@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 +1,276 @@
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/StateRecorder.h>
9
+ #include <Jolt/Math/Vector.h>
10
+ #include <Jolt/Math/Matrix.h>
11
+
12
+ JPH_NAMESPACE_BEGIN
13
+
14
+ /**
15
+ Constrains movement on 2 axis
16
+
17
+ @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.3.1
18
+
19
+ Constraint equation (eq 51):
20
+
21
+ \f[C = \begin{bmatrix} (p_2 - p_1) \cdot n_1 \\ (p_2 - p_1) \cdot n_2\end{bmatrix}\f]
22
+
23
+ Jacobian (transposed) (eq 55):
24
+
25
+ \f[J^T = \begin{bmatrix}
26
+ -n_1 & -n_2 \\
27
+ -(r_1 + u) \times n_1 & -(r_1 + u) \times n_2 \\
28
+ n_1 & n_2 \\
29
+ r_2 \times n_1 & r_2 \times n_2
30
+ \end{bmatrix}\f]
31
+
32
+ Used terms (here and below, everything in world space):\n
33
+ n1, n2 = constraint axis (normalized).\n
34
+ p1, p2 = constraint points.\n
35
+ r1 = p1 - x1.\n
36
+ r2 = p2 - x2.\n
37
+ u = x2 + r2 - x1 - r1 = p2 - p1.\n
38
+ x1, x2 = center of mass for the bodies.\n
39
+ v = [v1, w1, v2, w2].\n
40
+ v1, v2 = linear velocity of body 1 and 2.\n
41
+ w1, w2 = angular velocity of body 1 and 2.\n
42
+ M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
43
+ \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
44
+ b = velocity bias.\n
45
+ \f$\beta\f$ = baumgarte constant.
46
+ **/
47
+ class DualAxisConstraintPart
48
+ {
49
+ public:
50
+ using Vec2 = Vector<2>;
51
+ using Mat22 = Matrix<2, 2>;
52
+
53
+ private:
54
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
55
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, const Vec2 &inLambda) const
56
+ {
57
+ // Apply impulse if delta is not zero
58
+ if (!inLambda.IsZero())
59
+ {
60
+ // Calculate velocity change due to constraint
61
+ //
62
+ // Impulse:
63
+ // P = J^T lambda
64
+ //
65
+ // Euler velocity integration:
66
+ // v' = v + M^-1 P
67
+ Vec3 impulse = inN1 * inLambda[0] + inN2 * inLambda[1];
68
+ if (ioBody1.IsDynamic())
69
+ {
70
+ MotionProperties *mp1 = ioBody1.GetMotionProperties();
71
+ mp1->SubLinearVelocityStep(mp1->GetInverseMass() * impulse);
72
+ mp1->SubAngularVelocityStep(mInvI1_R1PlusUxN1 * inLambda[0] + mInvI1_R1PlusUxN2 * inLambda[1]);
73
+ }
74
+ if (ioBody2.IsDynamic())
75
+ {
76
+ MotionProperties *mp2 = ioBody2.GetMotionProperties();
77
+ mp2->AddLinearVelocityStep(mp2->GetInverseMass() * impulse);
78
+ mp2->AddAngularVelocityStep(mInvI2_R2xN1 * inLambda[0] + mInvI2_R2xN2 * inLambda[1]);
79
+ }
80
+ return true;
81
+ }
82
+
83
+ return false;
84
+ }
85
+
86
+ /// Internal helper function to calculate the lagrange multiplier
87
+ inline void CalculateLagrangeMultiplier(const Body &inBody1, const Body &inBody2, Vec3Arg inN1, Vec3Arg inN2, Vec2 &outLambda) const
88
+ {
89
+ // Calculate lagrange multiplier:
90
+ //
91
+ // lambda = -K^-1 (J v + b)
92
+ Vec3 delta_lin = inBody1.GetLinearVelocity() - inBody2.GetLinearVelocity();
93
+ Vec2 jv;
94
+ jv[0] = inN1.Dot(delta_lin) + mR1PlusUxN1.Dot(inBody1.GetAngularVelocity()) - mR2xN1.Dot(inBody2.GetAngularVelocity());
95
+ jv[1] = inN2.Dot(delta_lin) + mR1PlusUxN2.Dot(inBody1.GetAngularVelocity()) - mR2xN2.Dot(inBody2.GetAngularVelocity());
96
+ outLambda = mEffectiveMass * jv;
97
+ }
98
+
99
+ public:
100
+ /// Calculate properties used during the functions below
101
+ /// All input vectors are in world space
102
+ inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, Vec3Arg inR1PlusU, const Body &inBody2, Mat44Arg inRotation2, Vec3Arg inR2, Vec3Arg inN1, Vec3Arg inN2)
