@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
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  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 +1,391 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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+ // SPDX-License-Identifier: MIT
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+
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+ #pragma once
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+
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+ #include <Jolt/Physics/Body/BodyInterface.h>
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+ #include <Jolt/Physics/Collision/NarrowPhaseQuery.h>
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+ #include <Jolt/Physics/Collision/ContactListener.h>
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+ #include <Jolt/Physics/Constraints/ContactConstraintManager.h>
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+ #include <Jolt/Physics/Constraints/ConstraintManager.h>
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+ #include <Jolt/Physics/IslandBuilder.h>
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+ #include <Jolt/Physics/LargeIslandSplitter.h>
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+ #include <Jolt/Physics/PhysicsUpdateContext.h>
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+ #include <Jolt/Physics/PhysicsSettings.h>
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+
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+ JPH_NAMESPACE_BEGIN
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+
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+ class JobSystem;
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+ class StateRecorder;
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+ class TempAllocator;
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+ class PhysicsStepListener;
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+ class SoftBodyContactListener;
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+ class SimShapeFilter;
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+
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+ /// The main class for the physics system. It contains all rigid bodies and simulates them.
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+ ///
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+ /// The main simulation is performed by the Update() call on multiple threads (if the JobSystem is configured to use them). Please refer to the general architecture overview in the Docs folder for more information.
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+ class JPH_EXPORT PhysicsSystem : public NonCopyable
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+ {
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+ public:
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+ JPH_OVERRIDE_NEW_DELETE
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+
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+ /// Constructor / Destructor
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+ PhysicsSystem() : mContactManager(mPhysicsSettings) JPH_IF_ENABLE_ASSERTS(, mConstraintManager(&mBodyManager)) { }
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+ ~PhysicsSystem();
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+
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+ /// The maximum value that can be passed to Init for inMaxBodies.
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+ static constexpr uint cMaxBodiesLimit = BodyID::cMaxBodyIndex + 1;
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+
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+ /// The maximum value that can be passed to Init for inMaxBodyPairs.
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+ /// Note you should really use a lower value, using this value will cost a lot of memory!
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+ /// On a 32 bit platform, you'll run out of memory way before you reach this limit.
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+ static constexpr uint cMaxBodyPairsLimit = ContactConstraintManager::cMaxBodyPairsLimit;
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+
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+ /// The maximum value that can be passed to Init for inMaxContactConstraints.
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+ /// Note you should really use a lower value, using this value will cost a lot of memory!
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+ /// On a 32 bit platform, you'll run out of memory way before you reach this limit.
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+ static constexpr uint cMaxContactConstraintsLimit = ContactConstraintManager::cMaxContactConstraintsLimit;
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+
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+ /// Initialize the system.
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+ /// @param inMaxBodies Maximum number of bodies to support.
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+ /// @param inNumBodyMutexes Number of body mutexes to use. Should be a power of 2 in the range [1, 64], use 0 to auto detect.
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+ /// @param inMaxBodyPairs Maximum amount of body pairs to process (anything else will fall through the world), this number should generally be much higher than the max amount of contact points as there will be lots of bodies close that are not actually touching.
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+ /// @param inMaxContactConstraints Maximum amount of contact constraints to process (anything else will fall through the world).
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+ /// @param inBroadPhaseLayerInterface Information on the mapping of object layers to broad phase layers. Since this is a virtual interface, the instance needs to stay alive during the lifetime of the PhysicsSystem.
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+ /// @param inObjectVsBroadPhaseLayerFilter Filter callback function that is used to determine if an object layer collides with a broad phase layer. Since this is a virtual interface, the instance needs to stay alive during the lifetime of the PhysicsSystem.
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+ /// @param inObjectLayerPairFilter Filter callback function that is used to determine if two object layers collide. Since this is a virtual interface, the instance needs to stay alive during the lifetime of the PhysicsSystem.
