@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 +1,283 @@
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 rotation around all axis so that only translation is allowed
13
+ ///
14
+ /// Based on: "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.5.1
15
+ ///
16
+ /// Constraint equation (eq 129):
17
+ ///
18
+ /// \f[C = \begin{bmatrix}\Delta\theta_x, \Delta\theta_y, \Delta\theta_z\end{bmatrix}\f]
19
+ ///
20
+ /// Jacobian (eq 131):
21
+ ///
22
+ /// \f[J = \begin{bmatrix}0 & -E & 0 & E\end{bmatrix}\f]
23
+ ///
24
+ /// Used terms (here and below, everything in world space):\n
25
+ /// delta_theta_* = difference in rotation between initial rotation of bodies 1 and 2.\n
26
+ /// x1, x2 = center of mass for the bodies.\n
27
+ /// v = [v1, w1, v2, w2].\n
28
+ /// v1, v2 = linear velocity of body 1 and 2.\n
29
+ /// w1, w2 = angular velocity of body 1 and 2.\n
30
+ /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
31
+ /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
32
+ /// b = velocity bias.\n
33
+ /// \f$\beta\f$ = baumgarte constant.\n
34
+ /// E = identity matrix.\n
35
+ class RotationEulerConstraintPart
36
+ {
37
+ private:
38
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
39
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
40
+ {
41
+ // Apply impulse if delta is not zero
42
+ if (inLambda != Vec3::sZero())
43
+ {
44
+ // Calculate velocity change due to constraint
45
+ //
46
+ // Impulse:
47
+ // P = J^T lambda
48
+ //
49
+ // Euler velocity integration:
50
+ // v' = v + M^-1 P
51
+ if (ioBody1.IsDynamic())
52
+ ioBody1.GetMotionProperties()->SubAngularVelocityStep(mInvI1.Multiply3x3(inLambda));
53
+ if (ioBody2.IsDynamic())
54
+ ioBody2.GetMotionProperties()->AddAngularVelocityStep(mInvI2.Multiply3x3(inLambda));
55
+ return true;
56
+ }
57
+
58
+ return false;
59
+ }
60
+
61
+ public:
62
+ /// Return inverse of initial rotation from body 1 to body 2 in body 1 space
63
+ static Quat sGetInvInitialOrientation(const Body &inBody1, const Body &inBody2)
64
+ {
65
+ // q20 = q10 r0
66
+ // <=> r0 = q10^-1 q20
67
+ // <=> r0^-1 = q20^-1 q10
68
+ //
69
+ // where:
70
+ //
71
+ // q20 = initial orientation of body 2
72
+ // q10 = initial orientation of body 1
73
+ // r0 = initial rotation from body 1 to body 2
74
+ return inBody2.GetRotation().Conjugated() * inBody1.GetRotation();
75
+ }
76
+
77
+ /// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
78
+ /// @param inAxisX1 Reference axis X for body 1
79
+ /// @param inAxisY1 Reference axis Y for body 1
80
+ /// @param inAxisX2 Reference axis X for body 2
81
+ /// @param inAxisY2 Reference axis Y for body 2
82
+ static Quat sGetInvInitialOrientationXY(Vec3Arg inAxisX1, Vec3Arg inAxisY1, Vec3Arg inAxisX2, Vec3Arg inAxisY2)
83
+ {
84
+ // Store inverse of initial rotation from body 1 to body 2 in body 1 space:
85
+ //
86
+ // q20 = q10 r0
87
+ // <=> r0 = q10^-1 q20
88
+ // <=> r0^-1 = q20^-1 q10
89
+ //
90
+ // where:
91
+ //
92
+ // q10, q20 = world space initial orientation of body 1 and 2
93
+ // r0 = initial rotation from body 1 to body 2 in local space of body 1
94
+ //
95
+ // We can also write this in terms of the constraint matrices:
96
+ //
97
+ // q20 c2 = q10 c1
98
+ // <=> q20 = q10 c1 c2^-1
99
+ // => r0 = c1 c2^-1
100
+ // <=> r0^-1 = c2 c1^-1
101
+ //
102
+ // where:
103
+ //
104
+ // c1, c2 = matrix that takes us from body 1 and 2 COM to constraint space 1 and 2
105
+ if (inAxisX1 == inAxisX2 && inAxisY1 == inAxisY2)
106
+ {
107
+ // Axis are the same -> identity transform
108
+ return Quat::sIdentity();
109
+ }
110
+ else
111
+ {
112
+ Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisY1, 0), Vec4(inAxisX1.Cross(inAxisY1), 0), Vec4(0, 0, 0, 1));
113
+ Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisY2, 0), Vec4(inAxisX2.Cross(inAxisY2), 0), Vec4(0, 0, 0, 1));
114
+ return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
115
+ }
116
+ }
117
+
118
+ /// @brief Return inverse of initial rotation from body 1 to body 2 in body 1 space
119
+ /// @param inAxisX1 Reference axis X for body 1
120
+ /// @param inAxisZ1 Reference axis Z for body 1
121
+ /// @param inAxisX2 Reference axis X for body 2
122
+ /// @param inAxisZ2 Reference axis Z for body 2
123
+ static Quat sGetInvInitialOrientationXZ(Vec3Arg inAxisX1, Vec3Arg inAxisZ1, Vec3Arg inAxisX2, Vec3Arg inAxisZ2)
124
+ {
125
+ // See comment at sGetInvInitialOrientationXY
126
+ if (inAxisX1 == inAxisX2 && inAxisZ1 == inAxisZ2)
127
+ {
128
+ return Quat::sIdentity();