103
+ {
104
+ JPH_ASSERT(inN1.IsNormalized(1.0e-5f));
105
+ JPH_ASSERT(inN2.IsNormalized(1.0e-5f));
106
+
107
+ // Calculate properties used during constraint solving
108
+ mR1PlusUxN1 = inR1PlusU.Cross(inN1);
109
+ mR1PlusUxN2 = inR1PlusU.Cross(inN2);
110
+ mR2xN1 = inR2.Cross(inN1);
111
+ mR2xN2 = inR2.Cross(inN2);
112
+
113
+ // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1, eq 59
114
+ Mat22 inv_effective_mass;
115
+ if (inBody1.IsDynamic())
116
+ {
117
+ const MotionProperties *mp1 = inBody1.GetMotionProperties();
118
+ Mat44 inv_i1 = mp1->GetInverseInertiaForRotation(inRotation1);
119
+ mInvI1_R1PlusUxN1 = inv_i1.Multiply3x3(mR1PlusUxN1);
120
+ mInvI1_R1PlusUxN2 = inv_i1.Multiply3x3(mR1PlusUxN2);
121
+
122
+ inv_effective_mass(0, 0) = mp1->GetInverseMass() + mR1PlusUxN1.Dot(mInvI1_R1PlusUxN1);
123
+ inv_effective_mass(0, 1) = mR1PlusUxN1.Dot(mInvI1_R1PlusUxN2);
124
+ inv_effective_mass(1, 0) = mR1PlusUxN2.Dot(mInvI1_R1PlusUxN1);
125
+ inv_effective_mass(1, 1) = mp1->GetInverseMass() + mR1PlusUxN2.Dot(mInvI1_R1PlusUxN2);
126
+ }
127
+ else
128
+ {
129
+ JPH_IF_DEBUG(mInvI1_R1PlusUxN1 = Vec3::sNaN();)
130
+ JPH_IF_DEBUG(mInvI1_R1PlusUxN2 = Vec3::sNaN();)
131
+
132
+ inv_effective_mass = Mat22::sZero();
133
+ }
134
+
135
+ if (inBody2.IsDynamic())
136
+ {
137
+ const MotionProperties *mp2 = inBody2.GetMotionProperties();
138
+ Mat44 inv_i2 = mp2->GetInverseInertiaForRotation(inRotation2);
139
+ mInvI2_R2xN1 = inv_i2.Multiply3x3(mR2xN1);
140
+ mInvI2_R2xN2 = inv_i2.Multiply3x3(mR2xN2);
141
+
142
+ inv_effective_mass(0, 0) += mp2->GetInverseMass() + mR2xN1.Dot(mInvI2_R2xN1);
143
+ inv_effective_mass(0, 1) += mR2xN1.Dot(mInvI2_R2xN2);
144
+ inv_effective_mass(1, 0) += mR2xN2.Dot(mInvI2_R2xN1);
145
+ inv_effective_mass(1, 1) += mp2->GetInverseMass() + mR2xN2.Dot(mInvI2_R2xN2);
146
+ }
147
+ else
148
+ {
149
+ JPH_IF_DEBUG(mInvI2_R2xN1 = Vec3::sNaN();)
150
+ JPH_IF_DEBUG(mInvI2_R2xN2 = Vec3::sNaN();)
151
+ }
152
+
153
+ if (!mEffectiveMass.SetInversed(inv_effective_mass))
154
+ Deactivate();
155
+ }
156
+
157
+ /// Deactivate this constraint
158
+ inline void Deactivate()
159
+ {
160
+ mEffectiveMass.SetZero();
161
+ mTotalLambda.SetZero();
162
+ }
163
+
164
+ /// Check if constraint is active
165
+ inline bool IsActive() const
166
+ {
167
+ return !mEffectiveMass.IsZero();
168
+ }
169
+
170
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
171
+ /// All input vectors are in world space
172
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inWarmStartImpulseRatio)
173
+ {
174
+ mTotalLambda *= inWarmStartImpulseRatio;
175
+ ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, mTotalLambda);
176
+ }
177
+
178
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
179
+ /// All input vectors are in world space
180
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2)
181
+ {
182
+ Vec2 lambda;
183
+ CalculateLagrangeMultiplier(ioBody1, ioBody2, inN1, inN2, lambda);
184
+
185
+ // Store accumulated lambda
186
+ mTotalLambda += lambda;
187
+
188
+ return ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, lambda);
189
+ }
190
+
191
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
192
+ /// All input vectors are in world space
193
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inU, Vec3Arg inN1, Vec3Arg inN2, float inBaumgarte) const
194
+ {
195
+ Vec2 c;
196
+ c[0] = inU.Dot(inN1);
197
+ c[1] = inU.Dot(inN2);
198
+ if (!c.IsZero())
199
+ {
200