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+ void Init(uint inMaxBodies, uint inNumBodyMutexes, uint inMaxBodyPairs, uint inMaxContactConstraints, const BroadPhaseLayerInterface &inBroadPhaseLayerInterface, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter);
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+
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+ /// Listener that is notified whenever a body is activated/deactivated
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+ void SetBodyActivationListener(BodyActivationListener *inListener) { mBodyManager.SetBodyActivationListener(inListener); }
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+ BodyActivationListener * GetBodyActivationListener() const { return mBodyManager.GetBodyActivationListener(); }
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+
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+ /// Listener that is notified whenever a contact point between two bodies is added/updated/removed.
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+ /// You can't change contact listener during PhysicsSystem::Update but it can be changed at any other time.
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+ void SetContactListener(ContactListener *inListener) { mContactManager.SetContactListener(inListener); }
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+ ContactListener * GetContactListener() const { return mContactManager.GetContactListener(); }
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+
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+ /// Listener that is notified whenever a contact point between a soft body and another body
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+ void SetSoftBodyContactListener(SoftBodyContactListener *inListener) { mSoftBodyContactListener = inListener; }
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+ SoftBodyContactListener * GetSoftBodyContactListener() const { return mSoftBodyContactListener; }
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+
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+ /// Set the function that combines the friction of two bodies and returns it
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+ /// Default method is the geometric mean: sqrt(friction1 * friction2).
76
+ void SetCombineFriction(ContactConstraintManager::CombineFunction inCombineFriction) { mContactManager.SetCombineFriction(inCombineFriction); }
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+ ContactConstraintManager::CombineFunction GetCombineFriction() const { return mContactManager.GetCombineFriction(); }
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+
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+ /// Set the function that combines the restitution of two bodies and returns it
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+ /// Default method is max(restitution1, restitution1)
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+ void SetCombineRestitution(ContactConstraintManager::CombineFunction inCombineRestitution) { mContactManager.SetCombineRestitution(inCombineRestitution); }
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+ ContactConstraintManager::CombineFunction GetCombineRestitution() const { return mContactManager.GetCombineRestitution(); }
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+
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+ /// Set/get the shape filter that will be used during simulation. This can be used to exclude shapes within a body from colliding with each other.
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+ /// E.g. if you have a high detail and a low detail collision model, you can attach them to the same body in a StaticCompoundShape and use the ShapeFilter
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+ /// to exclude the high detail collision model when simulating and exclude the low detail collision model when casting rays. Note that in this case
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+ /// you would need to pass the inverse of inShapeFilter to the CastRay function. Pass a nullptr to disable the shape filter.
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+ /// The PhysicsSystem does not own the ShapeFilter, make sure it stays alive during the lifetime of the PhysicsSystem.
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+ void SetSimShapeFilter(const SimShapeFilter *inShapeFilter) { mSimShapeFilter = inShapeFilter; }
90
+ const SimShapeFilter * GetSimShapeFilter() const { return mSimShapeFilter; }
91
+
92
+ /// Advanced use only: This function is similar to CollisionDispatch::sCollideShapeVsShape but only used to collide bodies during simulation.
93
+ /// inBody1 The first body to collide.
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+ /// inBody2 The second body to collide.
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+ /// inCenterOfMassTransform1 The center of mass transform of the first body (note this will not be the actual world space position of the body, it will be made relative to some position so we can drop down to single precision).
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+ /// inCenterOfMassTransform2 The center of mass transform of the second body.
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+ /// ioCollideShapeSettings Settings that control the collision detection. Note that the implementation can freely overwrite the shape settings if needed, the caller provides a temporary that will not be used after the function returns.
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+ /// ioCollector The collector that will receive the contact points.
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+ /// inShapeFilter The shape filter that can be used to exclude shapes from colliding with each other.
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+ using SimCollideBodyVsBody = std::function<void(const Body &inBody1, const Body &inBody2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, CollideShapeSettings &ioCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter)>;
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+
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+ /// Advanced use only: Set the function that will be used to collide two bodies during simulation.
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+ /// This function is expected to eventually call CollideShapeCollector::AddHit all contact points between the shapes of body 1 and 2 in their given transforms.
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+ void SetSimCollideBodyVsBody(const SimCollideBodyVsBody &inBodyVsBody) { mSimCollideBodyVsBody = inBodyVsBody; }
105
+ const SimCollideBodyVsBody &GetSimCollideBodyVsBody() const { return mSimCollideBodyVsBody; }
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+
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+ /// Advanced use only: Default function that is used to collide two bodies during simulation.
