@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 +1,682 @@
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/Body/Body.h>
8
+ #include <Jolt/Physics/Constraints/ConstraintPart/SpringPart.h>
9
+ #include <Jolt/Physics/Constraints/SpringSettings.h>
10
+ #include <Jolt/Physics/StateRecorder.h>
11
+ #include <Jolt/Physics/DeterminismLog.h>
12
+
13
+ JPH_NAMESPACE_BEGIN
14
+
15
+ /// Constraint that constrains motion along 1 axis
16
+ ///
17
+ /// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.1.1
18
+ /// (we're not using the approximation of eq 27 but instead add the U term as in eq 55)
19
+ ///
20
+ /// Constraint equation (eq 25):
21
+ ///
22
+ /// \f[C = (p_2 - p_1) \cdot n\f]
23
+ ///
24
+ /// Jacobian (eq 28):
25
+ ///
26
+ /// \f[J = \begin{bmatrix} -n^T & (-(r_1 + u) \times n)^T & n^T & (r_2 \times n)^T \end{bmatrix}\f]
27
+ ///
28
+ /// Used terms (here and below, everything in world space):\n
29
+ /// n = constraint axis (normalized).\n
30
+ /// p1, p2 = constraint points.\n
31
+ /// r1 = p1 - x1.\n
32
+ /// r2 = p2 - x2.\n
33
+ /// u = x2 + r2 - x1 - r1 = p2 - p1.\n
34
+ /// x1, x2 = center of mass for the bodies.\n
35
+ /// v = [v1, w1, v2, w2].\n
36
+ /// v1, v2 = linear velocity of body 1 and 2.\n
37
+ /// w1, w2 = angular velocity of body 1 and 2.\n
38
+ /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
39
+ /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
40
+ /// b = velocity bias.\n
41
+ /// \f$\beta\f$ = baumgarte constant.
42
+ class AxisConstraintPart
43
+ {
44
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
45
+ template <EMotionType Type1, EMotionType Type2>
46
+ JPH_INLINE bool ApplyVelocityStep(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inLambda) const
47
+ {
48
+ // Apply impulse if delta is not zero
49
+ if (inLambda != 0.0f)
50
+ {
51
+ // Calculate velocity change due to constraint
52
+ //
53
+ // Impulse:
54
+ // P = J^T lambda
55
+ //
56
+ // Euler velocity integration:
57
+ // v' = v + M^-1 P
58
+ if constexpr (Type1 == EMotionType::Dynamic)
59
+ {
60
+ ioMotionProperties1->SubLinearVelocityStep((inLambda * inInvMass1) * inWorldSpaceAxis);
61
+ ioMotionProperties1->SubAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
62
+ }
63
+ if constexpr (Type2 == EMotionType::Dynamic)
64
+ {
65
+ ioMotionProperties2->AddLinearVelocityStep((inLambda * inInvMass2) * inWorldSpaceAxis);
66
+ ioMotionProperties2->AddAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
67
+ }
68
+ return true;
69
+ }
70
+
71
+ return false;
72
+ }
73
+
74
+ /// Internal helper function to calculate the inverse effective mass
75
+ template <EMotionType Type1, EMotionType Type2>
76
+ JPH_INLINE float TemplatedCalculateInverseEffectiveMass(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
77
+ {
78
+ JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-5f));
79
+
80
+ // Calculate properties used below
81
+ Vec3 r1_plus_u_x_axis;
82
+ if constexpr (Type1 != EMotionType::Static)
83
+ {
84
+ r1_plus_u_x_axis = inR1PlusU.Cross(inWorldSpaceAxis);
85
+ r1_plus_u_x_axis.StoreFloat3(&mR1PlusUxAxis);
86
+ }
87
+ else
88
+ {
89
+ #ifdef JPH_DEBUG
90
+ Vec3::sNaN().StoreFloat3(&mR1PlusUxAxis);
91
+ #endif
92
+ }
93
+
94
+ Vec3 r2_x_axis;
95
+ if constexpr (Type2 != EMotionType::Static)
96
+ {
97
+ r2_x_axis = inR2.Cross(inWorldSpaceAxis);
98
+ r2_x_axis.StoreFloat3(&mR2xAxis);
99
+ }
100
+ else
101
+ {
102
+ #ifdef JPH_DEBUG
103
+ Vec3::sNaN().StoreFloat3(&mR2xAxis);
104
+ #endif
105
+ }
106
+
107
+ // Calculate inverse effective mass: K = J M^-1 J^T
108
+ float inv_effective_mass;
109
+
110
+ if constexpr (Type1 == EMotionType::Dynamic)
111
+ {
112
+ Vec3 invi1_r1_plus_u_x_axis = inInvI1.Multiply3x3(r1_plus_u_x_axis);
113
+ invi1_r1_plus_u_x_axis.StoreFloat3(&mInvI1_R1PlusUxAxis);
114
+ inv_effective_mass = inInvMass1 + invi1_r1_plus_u_x_axis.Dot(r1_plus_u_x_axis);
115
+ }
116
+ else
117
+ {
118