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
201
+ //
202
+ // lambda = -K^-1 * beta / dt * C
203
+ //
204
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
205
+ Vec2 lambda = -inBaumgarte * (mEffectiveMass * c);
206
+
207
+ // Directly integrate velocity change for one time step
208
+ //
209
+ // Euler velocity integration:
210
+ // dv = M^-1 P
211
+ //
212
+ // Impulse:
213
+ // P = J^T lambda
214
+ //
215
+ // Euler position integration:
216
+ // x' = x + dv * dt
217
+ //
218
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
219
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
220
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
221
+ // integrate + a position integrate and then discard the velocity change.
222
+ Vec3 impulse = inN1 * lambda[0] + inN2 * lambda[1];
223
+ if (ioBody1.IsDynamic())
224
+ {
225
+ ioBody1.SubPositionStep(ioBody1.GetMotionProperties()->GetInverseMass() * impulse);
226
+ ioBody1.SubRotationStep(mInvI1_R1PlusUxN1 * lambda[0] + mInvI1_R1PlusUxN2 * lambda[1]);
227
+ }
228
+ if (ioBody2.IsDynamic())
229
+ {
230
+ ioBody2.AddPositionStep(ioBody2.GetMotionProperties()->GetInverseMass() * impulse);
231
+ ioBody2.AddRotationStep(mInvI2_R2xN1 * lambda[0] + mInvI2_R2xN2 * lambda[1]);
232
+ }
233
+ return true;
234
+ }
235
+
236
+ return false;
237
+ }
238
+
239
+ /// Override total lagrange multiplier, can be used to set the initial value for warm starting
240
+ inline void SetTotalLambda(const Vec2 &inLambda)
241
+ {
242
+ mTotalLambda = inLambda;
243
+ }
244
+
245
+ /// Return lagrange multiplier
246
+ inline const Vec2 & GetTotalLambda() const
247
+ {
248
+ return mTotalLambda;
249
+ }
250
+
251
+ /// Save state of this constraint part
252
+ void SaveState(StateRecorder &inStream) const
253
+ {
254
+ inStream.Write(mTotalLambda);
255
+ }
256
+
257
+ /// Restore state of this constraint part
258
+ void RestoreState(StateRecorder &inStream)
259
+ {
260
+ inStream.Read(mTotalLambda);
261
+ }
262
+
263
+ private:
264
+ Vec3 mR1PlusUxN1;
265
+ Vec3 mR1PlusUxN2;
266
+ Vec3 mR2xN1;
267
+ Vec3 mR2xN2;
268
+ Vec3 mInvI1_R1PlusUxN1;
269
+ Vec3 mInvI1_R1PlusUxN2;
270
+ Vec3 mInvI2_R2xN1;
271
+ Vec3 mInvI2_R2xN2;
272
+ Mat22 mEffectiveMass;
273
+ Vec2 mTotalLambda { Vec2::sZero() };
274
+ };
275
+
276
+ JPH_NAMESPACE_END
@@ -0,0 +1,195 @@
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/StateRecorder.h>
9
+
10
+ JPH_NAMESPACE_BEGIN
11
+
12
+ /// Constraint that constrains two rotations using a gear (rotating in opposite direction)
13
+ ///
14
+ /// Constraint equation:
15
+ ///
16
+ /// C = Rotation1(t) + r Rotation2(t)
17
+ ///
18
+ /// Derivative:
19
+ ///
20
+ /// d/dt C = 0
21
+ /// <=> w1 . a + r w2 . b = 0
22
+ ///
23
+ /// Jacobian:
24
+ ///
25
+ /// \f[J = \begin{bmatrix}0 & a^T & 0 & r b^T\end{bmatrix}\f]
26
+ ///
27
+ /// Used terms (here and below, everything in world space):\n
28
+ /// a = axis around which body 1 rotates (normalized).\n
29
+ /// b = axis along which body 2 slides (normalized).\n
30
+ /// Rotation1(t) = rotation around a of body 1.\n
31
+ /// Rotation2(t) = rotation around b of body 2.\n
32
+ /// r = ratio between rotation for body 1 and 2.\n
33
+ /// v = [v1, w1, v2, w2].\n
34
+ /// v1, v2 = linear velocity of body 1 and 2.\n
35
+ /// w1, w2 = angular velocity of body 1 and 2.\n
36
+ /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
37
+ /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
38
+ /// \f$\beta\f$ = baumgarte constant.
