@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 +1,246 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2022 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 part to an AxisConstraintPart but both bodies have an independent axis on which the force is applied.
13
+ ///
14
+ /// Constraint equation:
15
+ ///
16
+ /// \f[C = (x_1 + r_1 - f_1) . n_1 + r (x_2 + r_2 - f_2) \cdot n_2\f]
17
+ ///
18
+ /// Calculating the Jacobian:
19
+ ///
20
+ /// \f[dC/dt = (v_1 + w_1 \times r_1) \cdot n_1 + (x_1 + r_1 - f_1) \cdot d n_1/dt + r (v_2 + w_2 \times r_2) \cdot n_2 + r (x_2 + r_2 - f_2) \cdot d n_2/dt\f]
21
+ ///
22
+ /// Assuming that d n1/dt and d n2/dt are small this becomes:
23
+ ///
24
+ /// \f[(v_1 + w_1 \times r_1) \cdot n_1 + r (v_2 + w_2 \times r_2) \cdot n_2\f]
25
+ /// \f[= v_1 \cdot n_1 + r_1 \times n_1 \cdot w_1 + r v_2 \cdot n_2 + r r_2 \times n_2 \cdot w_2\f]
26
+ ///
27
+ /// Jacobian:
28
+ ///
29
+ /// \f[J = \begin{bmatrix}n_1 & r_1 \times n_1 & r n_2 & r r_2 \times n_2\end{bmatrix}\f]
30
+ ///
31
+ /// Effective mass:
32
+ ///
33
+ /// \f[K = m_1^{-1} + r_1 \times n_1 I_1^{-1} r_1 \times n_1 + r^2 m_2^{-1} + r^2 r_2 \times n_2 I_2^{-1} r_2 \times n_2\f]
34
+ ///
35
+ /// Used terms (here and below, everything in world space):\n
36
+ /// n1 = (x1 + r1 - f1) / |x1 + r1 - f1|, axis along which the force is applied for body 1\n
37
+ /// n2 = (x2 + r2 - f2) / |x2 + r2 - f2|, axis along which the force is applied for body 2\n
38
+ /// r = ratio how forces are applied between bodies.\n
39
+ /// x1, x2 = center of mass for the bodies.\n
40
+ /// v = [v1, w1, v2, w2].\n
41
+ /// v1, v2 = linear velocity of body 1 and 2.\n
42
+ /// w1, w2 = angular velocity of body 1 and 2.\n
43
+ /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
44
+ /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
45
+ /// b = velocity bias.\n
46
+ /// \f$\beta\f$ = baumgarte constant.
47
+ class IndependentAxisConstraintPart
48
+ {
49
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
50
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inLambda) const
51
+ {
52
+ // Apply impulse if delta is not zero
53
+ if (inLambda != 0.0f)
54
+ {
55
+ // Calculate velocity change due to constraint
56
+ //
57
+ // Impulse:
58
+ // P = J^T lambda
59
+ //
60
+ // Euler velocity integration:
61
+ // v' = v + M^-1 P
62
+ if (ioBody1.IsDynamic())
63
+ {
64
+ MotionProperties *mp1 = ioBody1.GetMotionProperties();
65
+ mp1->AddLinearVelocityStep((mp1->GetInverseMass() * inLambda) * inN1);
66
+ mp1->AddAngularVelocityStep(mInvI1_R1xN1 * inLambda);
67
+ }
68
+ if (ioBody2.IsDynamic())
69
+ {
70
+ MotionProperties *mp2 = ioBody2.GetMotionProperties();
71
+ mp2->AddLinearVelocityStep((inRatio * mp2->GetInverseMass() * inLambda) * inN2);
72
+ mp2->AddAngularVelocityStep(mInvI2_RatioR2xN2 * inLambda);
73
+ }
74
+ return true;
75
+ }
76
+
77
+ return false;
78
+ }
79
+
80
+ public:
81
+ /// Calculate properties used during the functions below
82
+ /// @param inBody1 The first body that this constraint is attached to
83
+ /// @param inBody2 The second body that this constraint is attached to
84
+ /// @param inR1 The position on which the constraint operates on body 1 relative to COM
85
+ /// @param inN1 The world space normal in which the constraint operates for body 1
86
+ /// @param inR2 The position on which the constraint operates on body 1 relative to COM
87
+ /// @param inN2 The world space normal in which the constraint operates for body 2
88
+ /// @param inRatio The ratio how forces are applied between bodies
89