+ (void)r1_plus_u_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
119
+ JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);)
120
+ inv_effective_mass = 0.0f;
121
+ }
122
+
123
+ if constexpr (Type2 == EMotionType::Dynamic)
124
+ {
125
+ Vec3 invi2_r2_x_axis = inInvI2.Multiply3x3(r2_x_axis);
126
+ invi2_r2_x_axis.StoreFloat3(&mInvI2_R2xAxis);
127
+ inv_effective_mass += inInvMass2 + invi2_r2_x_axis.Dot(r2_x_axis);
128
+ }
129
+ else
130
+ {
131
+ (void)r2_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
132
+ JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);)
133
+ }
134
+
135
+ return inv_effective_mass;
136
+ }
137
+
138
+ /// Internal helper function to calculate the inverse effective mass
139
+ JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
140
+ {
141
+ // Dispatch to the correct templated form
142
+ switch (inBody1.GetMotionType())
143
+ {
144
+ case EMotionType::Dynamic:
145
+ {
146
+ const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
147
+ float inv_m1 = mp1->GetInverseMass();
148
+ Mat44 inv_i1 = inBody1.GetInverseInertia();
149
+ switch (inBody2.GetMotionType())
150
+ {
151
+ case EMotionType::Dynamic:
152
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inv_m1, inv_i1, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
153
+
154
+ case EMotionType::Kinematic:
155
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
156
+
157
+ case EMotionType::Static:
158
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
159
+
160
+ default:
161
+ break;
162
+ }
163
+ break;
164
+ }
165
+
166
+ case EMotionType::Kinematic:
167
+ JPH_ASSERT(inBody2.IsDynamic());
168
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
169
+
170
+ case EMotionType::Static:
171
+ JPH_ASSERT(inBody2.IsDynamic());
172
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
173
+
174
+ default:
175
+ break;
176
+ }
177
+
178
+ JPH_ASSERT(false);
179
+ return 0.0f;
180
+ }
181
+
182
+ /// Internal helper function to calculate the inverse effective mass, version that supports mass scaling
183
+ JPH_INLINE float CalculateInverseEffectiveMassWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
184
+ {
185
+ // Dispatch to the correct templated form
186
+ switch (inBody1.GetMotionType())
187
+ {
188
+ case EMotionType::Dynamic:
189
+ {
190
+ Mat44 inv_i1 = inInvInertiaScale1 * inBody1.GetInverseInertia();
191
+ switch (inBody2.GetMotionType())
192
+ {
193
+ case EMotionType::Dynamic:
194
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inInvMass1, inv_i1, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
195
+
196
+ case EMotionType::Kinematic:
197
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
198
+
199
+ case EMotionType::Static:
200
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
201
+
202
+ default:
203
+ break;
204
+ }
205
+ break;
206
+ }
207
+
208
+ case EMotionType::Kinematic:
209
+ JPH_ASSERT(inBody2.IsDynamic());
210
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
211
+
212
+ case EMotionType::Static:
213
+ JPH_ASSERT(inBody2.IsDynamic());
214
+ return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
215
+
216
+ default:
217
+ break;
218
+ }
219
+
220
+ JPH_ASSERT(false);
221
+ return 0.0f;
222
+ }
223
+
224
+ public:
225
+ /// Templated form of CalculateConstraintProperties with the motion types baked in
226
+ template <EMotionType Type1, EMotionType Type2>
227
+ JPH_INLINE void TemplatedCalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
228
+ {
229
+ float inv_effective_mass = TemplatedCalculateInverseEffectiveMass<Type1, Type2>(inInvMass1, inInvI1, inR1PlusU, inInvMass2, inInvI2, inR2, inWorldSpaceAxis);
230
+
231
+ if (inv_effective_mass == 0.0f)
232
+ Deactivate();
233
+ else
234
+ {
235
+ mEffectiveMass = 1.0f / inv_effective_mass;
236
+ mSpringPart.CalculateSpringPropertiesWithBias(inBias);
237
+ }
238
+
239