39
+ class GearConstraintPart
40
+ {
41
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
42
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, float inLambda) const
43
+ {
44
+ // Apply impulse if delta is not zero
45
+ if (inLambda != 0.0f)
46
+ {
47
+ // Calculate velocity change due to constraint
48
+ //
49
+ // Impulse:
50
+ // P = J^T lambda
51
+ //
52
+ // Euler velocity integration:
53
+ // v' = v + M^-1 P
54
+ ioBody1.GetMotionProperties()->AddAngularVelocityStep(inLambda * mInvI1_A);
55
+ ioBody2.GetMotionProperties()->AddAngularVelocityStep(inLambda * mInvI2_B);
56
+ return true;
57
+ }
58
+
59
+ return false;
60
+ }
61
+
62
+ public:
63
+ /// Calculate properties used during the functions below
64
+ /// @param inBody1 The first body that this constraint is attached to
65
+ /// @param inBody2 The second body that this constraint is attached to
66
+ /// @param inWorldSpaceHingeAxis1 The axis around which body 1 rotates
67
+ /// @param inWorldSpaceHingeAxis2 The axis around which body 2 rotates
68
+ /// @param inRatio The ratio between rotation and translation
69
+ inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inWorldSpaceHingeAxis1, const Body &inBody2, Vec3Arg inWorldSpaceHingeAxis2, float inRatio)
70
+ {
71
+ JPH_ASSERT(inWorldSpaceHingeAxis1.IsNormalized(1.0e-4f));
72
+ JPH_ASSERT(inWorldSpaceHingeAxis2.IsNormalized(1.0e-4f));
73
+
74
+ // Calculate: I1^-1 a
75
+ mInvI1_A = inBody1.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), inWorldSpaceHingeAxis1);
76
+
77
+ // Calculate: I2^-1 b
78
+ mInvI2_B = inBody2.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), inWorldSpaceHingeAxis2);
79
+
80
+ // K^-1 = 1 / (J M^-1 J^T) = 1 / (a^T I1^-1 a + r^2 * b^T I2^-1 b)
81
+ float inv_effective_mass = (inWorldSpaceHingeAxis1.Dot(mInvI1_A) + inWorldSpaceHingeAxis2.Dot(mInvI2_B) * Square(inRatio));
82
+ if (inv_effective_mass == 0.0f)
83
+ Deactivate();
84
+ else
85
+ mEffectiveMass = 1.0f / inv_effective_mass;
86
+ }
87
+
88
+ /// Deactivate this constraint
89
+ inline void Deactivate()
90
+ {
91
+ mEffectiveMass = 0.0f;
92
+ mTotalLambda = 0.0f;
93
+ }
94
+
95
+ /// Check if constraint is active
96
+ inline bool IsActive() const
97
+ {
98
+ return mEffectiveMass != 0.0f;
99
+ }
100
+
101
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
102
+ /// @param ioBody1 The first body that this constraint is attached to
103
+ /// @param ioBody2 The second body that this constraint is attached to
104
+ /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
105
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
106
+ {
107
+ mTotalLambda *= inWarmStartImpulseRatio;
108
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
109
+ }
110
+
111
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
112
+ /// @param ioBody1 The first body that this constraint is attached to
113
+ /// @param ioBody2 The second body that this constraint is attached to
114
+ /// @param inWorldSpaceHingeAxis1 The axis around which body 1 rotates
115
+ /// @param inWorldSpaceHingeAxis2 The axis around which body 2 rotates
116
+ /// @param inRatio The ratio between rotation and translation
117
+ inline bool SolveVelocityConstraint(Body &ioBody1, Vec3Arg inWorldSpaceHingeAxis1, Body &ioBody2, Vec3Arg inWorldSpaceHingeAxis2, float inRatio)
118
+ {
119
+ // Lagrange multiplier is:
120
+ //
121
+ // lambda = -K^-1 (J v + b)
122
+ float lambda = -mEffectiveMass * (inWorldSpaceHingeAxis1.Dot(ioBody1.GetAngularVelocity()) + inRatio * inWorldSpaceHingeAxis2.Dot(ioBody2.GetAngularVelocity()));