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+ static void sDefaultSimCollideBodyVsBody(const Body &inBody1, const Body &inBody2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, CollideShapeSettings &ioCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter);
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+
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+ /// Control the main constants of the physics simulation
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+ void SetPhysicsSettings(const PhysicsSettings &inSettings) { mPhysicsSettings = inSettings; }
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+ const PhysicsSettings & GetPhysicsSettings() const { return mPhysicsSettings; }
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+
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+ /// Access to the body interface. This interface allows to to create / remove bodies and to change their properties.
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+ const BodyInterface & GetBodyInterface() const { return mBodyInterfaceLocking; }
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+ BodyInterface & GetBodyInterface() { return mBodyInterfaceLocking; }
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+ const BodyInterface & GetBodyInterfaceNoLock() const { return mBodyInterfaceNoLock; } ///< Version that does not lock the bodies, use with great care!
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+ BodyInterface & GetBodyInterfaceNoLock() { return mBodyInterfaceNoLock; } ///< Version that does not lock the bodies, use with great care!
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+
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+ /// Access to the broadphase interface that allows coarse collision queries
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+ const BroadPhaseQuery & GetBroadPhaseQuery() const { return *mBroadPhase; }
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+
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+ /// Interface that allows fine collision queries against first the broad phase and then the narrow phase.
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+ const NarrowPhaseQuery & GetNarrowPhaseQuery() const { return mNarrowPhaseQueryLocking; }
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+ const NarrowPhaseQuery & GetNarrowPhaseQueryNoLock() const { return mNarrowPhaseQueryNoLock; } ///< Version that does not lock the bodies, use with great care!
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+
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+ /// Add constraint to the world
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+ void AddConstraint(Constraint *inConstraint) { mConstraintManager.Add(&inConstraint, 1); }
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+
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+ /// Remove constraint from the world
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+ void RemoveConstraint(Constraint *inConstraint) { mConstraintManager.Remove(&inConstraint, 1); }
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+
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+ /// Batch add constraints.
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+ void AddConstraints(Constraint **inConstraints, int inNumber) { mConstraintManager.Add(inConstraints, inNumber); }
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+
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+ /// Batch remove constraints.
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+ void RemoveConstraints(Constraint **inConstraints, int inNumber) { mConstraintManager.Remove(inConstraints, inNumber); }
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+
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+ /// Get a list of all constraints
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+ Constraints GetConstraints() const { return mConstraintManager.GetConstraints(); }
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+
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+ /// Optimize the broadphase, needed only if you've added many bodies prior to calling Update() for the first time.
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+ /// Don't call this every frame as PhysicsSystem::Update spreads out the same work over multiple frames.
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+ /// If you add many bodies through BodyInterface::AddBodiesPrepare/AddBodiesFinalize and if the bodies in a batch are
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+ /// in a roughly unoccupied space (e.g. a new level section) then a call to OptimizeBroadPhase is also not needed
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+ /// as batch adding creates an efficient bounding volume hierarchy.
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+ /// Don't call this function while bodies are being modified from another thread or use the locking BodyInterface to modify bodies.
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+ void OptimizeBroadPhase();
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+
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+ /// Adds a new step listener
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+ void AddStepListener(PhysicsStepListener *inListener);
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+
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+ /// Removes a step listener
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+ void RemoveStepListener(PhysicsStepListener *inListener);
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+
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+ /// Simulate the system.
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+ /// The world steps for a total of inDeltaTime seconds. This is divided in inCollisionSteps iterations.
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+ /// Each iteration consists of collision detection followed by an integration step.
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+ /// This function internally spawns jobs using inJobSystem and waits for them to complete, so no jobs will be running when this function returns.
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+ /// The temp allocator is used, for example, to store the list of bodies that are in contact, how they form islands together
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+ /// and data to solve the contacts between bodies. At the end of the Update call, all allocated memory will have been freed.