+ JPH_DET_LOG("TemplatedCalculateConstraintProperties: invM1: " << inInvMass1 << " invI1: " << inInvI1 << " r1PlusU: " << inR1PlusU << " invM2: " << inInvMass2 << " invI2: " << inInvI2 << " r2: " << inR2 << " bias: " << inBias << " r1PlusUxAxis: " << mR1PlusUxAxis << " r2xAxis: " << mR2xAxis << " invI1_R1PlusUxAxis: " << mInvI1_R1PlusUxAxis << " invI2_R2xAxis: " << mInvI2_R2xAxis << " effectiveMass: " << mEffectiveMass << " totalLambda: " << mTotalLambda);
240
+ }
241
+
242
+ /// Calculate properties used during the functions below
243
+ /// @param inBody1 The first body that this constraint is attached to
244
+ /// @param inBody2 The second body that this constraint is attached to
245
+ /// @param inR1PlusU See equations above (r1 + u)
246
+ /// @param inR2 See equations above (r2)
247
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
248
+ /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
249
+ inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
250
+ {
251
+ float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
252
+
253
+ if (inv_effective_mass == 0.0f)
254
+ Deactivate();
255
+ else
256
+ {
257
+ mEffectiveMass = 1.0f / inv_effective_mass;
258
+ mSpringPart.CalculateSpringPropertiesWithBias(inBias);
259
+ }
260
+ }
261
+
262
+ /// Calculate properties used during the functions below, version that supports mass scaling
263
+ /// @param inBody1 The first body that this constraint is attached to
264
+ /// @param inBody2 The second body that this constraint is attached to
265
+ /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
266
+ /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
267
+ /// @param inInvInertiaScale1 Scale factor for the inverse inertia of body 1
268
+ /// @param inInvInertiaScale2 Scale factor for the inverse inertia of body 2
269
+ /// @param inR1PlusU See equations above (r1 + u)
270
+ /// @param inR2 See equations above (r2)
271
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
272
+ /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
273
+ inline void CalculateConstraintPropertiesWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
274
+ {
275
+ float inv_effective_mass = CalculateInverseEffectiveMassWithMassOverride(inBody1, inInvMass1, inInvInertiaScale1, inR1PlusU, inBody2, inInvMass2, inInvInertiaScale2, inR2, inWorldSpaceAxis);
276
+
277
+ if (inv_effective_mass == 0.0f)
278
+ Deactivate();
279
+ else
280
+ {
281
+ mEffectiveMass = 1.0f / inv_effective_mass;
282
+ mSpringPart.CalculateSpringPropertiesWithBias(inBias);
283
+ }
284
+ }
285
+
286
+ /// Calculate properties used during the functions below
287
+ /// @param inDeltaTime Time step
288
+ /// @param inBody1 The first body that this constraint is attached to
289
+ /// @param inBody2 The second body that this constraint is attached to
290
+ /// @param inR1PlusU See equations above (r1 + u)
291
+ /// @param inR2 See equations above (r2)
292
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
293
+ /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
294
+ /// @param inC Value of the constraint equation (C).
295
+ /// @param inFrequency Oscillation frequency (Hz).
296
+ /// @param inDamping Damping factor (0 = no damping, 1 = critical damping).
297
+ inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
298
+ {
299
+ float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
300
+
301
+ if (inv_effective_mass == 0.0f)
302
+ Deactivate();
303
+ else
304
+ mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
305
+ }
306
+
307
+ /// Calculate properties used during the functions below
308
+ /// @param inDeltaTime Time step
309
+ /// @param inBody1 The first body that this constraint is attached to
310
+ /// @param inBody2 The second body that this constraint is attached to
311
+ /// @param inR1PlusU See equations above (r1 + u)
312
+ /// @param inR2 See equations above (r2)
313
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
314
+ /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
315
+ /// @param inC Value of the constraint equation (C).