123
+ mTotalLambda += lambda; // Store accumulated impulse
124
+
125
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
126
+ }
127
+
128
+ /// Return lagrange multiplier
129
+ float GetTotalLambda() const
130
+ {
131
+ return mTotalLambda;
132
+ }
133
+
134
+ /// Iteratively update the position constraint. Makes sure C(...) == 0.
135
+ /// @param ioBody1 The first body that this constraint is attached to
136
+ /// @param ioBody2 The second body that this constraint is attached to
137
+ /// @param inC Value of the constraint equation (C)
138
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
139
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
140
+ {
141
+ // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
142
+ if (inC != 0.0f)
143
+ {
144
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
145
+ //
146
+ // lambda = -K^-1 * beta / dt * C
147
+ //
148
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
149
+ float lambda = -mEffectiveMass * inBaumgarte * inC;
150
+
151
+ // Directly integrate velocity change for one time step
152
+ //
153
+ // Euler velocity integration:
154
+ // dv = M^-1 P
155
+ //
156
+ // Impulse:
157
+ // P = J^T lambda
158
+ //
159
+ // Euler position integration:
160
+ // x' = x + dv * dt
161
+ //
162
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
163
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
164
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
165
+ // integrate + a position integrate and then discard the velocity change.
166
+ if (ioBody1.IsDynamic())
167
+ ioBody1.AddRotationStep(lambda * mInvI1_A);
168
+ if (ioBody2.IsDynamic())
169
+ ioBody2.AddRotationStep(lambda * mInvI2_B);
170
+ return true;
171
+ }
172
+
173
+ return false;
174
+ }
175
+
176
+ /// Save state of this constraint part
177
+ void SaveState(StateRecorder &inStream) const
178
+ {
179
+ inStream.Write(mTotalLambda);
180
+ }
181
+
182
+ /// Restore state of this constraint part
183
+ void RestoreState(StateRecorder &inStream)
184
+ {
185
+ inStream.Read(mTotalLambda);
186
+ }
187
+
188
+ private:
189
+ Vec3 mInvI1_A;
190
+ Vec3 mInvI2_B;
191
+ float mEffectiveMass = 0.0f;
192
+ float mTotalLambda = 0.0f;
193
+ };
194
+
195
+ JPH_NAMESPACE_END
@@ -0,0 +1,222 @@
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/StateRecorder.h>
9
+ #include <Jolt/Math/Vector.h>
10
+ #include <Jolt/Math/Matrix.h>
11
+
12
+ JPH_NAMESPACE_BEGIN
13
+
14
+ /**
15
+ Constrains rotation around 2 axis so that it only allows rotation around 1 axis
16
+
17
+ Based on: "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.4.1
18
+
19
+ Constraint equation (eq 87):
20
+
21
+ \f[C = \begin{bmatrix}a_1 \cdot b_2 \\ a_1 \cdot c_2\end{bmatrix}\f]
22
+
23
+ Jacobian (eq 90):
24
+
25
+ \f[J = \begin{bmatrix}
26
+ 0 & -b_2 \times a_1 & 0 & b_2 \times a_1 \\
27
+ 0 & -c_2 \times a_1 & 0 & c2 \times a_1
28
+ \end{bmatrix}\f]
29
+
30
+ Used terms (here and below, everything in world space):\n
31
+ a1 = hinge axis on body 1.\n
32
+ b2, c2 = axis perpendicular to hinge axis on body 2.\n
33
+ x1, x2 = center of mass for the bodies.\n
34
+ v = [v1, w1, v2, w2].\n
35
+ v1, v2 = linear velocity of body 1 and 2.\n
36
+ w1, w2 = angular velocity of body 1 and 2.\n
37
+ M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
38
+ \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
39
+ b = velocity bias.\n
40
+ \f$\beta\f$ = baumgarte constant.\n
41
+ E = identity matrix.