129
+ }
130
+ else
131
+ {
132
+ Mat44 constraint1(Vec4(inAxisX1, 0), Vec4(inAxisZ1.Cross(inAxisX1), 0), Vec4(inAxisZ1, 0), Vec4(0, 0, 0, 1));
133
+ Mat44 constraint2(Vec4(inAxisX2, 0), Vec4(inAxisZ2.Cross(inAxisX2), 0), Vec4(inAxisZ2, 0), Vec4(0, 0, 0, 1));
134
+ return constraint2.GetQuaternion() * constraint1.GetQuaternion().Conjugated();
135
+ }
136
+ }
137
+
138
+ /// Calculate properties used during the functions below
139
+ inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, const Body &inBody2, Mat44Arg inRotation2)
140
+ {
141
+ // Calculate properties used during constraint solving
142
+ mInvI1 = inBody1.IsDynamic()? inBody1.GetMotionProperties()->GetInverseInertiaForRotation(inRotation1) : Mat44::sZero();
143
+ mInvI2 = inBody2.IsDynamic()? inBody2.GetMotionProperties()->GetInverseInertiaForRotation(inRotation2) : Mat44::sZero();
144
+
145
+ // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
146
+ Mat44 inertia_sum = mInvI1 + mInvI2;
147
+ if (!mEffectiveMass.SetInversed3x3(inertia_sum))
148
+ {
149
+ // If a column is zero, the axis is locked and we set the column to identity.
150
+ // This does not matter because any impulse will always be multiplied with mInvI1 or mInvI2 which will result in zero for the locked coordinate.
151
+ Vec4 zero = Vec4::sZero();
152
+ if (inertia_sum.GetColumn4(0) == zero)
153
+ inertia_sum.SetColumn4(0, Vec4(1, 0, 0, 0));
154
+ if (inertia_sum.GetColumn4(1) == zero)
155
+ inertia_sum.SetColumn4(1, Vec4(0, 1, 0, 0));
156
+ if (inertia_sum.GetColumn4(2) == zero)
157
+ inertia_sum.SetColumn4(2, Vec4(0, 0, 1, 0));
158
+ if (!mEffectiveMass.SetInversed3x3(inertia_sum))
159
+ Deactivate();
160
+ }
161
+ }
162
+
163
+ /// Deactivate this constraint
164
+ inline void Deactivate()
165
+ {
166
+ mEffectiveMass = Mat44::sZero();
167
+ mTotalLambda = Vec3::sZero();
168
+ }
169
+
170
+ /// Check if constraint is active
171
+ inline bool IsActive() const
172
+ {
173
+ return mEffectiveMass(3, 3) != 0.0f;
174
+ }
175
+
176
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
177
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
178
+ {
179
+ mTotalLambda *= inWarmStartImpulseRatio;
180
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
181
+ }
182
+
183
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
184
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
185
+ {
186
+ // Calculate lagrange multiplier:
187
+ //
188
+ // lambda = -K^-1 (J v + b)
189
+ Vec3 lambda = mEffectiveMass.Multiply3x3(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity());
190
+ mTotalLambda += lambda;
191
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
192
+ }
193
+
194
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
195
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inInvInitialOrientation, float inBaumgarte) const
196
+ {
197
+ // Calculate difference in rotation
198
+ //
199
+ // The rotation should be:
200
+ //
201
+ // q2 = q1 r0
202
+ //
203
+ // But because of drift the actual rotation is
204
+ //
205
+ // q2 = diff q1 r0
206
+ // <=> diff = q2 r0^-1 q1^-1
207
+ //
208
+ // Where:
209
+ // q1 = current rotation of body 1
210
+ // q2 = current rotation of body 2
211
+ // diff = error that needs to be reduced to zero
212
+ Quat diff = ioBody2.GetRotation() * inInvInitialOrientation * ioBody1.GetRotation().Conjugated();
213
+
214
+ // A quaternion can be seen as:
215
+ //
216
+ // q = [sin(theta / 2) * v, cos(theta/2)]
217
+ //
218
+ // Where:
219
+ // v = rotation vector
220
+ // theta = rotation angle
221
+ //
222
+ // If we assume theta is small (error is small) then sin(x) = x so an approximation of the error angles is:
223
+ Vec3 error = 2.0f * diff.EnsureWPositive().GetXYZ();
224
+ if (error != Vec3::sZero())
225
+ {
226
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
227
+ //
228
+ // lambda = -K^-1 * beta / dt * C
229
+ //
230
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
231
+ Vec3 lambda = -inBaumgarte * mEffectiveMass * error;
232
+
233
+ // Directly integrate velocity change for one time step
234
+ //
235
+ // Euler velocity integration:
236
+ // dv = M^-1 P
237
+ //
238
+ // Impulse:
239
+ // P = J^T lambda
240
+ //
241
+ // Euler position integration:
242
+ // x' = x + dv * dt
243
+ //
244
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
245
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
246
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
247
+ // integrate + a position integrate and then discard the velocity change.