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+ EPhysicsUpdateError Update(float inDeltaTime, int inCollisionSteps, TempAllocator *inTempAllocator, JobSystem *inJobSystem);
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+
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+ /// Saving state for replay
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+ void SaveState(StateRecorder &inStream, EStateRecorderState inState = EStateRecorderState::All, const StateRecorderFilter *inFilter = nullptr) const;
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+
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+ /// Restoring state for replay. Returns false if failed.
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+ bool RestoreState(StateRecorder &inStream, const StateRecorderFilter *inFilter = nullptr);
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+
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+ /// Saving state of a single body.
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+ void SaveBodyState(const Body &inBody, StateRecorder &inStream) const;
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+
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+ /// Restoring state of a single body.
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+ void RestoreBodyState(Body &ioBody, StateRecorder &inStream);
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+
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+ #ifdef JPH_DEBUG_RENDERER
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+ // Drawing properties
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+ static bool sDrawMotionQualityLinearCast; ///< Draw debug info for objects that perform continuous collision detection through the linear cast motion quality
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+
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+ /// Draw the state of the bodies (debugging purposes)
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+ void DrawBodies(const BodyManager::DrawSettings &inSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter = nullptr) { mBodyManager.Draw(inSettings, mPhysicsSettings, inRenderer, inBodyFilter); }
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+
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+ /// Draw the constraints only (debugging purposes)
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+ void DrawConstraints(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraints(inRenderer); }
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+
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+ /// Draw the constraint limits only (debugging purposes)
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+ void DrawConstraintLimits(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraintLimits(inRenderer); }
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+
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+ /// Draw the constraint reference frames only (debugging purposes)
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+ void DrawConstraintReferenceFrame(DebugRenderer *inRenderer) { mConstraintManager.DrawConstraintReferenceFrame(inRenderer); }
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+ #endif // JPH_DEBUG_RENDERER
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+
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+ /// Set gravity value
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+ void SetGravity(Vec3Arg inGravity) { mGravity = inGravity; }
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+ Vec3 GetGravity() const { return mGravity; }
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+
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+ /// Returns a locking interface that won't actually lock the body. Use with great care!
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+ inline const BodyLockInterfaceNoLock & GetBodyLockInterfaceNoLock() const { return mBodyLockInterfaceNoLock; }
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+
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+ /// Returns a locking interface that locks the body so other threads cannot modify it.
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+ inline const BodyLockInterfaceLocking & GetBodyLockInterface() const { return mBodyLockInterfaceLocking; }
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+
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+ /// Broadphase layer filter that decides if two objects can collide, this was passed to the Init function.
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+ const ObjectVsBroadPhaseLayerFilter &GetObjectVsBroadPhaseLayerFilter() const { return *mObjectVsBroadPhaseLayerFilter; }
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+
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+ /// Object layer filter that decides if two objects can collide, this was passed to the Init function.
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+ const ObjectLayerPairFilter &GetObjectLayerPairFilter() const { return *mObjectLayerPairFilter; }
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+
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+ /// Get an broadphase layer filter that uses the default pair filter and a specified object layer to determine if broadphase layers collide
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+ DefaultBroadPhaseLayerFilter GetDefaultBroadPhaseLayerFilter(ObjectLayer inLayer) const { return DefaultBroadPhaseLayerFilter(*mObjectVsBroadPhaseLayerFilter, inLayer); }
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+
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+ /// Get an object layer filter that uses the default pair filter and a specified layer to determine if layers collide
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+ DefaultObjectLayerFilter GetDefaultLayerFilter(ObjectLayer inLayer) const { return DefaultObjectLayerFilter(*mObjectLayerPairFilter, inLayer); }
214
+
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+ /// Gets the current amount of bodies that are in the body manager
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+ uint GetNumBodies() const { return mBodyManager.GetNumBodies(); }
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+
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+ /// Gets the current amount of active bodies that are in the body manager
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+ uint32 GetNumActiveBodies(EBodyType inType) const { return mBodyManager.GetNumActiveBodies(inType); }
220
+
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+ /// Get the maximum amount of bodies that this physics system supports
222
+ uint GetMaxBodies() const { return mBodyManager.GetMaxBodies(); }
223
+
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+ /// Helper struct that counts the number of bodies of each type
225
+ using BodyStats = BodyManager::BodyStats;
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+
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+ /// Get stats about the bodies in the body manager (slow, iterates through all bodies)
228
+ BodyStats GetBodyStats() const { return mBodyManager.GetBodyStats(); }
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+
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+ /// Get copy of the list of all bodies under protection of a lock.