316
+ /// @param inStiffness Spring stiffness k.
317
+ /// @param inDamping Spring damping coefficient c.
318
+ inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
319
+ {
320
+ float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
321
+
322
+ if (inv_effective_mass == 0.0f)
323
+ Deactivate();
324
+ else
325
+ mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass);
326
+ }
327
+
328
+ /// Selects one of the above functions based on the spring settings
329
+ inline void CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
330
+ {
331
+ float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
332
+
333
+ if (inv_effective_mass == 0.0f)
334
+ Deactivate();
335
+ else if (inSpringSettings.mMode == ESpringMode::FrequencyAndDamping)
336
+ mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mFrequency, inSpringSettings.mDamping, mEffectiveMass);
337
+ else
338
+ mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mStiffness, inSpringSettings.mDamping, mEffectiveMass);
339
+ }
340
+
341
+ /// Deactivate this constraint
342
+ inline void Deactivate()
343
+ {
344
+ mEffectiveMass = 0.0f;
345
+ mTotalLambda = 0.0f;
346
+ }
347
+
348
+ /// Check if constraint is active
349
+ inline bool IsActive() const
350
+ {
351
+ return mEffectiveMass != 0.0f;
352
+ }
353
+
354
+ /// Templated form of WarmStart with the motion types baked in
355
+ template <EMotionType Type1, EMotionType Type2>
356
+ inline void TemplatedWarmStart(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
357
+ {
358
+ mTotalLambda *= inWarmStartImpulseRatio;
359
+
360
+ ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, mTotalLambda);
361
+ }
362
+
363
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
364
+ /// @param ioBody1 The first body that this constraint is attached to
365
+ /// @param ioBody2 The second body that this constraint is attached to
366
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
367
+ /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
368
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
369
+ {
370
+ EMotionType motion_type1 = ioBody1.GetMotionType();
371
+ MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
372
+
373
+ EMotionType motion_type2 = ioBody2.GetMotionType();
374
+ MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
375
+
376
+ // Dispatch to the correct templated form
377
+ // Note: Warm starting doesn't differentiate between kinematic/static bodies so we handle both as static bodies
378
+ if (motion_type1 == EMotionType::Dynamic)
379
+ {
380
+ if (motion_type2 == EMotionType::Dynamic)
381
+ TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
382
+ else
383
+ TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inWarmStartImpulseRatio);
384
+ }
385
+ else
386
+ {
387
+ JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
388
+ TemplatedWarmStart<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
389
+ }
390
+ }
391
+
392
+ /// Templated form of SolveVelocityConstraint with the motion types baked in, part 1: get the total lambda
393
+ template <EMotionType Type1, EMotionType Type2>
394
+ JPH_INLINE float TemplatedSolveVelocityConstraintGetTotalLambda(const MotionProperties *ioMotionProperties1, const MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis) const
395
+ {
396
+ // Calculate jacobian multiplied by linear velocity
397
+ float jv;
398
+ if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
399
+ jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity() - ioMotionProperties2->GetLinearVelocity());
400
+ else if constexpr (Type1 != EMotionType::Static)
401
+ jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity());
402
+ else if constexpr (Type2 != EMotionType::Static)
403
+ jv = inWorldSpaceAxis.Dot(-ioMotionProperties2->GetLinearVelocity());
404
+ else
405
+ JPH_ASSERT(false); // Static vs static is nonsensical!