+ inline void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inR1, Vec3Arg inN1, Vec3Arg inR2, Vec3Arg inN2, float inRatio)
90
+ {
91
+ JPH_ASSERT(inN1.IsNormalized(1.0e-4f) && inN2.IsNormalized(1.0e-4f));
92
+
93
+ float inv_effective_mass = 0.0f;
94
+
95
+ if (!inBody1.IsStatic())
96
+ {
97
+ const MotionProperties *mp1 = inBody1.GetMotionProperties();
98
+
99
+ mR1xN1 = inR1.Cross(inN1);
100
+ mInvI1_R1xN1 = mp1->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), mR1xN1);
101
+
102
+ inv_effective_mass += mp1->GetInverseMass() + mInvI1_R1xN1.Dot(mR1xN1);
103
+ }
104
+
105
+ if (!inBody2.IsStatic())
106
+ {
107
+ const MotionProperties *mp2 = inBody2.GetMotionProperties();
108
+
109
+ mRatioR2xN2 = inRatio * inR2.Cross(inN2);
110
+ mInvI2_RatioR2xN2 = mp2->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), mRatioR2xN2);
111
+
112
+ inv_effective_mass += Square(inRatio) * mp2->GetInverseMass() + mInvI2_RatioR2xN2.Dot(mRatioR2xN2);
113
+ }
114
+
115
+ // Calculate inverse effective mass: K = J M^-1 J^T
116
+ if (inv_effective_mass == 0.0f)
117
+ Deactivate();
118
+ else
119
+ mEffectiveMass = 1.0f / inv_effective_mass;
120
+ }
121
+
122
+ /// Deactivate this constraint
123
+ inline void Deactivate()
124
+ {
125
+ mEffectiveMass = 0.0f;
126
+ mTotalLambda = 0.0f;
127
+ }
128
+
129
+ /// Check if constraint is active
130
+ inline bool IsActive() const
131
+ {
132
+ return mEffectiveMass != 0.0f;
133
+ }
134
+
135
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
136
+ /// @param ioBody1 The first body that this constraint is attached to
137
+ /// @param ioBody2 The second body that this constraint is attached to
138
+ /// @param inN1 The world space normal in which the constraint operates for body 1
139
+ /// @param inN2 The world space normal in which the constraint operates for body 2
140
+ /// @param inRatio The ratio how forces are applied between bodies
141
+ /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
142
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inWarmStartImpulseRatio)
143
+ {
144
+ mTotalLambda *= inWarmStartImpulseRatio;
145
+ ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, mTotalLambda);
146
+ }
147
+
148
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
149
+ /// @param ioBody1 The first body that this constraint is attached to
150
+ /// @param ioBody2 The second body that this constraint is attached to
151
+ /// @param inN1 The world space normal in which the constraint operates for body 1
152
+ /// @param inN2 The world space normal in which the constraint operates for body 2
153
+ /// @param inRatio The ratio how forces are applied between bodies
154
+ /// @param inMinLambda Minimum angular impulse to apply (N m s)
155
+ /// @param inMaxLambda Maximum angular impulse to apply (N m s)
156
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inMinLambda, float inMaxLambda)
157
+ {
158
+ // Lagrange multiplier is:
159
+ //
160
+ // lambda = -K^-1 (J v + b)
161
+ float lambda = -mEffectiveMass * (inN1.Dot(ioBody1.GetLinearVelocity()) + mR1xN1.Dot(ioBody1.GetAngularVelocity()) + inRatio * inN2.Dot(ioBody2.GetLinearVelocity()) + mRatioR2xN2.Dot(ioBody2.GetAngularVelocity()));
162
+ float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse
163
+ lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply
164
+ mTotalLambda = new_lambda; // Store accumulated impulse
165
+
166
+ return ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, lambda);
167
+ }
168
+
169
+ /// Return lagrange multiplier
170
+ float GetTotalLambda() const
171
+ {
172
+ return mTotalLambda;
173
+ }
174
+
175
+ /// Iteratively update the position constraint. Makes sure C(...) == 0.
