterSettings(bool inLockBodies = true) const;
144
+
145
+ private:
146
+ /// Check collisions between inShape and the world using the center of mass transform
147
+ void CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const;
148
+
149
+ /// Check collisions between inShape and the world using the current position / rotation of the character
150
+ void CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const;
151
+
152
+ /// The body of this character
153
+ BodyID mBodyID;
154
+
155
+ /// The layer the body is in
156
+ ObjectLayer mLayer;
157
+ };
158
+
159
+ JPH_NAMESPACE_END
@@ -0,0 +1,59 @@
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/Character/CharacterBase.h>
8
+ #include <Jolt/Physics/StateRecorder.h>
9
+
10
+ JPH_NAMESPACE_BEGIN
11
+
12
+ CharacterBase::CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem) :
13
+ mSystem(inSystem),
14
+ mShape(inSettings->mShape),
15
+ mUp(inSettings->mUp),
16
+ mSupportingVolume(inSettings->mSupportingVolume)
17
+ {
18
+ // Initialize max slope angle
19
+ SetMaxSlopeAngle(inSettings->mMaxSlopeAngle);
20
+ }
21
+
22
+ const char *CharacterBase::sToString(EGroundState inState)
23
+ {
24
+ switch (inState)
25
+ {
26
+ case EGroundState::OnGround: return "OnGround";
27
+ case EGroundState::OnSteepGround: return "OnSteepGround";
28
+ case EGroundState::NotSupported: return "NotSupported";
29
+ case EGroundState::InAir: return "InAir";
30
+ }
31
+
32
+ JPH_ASSERT(false);
33
+ return "Unknown";
34
+ }
35
+
36
+ void CharacterBase::SaveState(StateRecorder &inStream) const
37
+ {
38
+ inStream.Write(mGroundState);
39
+ inStream.Write(mGroundBodyID);
40
+ inStream.Write(mGroundBodySubShapeID);
41
+ inStream.Write(mGroundPosition);
42
+ inStream.Write(mGroundNormal);
43
+ inStream.Write(mGroundVelocity);
44
+ // Can't save user data (may be a pointer) and material
45
+ }
46
+
47
+ void CharacterBase::RestoreState(StateRecorder &inStream)
48
+ {
49
+ inStream.Read(mGroundState);
50
+ inStream.Read(mGroundBodyID);
51
+ inStream.Read(mGroundBodySubShapeID);
52
+ inStream.Read(mGroundPosition);
53
+ inStream.Read(mGroundNormal);
54
+ inStream.Read(mGroundVelocity);
55
+ mGroundUserData = 0; // Cannot restore user data
56
+ mGroundMaterial = PhysicsMaterial::sDefault; // Cannot restore material
57
+ }
58
+
59
+ JPH_NAMESPACE_END