406
+
407
+ // Calculate jacobian multiplied by angular velocity
408
+ if constexpr (Type1 != EMotionType::Static)
409
+ jv += Vec3::sLoadFloat3Unsafe(mR1PlusUxAxis).Dot(ioMotionProperties1->GetAngularVelocity());
410
+ if constexpr (Type2 != EMotionType::Static)
411
+ jv -= Vec3::sLoadFloat3Unsafe(mR2xAxis).Dot(ioMotionProperties2->GetAngularVelocity());
412
+
413
+ // Lagrange multiplier is:
414
+ //
415
+ // lambda = -K^-1 (J v + b)
416
+ float lambda = mEffectiveMass * (jv - mSpringPart.GetBias(mTotalLambda));
417
+
418
+ // Return the total accumulated lambda
419
+ return mTotalLambda + lambda;
420
+ }
421
+
422
+ /// Templated form of SolveVelocityConstraint with the motion types baked in, part 2: apply new lambda
423
+ template <EMotionType Type1, EMotionType Type2>
424
+ JPH_INLINE bool TemplatedSolveVelocityConstraintApplyLambda(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda)
425
+ {
426
+ float delta_lambda = inTotalLambda - mTotalLambda; // Calculate change in lambda
427
+ mTotalLambda = inTotalLambda; // Store accumulated impulse
428
+
429
+ return ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, delta_lambda);
430
+ }
431
+
432
+ /// Templated form of SolveVelocityConstraint with the motion types baked in
433
+ template <EMotionType Type1, EMotionType Type2>
434
+ inline bool TemplatedSolveVelocityConstraint(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
435
+ {
436
+ float total_lambda = TemplatedSolveVelocityConstraintGetTotalLambda<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, inWorldSpaceAxis);
437
+
438
+ // Clamp impulse to specified range
439
+ total_lambda = Clamp(total_lambda, inMinLambda, inMaxLambda);
440
+
441
+ return TemplatedSolveVelocityConstraintApplyLambda<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, total_lambda);
442
+ }
443
+
444
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
445
+ /// @param ioBody1 The first body that this constraint is attached to
446
+ /// @param ioBody2 The second body that this constraint is attached to
447
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
448
+ /// @param inMinLambda Minimum value of constraint impulse to apply (N s)
449
+ /// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
450
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
451
+ {
452
+ EMotionType motion_type1 = ioBody1.GetMotionType();
453
+ MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
454
+
455
+ EMotionType motion_type2 = ioBody2.GetMotionType();
456
+ MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
457
+
458
+ // Dispatch to the correct templated form
459
+ switch (motion_type1)
460
+ {
461
+ case EMotionType::Dynamic:
462
+ switch (motion_type2)
463
+ {
464
+ case EMotionType::Dynamic:
465
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
466
+
467
+ case EMotionType::Kinematic:
468
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
469
+
470
+ case EMotionType::Static:
471
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
472
+
473
+ default:
474
+ JPH_ASSERT(false);
475
+ break;
476
+ }
477
+ break;
478
+
479
+ case EMotionType::Kinematic:
480
+ JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
481
+ return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
482
+
483
+ case EMotionType::Static:
484
+ JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
485
+ return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
486
+
487
+ default:
488
+ JPH_ASSERT(false);
489
+ break;
490
+ }
491
+
492
+ return false;
493
+ }
494
+
495
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
496
+ /// @param ioBody1 The first body that this constraint is attached to
497
+ /// @param ioBody2 The second body that this constraint is attached to
498
+ /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
499
+ /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
500
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
501
+ /// @param inMinLambda Minimum value of constraint impulse to apply (N s)
502
+ /// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
503
+ inline bool SolveVelocityConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
504
+ {
505
+ EMotionType motion_type1 = ioBody1.GetMotionType();
506
+ MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
507
+
508
+ EMotionType motion_type2 = ioBody2.GetMotionType();
509
+ MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
510
+
511
+ // Dispatch to the correct templated form
512
+ switch (motion_type1)
513
+ {
514
+ case EMotionType::Dynamic:
515
+ switch (motion_type2)
516
+ {
517
+ case EMotionType::Dynamic:
518
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, inInvMass1, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
519
+
520
+ case EMotionType::Kinematic:
521
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
522
+
523
+ case EMotionType::Static:
524
+ return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
525
+
526
+ default:
527
+ JPH_ASSERT(false);
528
+ break;
529
+ }
530
+ break;
531
+
532
+ case EMotionType::Kinematic:
533
+ JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
534
+ return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
535
+
536
+ case EMotionType::Static:
537
+ JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
538
+ return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
539
+
540
+ default:
541
+ JPH_ASSERT(false);
542
+ break;
543
+ }
544
+
545
+ return false;
546
+ }
547
+
548
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
549
+ /// @param ioBody1 The first body that this constraint is attached to
550
+ /// @param ioBody2 The second body that this constraint is attached to
551
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
552
+ /// @param inC Value of the constraint equation (C)
553
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
554
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const
555
+ {
556
+ // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
557
+ if (inC != 0.0f && !mSpringPart.IsActive())
558
+ {
559
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
560
+ //
561
+ // lambda = -K^-1 * beta / dt * C
562
+ //
563
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
564
+ float lambda = -mEffectiveMass * inBaumgarte * inC;
565
+
566
+ // Directly integrate velocity change for one time step
567
+ //
568
+ // Euler velocity integration:
569
+ // dv = M^-1 P
570
+ //
571
+ // Impulse:
572
+ // P = J^T lambda
573
+ //
574
+ // Euler position integration:
575
+ // x' = x + dv * dt
576
+ //
577
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
578
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
579
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
580
+ // integrate + a position integrate and then discard the velocity change.