176
+ /// @param ioBody1 The first body that this constraint is attached to
177
+ /// @param ioBody2 The second body that this constraint is attached to
178
+ /// @param inN1 The world space normal in which the constraint operates for body 1
179
+ /// @param inN2 The world space normal in which the constraint operates for body 2
180
+ /// @param inRatio The ratio how forces are applied between bodies
181
+ /// @param inC Value of the constraint equation (C)
182
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
183
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inC, float inBaumgarte) const
184
+ {
185
+ if (inC != 0.0f)
186
+ {
187
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
188
+ //
189
+ // lambda = -K^-1 * beta / dt * C
190
+ //
191
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
192
+ float lambda = -mEffectiveMass * inBaumgarte * inC;
193
+
194
+ // Directly integrate velocity change for one time step
195
+ //
196
+ // Euler velocity integration:
197
+ // dv = M^-1 P
198
+ //
199
+ // Impulse:
200
+ // P = J^T lambda
201
+ //
202
+ // Euler position integration:
203
+ // x' = x + dv * dt
204
+ //
205
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
206
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
207
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
208
+ // integrate + a position integrate and then discard the velocity change.
209
+ if (ioBody1.IsDynamic())
210
+ {
211
+ ioBody1.AddPositionStep((lambda * ioBody1.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN1);
212
+ ioBody1.AddRotationStep(lambda * mInvI1_R1xN1);
213
+ }
214
+ if (ioBody2.IsDynamic())
215
+ {
216
+ ioBody2.AddPositionStep((lambda * inRatio * ioBody2.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN2);
217
+ ioBody2.AddRotationStep(lambda * mInvI2_RatioR2xN2);
218
+ }
219
+ return true;
220
+ }
221
+
222
+ return false;
223
+ }
224
+
225
+ /// Save state of this constraint part
226
+ void SaveState(StateRecorder &inStream) const
227
+ {
228
+ inStream.Write(mTotalLambda);
229
+ }
230
+
231
+ /// Restore state of this constraint part
232
+ void RestoreState(StateRecorder &inStream)
233
+ {
234
+ inStream.Read(mTotalLambda);
235
+ }
236
+
237
+ private:
238
+ Vec3 mR1xN1;
239
+ Vec3 mInvI1_R1xN1;
240
+ Vec3 mRatioR2xN2;
241
+ Vec3 mInvI2_RatioR2xN2;
242
+ float mEffectiveMass = 0.0f;
243
+ float mTotalLambda = 0.0f;
244
+ };
245
+
246
+ JPH_NAMESPACE_END
@@ -0,0 +1,239 @@
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
+ /// Constrains movement along 3 axis
13
+ ///
14
+ /// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.2.1
15
+ ///
16
+ /// Constraint equation (eq 45):
17
+ ///
18
+ /// \f[C = p_2 - p_1\f]
19
+ ///
20
+ /// Jacobian (transposed) (eq 47):
21
+ ///
22
+ /// \f[J^T = \begin{bmatrix}-E & r1x & E & -r2x^T\end{bmatrix}
23
+ /// = \begin{bmatrix}-E^T \\ r1x^T \\ E^T \\ -r2x^T\end{bmatrix}
24
+ /// = \begin{bmatrix}-E \\ -r1x \\ E \\ r2x\end{bmatrix}\f]
25
+ ///
26
+ /// Used terms (here and below, everything in world space):\n
27
+ /// p1, p2 = constraint points.\n
28
+ /// r1 = p1 - x1.\n
29
+ /// r2 = p2 - x2.\n
30
+ /// r1x = 3x3 matrix for which r1x v = r1 x v (cross product).\n
31
+ /// x1, x2 = center of mass for the bodies.\n
32
+ /// v = [v1, w1, v2, w2].\n
33
+ /// v1, v2 = linear velocity of body 1 and 2.\n
34
+ /// w1, w2 = angular velocity of body 1 and 2.\n
35
+ /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
36
+ /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
37
+ /// b = velocity bias.\n
38
+ /// \f$\beta\f$ = baumgarte constant.\n
39
+ /// E = identity matrix.