42
+ **/
43
+ class HingeRotationConstraintPart
44
+ {
45
+ public:
46
+ using Vec2 = Vector<2>;
47
+ using Mat22 = Matrix<2, 2>;
48
+
49
+ private:
50
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
51
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, const Vec2 &inLambda) const
52
+ {
53
+ // Apply impulse if delta is not zero
54
+ if (!inLambda.IsZero())
55
+ {
56
+ // Calculate velocity change due to constraint
57
+ //
58
+ // Impulse:
59
+ // P = J^T lambda
60
+ //
61
+ // Euler velocity integration:
62
+ // v' = v + M^-1 P
63
+ Vec3 impulse = mB2xA1 * inLambda[0] + mC2xA1 * inLambda[1];
64
+ if (ioBody1.IsDynamic())
65
+ ioBody1.GetMotionProperties()->SubAngularVelocityStep(mInvI1.Multiply3x3(impulse));
66
+ if (ioBody2.IsDynamic())
67
+ ioBody2.GetMotionProperties()->AddAngularVelocityStep(mInvI2.Multiply3x3(impulse));
68
+ return true;
69
+ }
70
+
71
+ return false;
72
+ }
73
+
74
+ public:
75
+ /// Calculate properties used during the functions below
76
+ inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, Vec3Arg inWorldSpaceHingeAxis1, const Body &inBody2, Mat44Arg inRotation2, Vec3Arg inWorldSpaceHingeAxis2)
77
+ {
78
+ JPH_ASSERT(inWorldSpaceHingeAxis1.IsNormalized(1.0e-5f));
79
+ JPH_ASSERT(inWorldSpaceHingeAxis2.IsNormalized(1.0e-5f));
80
+
81
+ // Calculate hinge axis in world space
82
+ mA1 = inWorldSpaceHingeAxis1;
83
+ Vec3 a2 = inWorldSpaceHingeAxis2;
84
+ float dot = mA1.Dot(a2);
85
+ if (dot <= 1.0e-3f)
86
+ {
87
+ // World space axes are more than 90 degrees apart, get a perpendicular vector in the plane formed by mA1 and a2 as hinge axis until the rotation is less than 90 degrees
88
+ Vec3 perp = a2 - dot * mA1;
89
+ if (perp.LengthSq() < 1.0e-6f)
90
+ {
91
+ // mA1 ~ -a2, take random perpendicular
92
+ perp = mA1.GetNormalizedPerpendicular();
93
+ }
94
+
95
+ // Blend in a little bit from mA1 so we're less than 90 degrees apart
96
+ a2 = (0.99f * perp.Normalized() + 0.01f * mA1).Normalized();
97
+ }
98
+ mB2 = a2.GetNormalizedPerpendicular();
99
+ mC2 = a2.Cross(mB2);
100
+
101
+ // Calculate properties used during constraint solving
102
+ mInvI1 = inBody1.IsDynamic()? inBody1.GetMotionProperties()->GetInverseInertiaForRotation(inRotation1) : Mat44::sZero();
103
+ mInvI2 = inBody2.IsDynamic()? inBody2.GetMotionProperties()->GetInverseInertiaForRotation(inRotation2) : Mat44::sZero();
104
+ mB2xA1 = mB2.Cross(mA1);
105
+ mC2xA1 = mC2.Cross(mA1);
106
+
107
+ // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
108
+ Mat44 summed_inv_inertia = mInvI1 + mInvI2;
109
+ Mat22 inv_effective_mass;
110
+ inv_effective_mass(0, 0) = mB2xA1.Dot(summed_inv_inertia.Multiply3x3(mB2xA1));
111
+ inv_effective_mass(0, 1) = mB2xA1.Dot(summed_inv_inertia.Multiply3x3(mC2xA1));
112
+ inv_effective_mass(1, 0) = mC2xA1.Dot(summed_inv_inertia.Multiply3x3(mB2xA1));
113
+ inv_effective_mass(1, 1) = mC2xA1.Dot(summed_inv_inertia.Multiply3x3(mC2xA1));
114
+ if (!mEffectiveMass.SetInversed(inv_effective_mass))
115
+ Deactivate();
116
+ }
117
+
118
+ /// Deactivate this constraint
119
+ inline void Deactivate()
120
+ {
121