248
+ if (ioBody1.IsDynamic())
249
+ ioBody1.SubRotationStep(mInvI1.Multiply3x3(lambda));
250
+ if (ioBody2.IsDynamic())
251
+ ioBody2.AddRotationStep(mInvI2.Multiply3x3(lambda));
252
+ return true;
253
+ }
254
+
255
+ return false;
256
+ }
257
+
258
+ /// Return lagrange multiplier
259
+ Vec3 GetTotalLambda() const
260
+ {
261
+ return mTotalLambda;
262
+ }
263
+
264
+ /// Save state of this constraint part
265
+ void SaveState(StateRecorder &inStream) const
266
+ {
267
+ inStream.Write(mTotalLambda);
268
+ }
269
+
270
+ /// Restore state of this constraint part
271
+ void RestoreState(StateRecorder &inStream)
272
+ {
273
+ inStream.Read(mTotalLambda);
274
+ }
275
+
276
+ private:
277
+ Mat44 mInvI1;
278
+ Mat44 mInvI2;
279
+ Mat44 mEffectiveMass;
280
+ Vec3 mTotalLambda { Vec3::sZero() };
281
+ };
282
+
283
+ JPH_NAMESPACE_END
@@ -0,0 +1,246 @@
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
+ /// Quaternion based constraint that constrains rotation around all axis so that only translation is allowed.
13
+ ///
14
+ /// NOTE: This constraint part is more expensive than the RotationEulerConstraintPart and slightly more correct since
15
+ /// RotationEulerConstraintPart::SolvePositionConstraint contains an approximation. In practice the difference
16
+ /// is small, so the RotationEulerConstraintPart is probably the better choice.
17
+ ///
18
+ /// Rotation is fixed between bodies like this:
19
+ ///
20
+ /// q2 = q1 r0
21
+ ///
22
+ /// Where:
23
+ /// q1, q2 = world space quaternions representing rotation of body 1 and 2.
24
+ /// r0 = initial rotation between bodies in local space of body 1, this can be calculated by:
25
+ ///
26
+ /// q20 = q10 r0
27
+ /// <=> r0 = q10^* q20
28
+ ///
29
+ /// Where:
30
+ /// q10, q20 = initial world space rotations of body 1 and 2.