40
+ class PointConstraintPart
41
+ {
42
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
43
+ {
44
+ // Apply impulse if delta is not zero
45
+ if (inLambda != Vec3::sZero())
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
+ if (ioBody1.IsDynamic())
55
+ {
56
+ MotionProperties *mp1 = ioBody1.GetMotionProperties();
57
+ mp1->SubLinearVelocityStep(mp1->GetInverseMass() * inLambda);
58
+ mp1->SubAngularVelocityStep(mInvI1_R1X * inLambda);
59
+ }
60
+ if (ioBody2.IsDynamic())
61
+ {
62
+ MotionProperties *mp2 = ioBody2.GetMotionProperties();
63
+ mp2->AddLinearVelocityStep(mp2->GetInverseMass() * inLambda);
64
+ mp2->AddAngularVelocityStep(mInvI2_R2X * inLambda);
65
+ }
66
+ return true;
67
+ }
68
+
69
+ return false;
70
+ }
71
+
72
+ public:
73
+ /// Calculate properties used during the functions below
74
+ /// @param inBody1 The first body that this constraint is attached to
75
+ /// @param inBody2 The second body that this constraint is attached to
76
+ /// @param inRotation1 The 3x3 rotation matrix for body 1 (translation part is ignored)
77
+ /// @param inRotation2 The 3x3 rotation matrix for body 2 (translation part is ignored)
78
+ /// @param inR1 Local space vector from center of mass to constraint point for body 1
79
+ /// @param inR2 Local space vector from center of mass to constraint point for body 2
80
+ inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, Vec3Arg inR1, const Body &inBody2, Mat44Arg inRotation2, Vec3Arg inR2)
81
+ {
82
+ // Positions where the point constraint acts on (middle point between center of masses) in world space
83
+ mR1 = inRotation1.Multiply3x3(inR1);
84
+ mR2 = inRotation2.Multiply3x3(inR2);
85
+
86
+ // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
87
+ // Using: I^-1 = R * Ibody^-1 * R^T
88
+ float summed_inv_mass;
89
+ Mat44 inv_effective_mass;
90
+ if (inBody1.IsDynamic())
91
+ {
92
+ const MotionProperties *mp1 = inBody1.GetMotionProperties();
93
+ Mat44 inv_i1 = mp1->GetInverseInertiaForRotation(inRotation1);
94
+ summed_inv_mass = mp1->GetInverseMass();
95
+
96
+ Mat44 r1x = Mat44::sCrossProduct(mR1);
97
+ mInvI1_R1X = inv_i1.Multiply3x3(r1x);
98
+ inv_effective_mass = r1x.Multiply3x3(inv_i1).Multiply3x3RightTransposed(r1x);
99
+ }
100
+ else
101
+ {
102
+ JPH_IF_DEBUG(mInvI1_R1X = Mat44::sNaN();)
103
+
104
+ summed_inv_mass = 0.0f;
105
+ inv_effective_mass = Mat44::sZero();
106
+ }
107
+
108
+ if (inBody2.IsDynamic())
109
+ {
110
+ const MotionProperties *mp2 = inBody2.GetMotionProperties();
111
+ Mat44 inv_i2 = mp2->GetInverseInertiaForRotation(inRotation2);
112
+ summed_inv_mass += mp2->GetInverseMass();
113
+
114
+ Mat44 r2x = Mat44::sCrossProduct(mR2);
115
+ mInvI2_R2X = inv_i2.Multiply3x3(r2x);
116
+ inv_effective_mass += r2x.Multiply3x3(inv_i2).Multiply3x3RightTransposed(r2x);
117
+ }
118
+ else
119
+ {
120
+ JPH_IF_DEBUG(mInvI2_R2X = Mat44::sNaN();)
121
+ }
122
+
123
+ inv_effective_mass += Mat44::sScale(summed_inv_mass);
124
+ if (!mEffectiveMass.SetInversed3x3(inv_effective_mass))
125
+ Deactivate();
126
+ }
127
+
128
+ /// Deactivate this constraint
129
+ inline void Deactivate()
130
+ {
131
+ mEffectiveMass = Mat44::sZero();
132
+ mTotalLambda = Vec3::sZero();
133
+ }
134
+
135
+ /// Check if constraint is active
136
+ inline bool IsActive() const
137
+ {
138
+ return mEffectiveMass(3, 3) != 0.0f;
139
+ }
140
+
141
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
142
+ /// @param ioBody1 The first body that this constraint is attached to
143
+ /// @param ioBody2 The second body that this constraint is attached to
144
+ /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
145
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
146
+ {
147
+ mTotalLambda *= inWarmStartImpulseRatio;
148
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
149
+ }
150
+
151
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
152
+ /// @param ioBody1 The first body that this constraint is attached to
153
+ /// @param ioBody2 The second body that this constraint is attached to
154
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
155
+ {
156
+ // Calculate lagrange multiplier:
157
+ //
158
+ // lambda = -K^-1 (J v + b)
159
+ Vec3 lambda = mEffectiveMass * (ioBody1.GetLinearVelocity() - mR1.Cross(ioBody1.GetAngularVelocity()) - ioBody2.GetLinearVelocity() + mR2.Cross(ioBody2.GetAngularVelocity()));
160
+ mTotalLambda += lambda; // Store accumulated lambda
161
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
162
+ }
163
+
164
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
165
+ /// @param ioBody1 The first body that this constraint is attached to
166
+ /// @param ioBody2 The second body that this constraint is attached to
167
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
168
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inBaumgarte) const
169
+ {
170
+ Vec3 separation = (Vec3(ioBody2.GetCenterOfMassPosition() - ioBody1.GetCenterOfMassPosition()) + mR2 - mR1);
171
+ if (separation != Vec3::sZero())
172
+ {
173
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
174
+ //
175
+ // lambda = -K^-1 * beta / dt * C
176
+ //
177
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
178
+ Vec3 lambda = mEffectiveMass * -inBaumgarte * separation;
179
+
180
+ // Directly integrate velocity change for one time step
181
+ //
182
+ // Euler velocity integration:
183
+ // dv = M^-1 P
184
+ //
185
+ // Impulse:
186
+ // P = J^T lambda
187
+ //
188
+ // Euler position integration:
189
+ // x' = x + dv * dt
190
+ //
191
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
192
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
193
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
194
+ // integrate + a position integrate and then discard the velocity change.