+ mEffectiveMass.SetZero();
122
+ mTotalLambda.SetZero();
123
+ }
124
+
125
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
126
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
127
+ {
128
+ mTotalLambda *= inWarmStartImpulseRatio;
129
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
130
+ }
131
+
132
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
133
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
134
+ {
135
+ // Calculate lagrange multiplier:
136
+ //
137
+ // lambda = -K^-1 (J v + b)
138
+ Vec3 delta_ang = ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity();
139
+ Vec2 jv;
140
+ jv[0] = mB2xA1.Dot(delta_ang);
141
+ jv[1] = mC2xA1.Dot(delta_ang);
142
+ Vec2 lambda = mEffectiveMass * jv;
143
+
144
+ // Store accumulated lambda
145
+ mTotalLambda += lambda;
146
+
147
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
148
+ }
149
+
150
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
151
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inBaumgarte) const
152
+ {
153
+ // Constraint needs Axis of body 1 perpendicular to both B and C from body 2 (which are both perpendicular to the Axis of body 2)
154
+ Vec2 c;
155
+ c[0] = mA1.Dot(mB2);
156
+ c[1] = mA1.Dot(mC2);
157
+ if (!c.IsZero())
158
+ {
159
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
160
+ //
161
+ // lambda = -K^-1 * beta / dt * C
162
+ //
163
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
164
+ Vec2 lambda = -inBaumgarte * (mEffectiveMass * c);
165
+
166
+ // Directly integrate velocity change for one time step
167
+ //
168
+ // Euler velocity integration:
169
+ // dv = M^-1 P
170
+ //
171
+ // Impulse:
172
+ // P = J^T lambda
173
+ //
174
+ // Euler position integration:
175
+ // x' = x + dv * dt
176
+ //
177
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
178
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
179
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
180
+ // integrate + a position integrate and then discard the velocity change.
181
+ Vec3 impulse = mB2xA1 * lambda[0] + mC2xA1 * lambda[1];
182
+ if (ioBody1.IsDynamic())
183
+ ioBody1.SubRotationStep(mInvI1.Multiply3x3(impulse));
184
+ if (ioBody2.IsDynamic())
185
+ ioBody2.AddRotationStep(mInvI2.Multiply3x3(impulse));
186
+ return true;
187
+ }
188
+
189
+ return false;
190
+ }
191
+
192
+ /// Return lagrange multiplier
193
+ const Vec2 & GetTotalLambda() const
194
+ {
195
+ return mTotalLambda;
196
+ }
197
+
198
+ /// Save state of this constraint part
199
+ void SaveState(StateRecorder &inStream) const
200
+ {
201
+ inStream.Write(mTotalLambda);
202
+ }
203
+
204
+ /// Restore state of this constraint part
205
+ void RestoreState(StateRecorder &inStream)
206
+ {
207
+ inStream.Read(mTotalLambda);
208
+ }
209
+
210
+ private:
211
+ Vec3 mA1; ///< World space hinge axis for body 1
212
+ Vec3 mB2; ///< World space perpendiculars of hinge axis for body 2
213
+ Vec3 mC2;
214
+ Mat44 mInvI1;
215
+ Mat44 mInvI2;
216
+ Vec3 mB2xA1;
217
+ Vec3 mC2xA1;
218
+ Mat22 mEffectiveMass;
219
+ Vec2 mTotalLambda { Vec2::sZero() };
220
+ };
221
+
222
+ JPH_NAMESPACE_END