31
+ /// q10^* = conjugate of quaternion q10 (which is the same as the inverse for a unit quaternion)
32
+ ///
33
+ /// We exclusively use the conjugate below:
34
+ ///
35
+ /// r0^* = q20^* q10
36
+ ///
37
+ /// The error in the rotation is (in local space of body 1):
38
+ ///
39
+ /// q2 = q1 error r0
40
+ /// <=> error = q1^* q2 r0^*
41
+ ///
42
+ /// The imaginary part of the quaternion represents the rotation axis * sin(angle / 2). The real part of the quaternion
43
+ /// does not add any additional information (we know the quaternion in normalized) and we're removing 3 degrees of freedom
44
+ /// so we want 3 parameters. Therefore we define the constraint equation like:
45
+ ///
46
+ /// C = A q1^* q2 r0^* = 0
47
+ ///
48
+ /// Where (if you write a quaternion as [real-part, i-part, j-part, k-part]):
49
+ ///
50
+ /// [0, 1, 0, 0]
51
+ /// A = [0, 0, 1, 0]
52
+ /// [0, 0, 0, 1]
53
+ ///
54
+ /// or in our case since we store a quaternion like [i-part, j-part, k-part, real-part]:
55
+ ///
56
+ /// [1, 0, 0, 0]
57
+ /// A = [0, 1, 0, 0]
58
+ /// [0, 0, 1, 0]
59
+ ///
60
+ /// Time derivative:
61
+ ///
62
+ /// d/dt C = A (q1^* d/dt(q2) + d/dt(q1^*) q2) r0^*
63
+ /// = A (q1^* (1/2 W2 q2) + (1/2 W1 q1)^* q2) r0^*
64
+ /// = 1/2 A (q1^* W2 q2 + q1^* W1^* q2) r0^*
65
+ /// = 1/2 A (q1^* W2 q2 - q1^* W1 * q2) r0^*
66
+ /// = 1/2 A ML(q1^*) MR(q2 r0^*) (W2 - W1)
67
+ /// = 1/2 A ML(q1^*) MR(q2 r0^*) A^T (w2 - w1)
68
+ ///
69
+ /// Where:
70
+ /// W1 = [0, w1], W2 = [0, w2] (converting angular velocity to imaginary part of quaternion).
71
+ /// w1, w2 = angular velocity of body 1 and 2.
72
+ /// d/dt(q) = 1/2 W q (time derivative of a quaternion).
73
+ /// W^* = -W (conjugate negates angular velocity as quaternion).
74
+ /// ML(q): 4x4 matrix so that q * p = ML(q) * p, where q and p are quaternions.
75
+ /// MR(p): 4x4 matrix so that q * p = MR(p) * q, where q and p are quaternions.
76
+ /// A^T: Transpose of A.
77
+ ///
78
+ /// Jacobian:
79
+ ///
80
+ /// J = [0, -1/2 A ML(q1^*) MR(q2 r0^*) A^T, 0, 1/2 A ML(q1^*) MR(q2 r0^*) A^T]
81
+ /// = [0, -JP, 0, JP]
82
+ ///
83
+ /// Suggested reading:
84
+ /// - 3D Constraint Derivations for Impulse Solvers - Marijn Tamis
85
+ /// - Game Physics Pearls - Section 9 - Quaternion Based Constraints - Claude Lacoursiere
86
+ class RotationQuatConstraintPart
87
+ {
88
+ private:
89
+ /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
90
+ JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
91
+ {
92
+ // Apply impulse if delta is not zero
93
+ if (inLambda != Vec3::sZero())
94
+ {
95
+ // Calculate velocity change due to constraint
96
+ //
97
+ // Impulse:
98
+ // P = J^T lambda
99
+ //
100
+ // Euler velocity integration:
101
+ // v' = v + M^-1 P
102
+ if (ioBody1.IsDynamic())
103
+ ioBody1.GetMotionProperties()->SubAngularVelocityStep(mInvI1_JPT.Multiply3x3(inLambda));
104
+ if (ioBody2.IsDynamic())
105
+ ioBody2.GetMotionProperties()->AddAngularVelocityStep(mInvI2_JPT.Multiply3x3(inLambda));
106
+ return true;
107
+ }
108
+
109
+ return false;
110
+ }
111
+
112
+ public:
113
+ /// Return inverse of initial rotation from body 1 to body 2 in body 1 space
114
+ static Quat sGetInvInitialOrientation(const Body &inBody1, const Body &inBody2)
115
+ {
116
+ // q20 = q10 r0
117
+ // <=> r0 = q10^-1 q20
118
+ // <=> r0^-1 = q20^-1 q10
119
+ //
120
+ // where:
121
+ //
122
+ // q20 = initial orientation of body 2
123
+ // q10 = initial orientation of body 1
124
+ // r0 = initial rotation from body 1 to body 2
125
+ return inBody2.GetRotation().Conjugated() * inBody1.GetRotation();
126
+ }
127
+
128
+ /// Calculate properties used during the functions below
129
+ inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, const Body &inBody2, Mat44Arg inRotation2, QuatArg inInvInitialOrientation)
130
+ {
131
+ // Calculate: JP = 1/2 A ML(q1^*) MR(q2 r0^*) A^T
132
+ Mat44 jp = (Mat44::sQuatLeftMultiply(0.5f * inBody1.GetRotation().Conjugated()) * Mat44::sQuatRightMultiply(inBody2.GetRotation() * inInvInitialOrientation)).GetRotationSafe();