195
+ if (ioBody1.IsDynamic())
196
+ {
197
+ ioBody1.SubPositionStep(ioBody1.GetMotionProperties()->GetInverseMass() * lambda);
198
+ ioBody1.SubRotationStep(mInvI1_R1X * lambda);
199
+ }
200
+ if (ioBody2.IsDynamic())
201
+ {
202
+ ioBody2.AddPositionStep(ioBody2.GetMotionProperties()->GetInverseMass() * lambda);
203
+ ioBody2.AddRotationStep(mInvI2_R2X * lambda);
204
+ }
205
+
206
+ return true;
207
+ }
208
+
209
+ return false;
210
+ }
211
+
212
+ /// Return lagrange multiplier
213
+ Vec3 GetTotalLambda() const
214
+ {
215
+ return mTotalLambda;
216
+ }
217
+
218
+ /// Save state of this constraint part
219
+ void SaveState(StateRecorder &inStream) const
220
+ {
221
+ inStream.Write(mTotalLambda);
222
+ }
223
+
224
+ /// Restore state of this constraint part
225
+ void RestoreState(StateRecorder &inStream)
226
+ {
227
+ inStream.Read(mTotalLambda);
228
+ }
229
+
230
+ private:
231
+ Vec3 mR1;
232
+ Vec3 mR2;
233
+ Mat44 mInvI1_R1X;
234
+ Mat44 mInvI2_R2X;
235
+ Mat44 mEffectiveMass;
236
+ Vec3 mTotalLambda { Vec3::sZero() };
237
+ };
238
+
239
+ JPH_NAMESPACE_END
@@ -0,0 +1,196 @@
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 a rotation to a translation
13
+ ///
14
+ /// Constraint equation:
15
+ ///
16
+ /// C = Theta(t) - r d(t)
17
+ ///
18
+ /// Derivative:
19
+ ///
20
+ /// d/dt C = 0
21
+ /// <=> w1 . a - r v2 . b = 0
22
+ ///
23
+ /// Jacobian:
24
+ ///
25
+ /// \f[J = \begin{bmatrix}0 & a^T & -r b^T & 0\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
+ /// Theta(t) = rotation around a of body 1.\n
31
+ /// d(t) = distance body 2 slides.\n
32
+ /// r = ratio between rotation and translation.\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 RackAndPinionConstraintPart
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()->SubLinearVelocityStep(inLambda * mRatio_InvM2_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 inWorldSpaceHingeAxis The axis around which body 1 rotates
67
+ /// @param inWorldSpaceSliderAxis The axis along which body 2 slides
68
+ /// @param inRatio The ratio between rotation and translation
69
+ inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inWorldSpaceHingeAxis, const Body &inBody2, Vec3Arg inWorldSpaceSliderAxis, float inRatio)
70
+ {
71
+ JPH_ASSERT(inWorldSpaceHingeAxis.IsNormalized(1.0e-4f));
72
+ JPH_ASSERT(inWorldSpaceSliderAxis.IsNormalized(1.0e-4f));
73
+
74
+ // Calculate: I1^-1 a
75
+ mInvI1_A = inBody1.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), inWorldSpaceHingeAxis);
76
+
77
+ // Calculate: r/m2 b
78
+ float inv_m2 = inBody2.GetMotionProperties()->GetInverseMass();
79
+ mRatio_InvM2_B = inRatio * inv_m2 * inWorldSpaceSliderAxis;
80
+
81
+ // K^-1 = 1 / (J M^-1 J^T) = 1 / (a^T I1^-1 a + 1/m2 * r^2 * b . b)
82
+ float inv_effective_mass = (inWorldSpaceHingeAxis.Dot(mInvI1_A) + inv_m2 * Square(inRatio));
83
+ if (inv_effective_mass == 0.0f)
84
+ Deactivate();
85
+ else
86
+ mEffectiveMass = 1.0f / inv_effective_mass;
87
+ }
88
+
89
+ /// Deactivate this constraint
90
+ inline void Deactivate()
91
+ {
92
+ mEffectiveMass = 0.0f;
93
+ mTotalLambda = 0.0f;
94
+ }
95
+
96
+ /// Check if constraint is active
97
+ inline bool IsActive() const
98
+ {
99
+ return mEffectiveMass != 0.0f;
100
+ }
101
+
102
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
103
+ /// @param ioBody1 The first body that this constraint is attached to
104