581
+ if (ioBody1.IsDynamic())
582
+ {
583
+ ioBody1.SubPositionStep((lambda * ioBody1.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
584
+ ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
585
+ }
586
+ if (ioBody2.IsDynamic())
587
+ {
588
+ ioBody2.AddPositionStep((lambda * ioBody2.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
589
+ ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
590
+ }
591
+ return true;
592
+ }
593
+
594
+ return false;
595
+ }
596
+
597
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
598
+ /// @param ioBody1 The first body that this constraint is attached to
599
+ /// @param ioBody2 The second body that this constraint is attached to
600
+ /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
601
+ /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
602
+ /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
603
+ /// @param inC Value of the constraint equation (C)
604
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
605
+ inline bool SolvePositionConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const
606
+ {
607
+ // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
608
+ if (inC != 0.0f && !mSpringPart.IsActive())
609
+ {
610
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
611
+ //
612
+ // lambda = -K^-1 * beta / dt * C
613
+ //
614
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
615
+ float lambda = -mEffectiveMass * inBaumgarte * inC;
616
+
617
+ // Directly integrate velocity change for one time step
618
+ //
619
+ // Euler velocity integration:
620
+ // dv = M^-1 P
621
+ //
622
+ // Impulse:
623
+ // P = J^T lambda
624
+ //
625
+ // Euler position integration:
626
+ // x' = x + dv * dt
627
+ //
628
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
629
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
630
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
631
+ // integrate + a position integrate and then discard the velocity change.
632
+ if (ioBody1.IsDynamic())
633
+ {
634
+ ioBody1.SubPositionStep((lambda * inInvMass1) * inWorldSpaceAxis);
635
+ ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
636
+ }
637
+ if (ioBody2.IsDynamic())
638
+ {
639
+ ioBody2.AddPositionStep((lambda * inInvMass2) * inWorldSpaceAxis);
640
+ ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
641
+ }
642
+ return true;
643
+ }
644
+
645
+ return false;
646
+ }
647
+
648
+ /// Override total lagrange multiplier, can be used to set the initial value for warm starting
649
+ inline void SetTotalLambda(float inLambda)
650
+ {
651
+ mTotalLambda = inLambda;
652
+ }
653
+
654
+ /// Return lagrange multiplier
655
+ inline float GetTotalLambda() const
656
+ {
657
+ return mTotalLambda;
658
+ }
659
+
660
+ /// Save state of this constraint part
661
+ void SaveState(StateRecorder &inStream) const
662
+ {
663
+ inStream.Write(mTotalLambda);
664
+ }
665
+
666
+ /// Restore state of this constraint part
667
+ void RestoreState(StateRecorder &inStream)
668
+ {
669
+ inStream.Read(mTotalLambda);
670
+ }
671
+
672
+ private:
673
+ Float3 mR1PlusUxAxis;
674
+ Float3 mR2xAxis;
675
+ Float3 mInvI1_R1PlusUxAxis;
676
+ Float3 mInvI2_R2xAxis;
677
+ float mEffectiveMass = 0.0f;
678
+ SpringPart mSpringPart;
679
+ float mTotalLambda = 0.0f;
680
+ };
681
+
682
+ JPH_NAMESPACE_END