133
+
134
+ // Calculate properties used during constraint solving
135
+ Mat44 inv_i1 = inBody1.IsDynamic()? inBody1.GetMotionProperties()->GetInverseInertiaForRotation(inRotation1) : Mat44::sZero();
136
+ Mat44 inv_i2 = inBody2.IsDynamic()? inBody2.GetMotionProperties()->GetInverseInertiaForRotation(inRotation2) : Mat44::sZero();
137
+ mInvI1_JPT = inv_i1.Multiply3x3RightTransposed(jp);
138
+ mInvI2_JPT = inv_i2.Multiply3x3RightTransposed(jp);
139
+
140
+ // Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
141
+ // = (JP * I1^-1 * JP^T + JP * I2^-1 * JP^T)^-1
142
+ // = (JP * (I1^-1 + I2^-1) * JP^T)^-1
143
+ if (!mEffectiveMass.SetInversed3x3(jp.Multiply3x3(inv_i1 + inv_i2).Multiply3x3RightTransposed(jp)))
144
+ Deactivate();
145
+ else
146
+ mEffectiveMass_JP = mEffectiveMass.Multiply3x3(jp);
147
+ }
148
+
149
+ /// Deactivate this constraint
150
+ inline void Deactivate()
151
+ {
152
+ mEffectiveMass = Mat44::sZero();
153
+ mEffectiveMass_JP = Mat44::sZero();
154
+ mTotalLambda = Vec3::sZero();
155
+ }
156
+
157
+ /// Check if constraint is active
158
+ inline bool IsActive() const
159
+ {
160
+ return mEffectiveMass(3, 3) != 0.0f;
161
+ }
162
+
163
+ /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
164
+ inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
165
+ {
166
+ mTotalLambda *= inWarmStartImpulseRatio;
167
+ ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
168
+ }
169
+
170
+ /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
171
+ inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
172
+ {
173
+ // Calculate lagrange multiplier:
174
+ //
175
+ // lambda = -K^-1 (J v + b)
176
+ Vec3 lambda = mEffectiveMass_JP.Multiply3x3(ioBody1.GetAngularVelocity() - ioBody2.GetAngularVelocity());
177
+ mTotalLambda += lambda;
178
+ return ApplyVelocityStep(ioBody1, ioBody2, lambda);
179
+ }
180
+
181
+ /// Iteratively update the position constraint. Makes sure C(...) = 0.
182
+ inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, QuatArg inInvInitialOrientation, float inBaumgarte) const
183
+ {
184
+ // Calculate constraint equation
185
+ Vec3 c = (ioBody1.GetRotation().Conjugated() * ioBody2.GetRotation() * inInvInitialOrientation).GetXYZ();
186
+ if (c != Vec3::sZero())
187
+ {
188
+ // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
189
+ //
190
+ // lambda = -K^-1 * beta / dt * C
191
+ //
192
+ // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
193
+ Vec3 lambda = -inBaumgarte * mEffectiveMass * c;
194
+
195
+ // Directly integrate velocity change for one time step
196
+ //
197
+ // Euler velocity integration:
198
+ // dv = M^-1 P
199
+ //
200
+ // Impulse:
201
+ // P = J^T lambda
202
+ //
203
+ // Euler position integration:
204
+ // x' = x + dv * dt
205
+ //
206
+ // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
207
+ // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
208
+ // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
209
+ // integrate + a position integrate and then discard the velocity change.
210
+ if (ioBody1.IsDynamic())
211
+ ioBody1.SubRotationStep(mInvI1_JPT.Multiply3x3(lambda));
212
+ if (ioBody2.IsDynamic())
213
+ ioBody2.AddRotationStep(mInvI2_JPT.Multiply3x3(lambda));
214
+ return true;
215
+ }
216
+
217
+ return false;
218
+ }
219
+
220
+ /// Return lagrange multiplier
221
+ Vec3 GetTotalLambda() const
222
+ {
223
+ return mTotalLambda;
224
+ }
225
+
226
+ /// Save state of this constraint part
227
+ void SaveState(StateRecorder &inStream) const
228
+ {
229
+ inStream.Write(mTotalLambda);
230
+ }
231
+
232
+ /// Restore state of this constraint part
233
+ void RestoreState(StateRecorder &inStream)
234
+ {
235
+ inStream.Read(mTotalLambda);
236
+ }
237
+
238
+ private:
239
+ Mat44 mInvI1_JPT;
240
+ Mat44 mInvI2_JPT;
241
+ Mat44 mEffectiveMass;
242
+ Mat44 mEffectiveMass_JP;
243
+ Vec3 mTotalLambda { Vec3::sZero() };
244
+ };
245
+
246
+ JPH_NAMESPACE_END