+ /// @param ioBody2 The second body that this constraint is attached to
105
+ /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
106
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
107
+ {
108
+ mTotalLambda *= inWarmStartImpulseRatio;
109
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
110
+ }
111
+
112
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
113
+ /// @param ioBody1 The first body that this constraint is attached to
114
+ /// @param ioBody2 The second body that this constraint is attached to
115
+ /// @param inWorldSpaceHingeAxis The axis around which body 1 rotates
116
+ /// @param inWorldSpaceSliderAxis The axis along which body 2 slides
117
+ /// @param inRatio The ratio between rotation and translation
118
+ inline bool SolveVelocityConstraint(Body &ioBody1, Vec3Arg inWorldSpaceHingeAxis, Body &ioBody2, Vec3Arg inWorldSpaceSliderAxis, float inRatio)
119
+ {
120
+ // Lagrange multiplier is:
121
+ //
122
+ // lambda = -K^-1 (J v + b)
123
+ float lambda = mEffectiveMass * (inRatio * inWorldSpaceSliderAxis.Dot(ioBody2.GetLinearVelocity()) - inWorldSpaceHingeAxis.Dot(ioBody1.GetAngularVelocity()));
124
+ mTotalLambda += lambda; // Store accumulated impulse
125
+
126
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
127
+ }
128
+
129
+ /// Return lagrange multiplier
130
+ float GetTotalLambda() const
131
+ {
132
+ return mTotalLambda;
133
+ }
134
+
135
+ /// Iteratively update the position constraint. Makes sure C(...) == 0.
136
+ /// @param ioBody1 The first body that this constraint is attached to
137
+ /// @param ioBody2 The second body that this constraint is attached to
138
+ /// @param inC Value of the constraint equation (C)
139
+ /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
140
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
141
+ {
142
+ // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
143
+ if (inC != 0.0f)
144
+ {
145
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
146
+ //
147
+ // lambda = -K^-1 * beta / dt * C
148
+ //
149
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
150
+ float lambda = -mEffectiveMass * inBaumgarte * inC;
151
+
152
+ // Directly integrate velocity change for one time step
153
+ //
154
+ // Euler velocity integration:
155
+ // dv = M^-1 P
156
+ //
157
+ // Impulse:
158
+ // P = J^T lambda
159
+ //
160
+ // Euler position integration:
161
+ // x' = x + dv * dt
162
+ //
163
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
164
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
165
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
166
+ // integrate + a position integrate and then discard the velocity change.
167
+ if (ioBody1.IsDynamic())
168
+ ioBody1.AddRotationStep(lambda * mInvI1_A);
169
+ if (ioBody2.IsDynamic())
170
+ ioBody2.SubPositionStep(lambda * mRatio_InvM2_B);
171
+ return true;
172
+ }
173
+
174
+ return false;
175
+ }
176
+
177
+ /// Save state of this constraint part
178
+ void SaveState(StateRecorder &inStream) const
179
+ {
180
+ inStream.Write(mTotalLambda);
181
+ }
182
+
183
+ /// Restore state of this constraint part
184
+ void RestoreState(StateRecorder &inStream)
185
+ {
186
+ inStream.Read(mTotalLambda);
187
+ }
188
+
189
+ private:
190
+ Vec3 mInvI1_A;
191
+ Vec3 mRatio_InvM2_B;
192
+ float mEffectiveMass = 0.0f;
193
+ float mTotalLambda = 0.0f;
194
+ };
195
+
196
+ JPH_NAMESPACE_END