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+ /// @param outBodyIDs On return, this will contain the list of BodyIDs
232
+ void GetBodies(BodyIDVector &outBodyIDs) const { return mBodyManager.GetBodyIDs(outBodyIDs); }
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+
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+ /// Get copy of the list of active bodies under protection of a lock.
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+ /// @param inType The type of bodies to get
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+ /// @param outBodyIDs On return, this will contain the list of BodyIDs
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+ void GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) const { return mBodyManager.GetActiveBodies(inType, outBodyIDs); }
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+
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+ /// Get the list of active bodies, use GetNumActiveBodies() to find out how long the list is.
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+ /// Note: Not thread safe. The active bodies list can change at any moment when other threads are doing work. Use GetActiveBodies() if you need a thread safe version.
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+ const BodyID * GetActiveBodiesUnsafe(EBodyType inType) const { return mBodyManager.GetActiveBodiesUnsafe(inType); }
242
+
243
+ /// Check if 2 bodies were in contact during the last simulation step. Since contacts are only detected between active bodies, so at least one of the bodies must be active in order for this function to work.
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+ /// It queries the state at the time of the last PhysicsSystem::Update and will return true if the bodies were in contact, even if one of the bodies was moved / removed afterwards.
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+ /// This function can be called from any thread when the PhysicsSystem::Update is not running. During PhysicsSystem::Update this function is only valid during contact callbacks:
246
+ /// - During the ContactListener::OnContactAdded callback this function can be used to determine if a different contact pair between the bodies was active in the previous simulation step (function returns true) or if this is the first step that the bodies are touching (function returns false).
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+ /// - During the ContactListener::OnContactRemoved callback this function can be used to determine if this is the last contact pair between the bodies (function returns false) or if there are other contacts still present (function returns true).
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+ bool WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) const { return mContactManager.WereBodiesInContact(inBody1ID, inBody2ID); }
249
+
250
+ /// Get the bounding box of all bodies in the physics system.
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+ /// Deprecated: Use GetBroadPhaseQuery().GetBounds() instead.
252
+ AABox GetBounds() const { return mBroadPhase->GetBounds(); }
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+
254
+ #ifdef JPH_TRACK_BROADPHASE_STATS
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+ /// Trace the accumulated broadphase stats to the TTY
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+ void ReportBroadphaseStats() { mBroadPhase->ReportStats(); }
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+ #endif // JPH_TRACK_BROADPHASE_STATS
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+
259
+ #if defined(JPH_TRACK_SIMULATION_STATS) && defined(JPH_PROFILE_ENABLED)
260
+ /// Dump the per body simulation stats to the TTY
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+ void ReportSimulationStats() { mBodyManager.ReportSimulationStats(); }
262
+ #endif
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+
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+ private:
265
+ using CCDBody = PhysicsUpdateContext::Step::CCDBody;
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+
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+ // Various job entry points
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+ void JobStepListeners(PhysicsUpdateContext::Step *ioStep);
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+ void JobDetermineActiveConstraints(PhysicsUpdateContext::Step *ioStep) const;
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+ void JobApplyGravity(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
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+ void JobSetupVelocityConstraints(float inDeltaTime, PhysicsUpdateContext::Step *ioStep) const;
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+ void JobBuildIslandsFromConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
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+ void JobFindCollisions(PhysicsUpdateContext::Step *ioStep, int inJobIndex);
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+ void JobFinalizeIslands(PhysicsUpdateContext *ioContext);
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+ void JobBodySetIslandIndex();
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+ void JobSolveVelocityConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
277
+ void JobPreIntegrateVelocity(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
278
+ void JobIntegrateVelocity(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
279
+ void JobPostIntegrateVelocity(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep) const;
280
+ void JobFindCCDContacts(const PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
281
+ void JobResolveCCDContacts(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
282
+ void JobContactRemovedCallbacks(const PhysicsUpdateContext::Step *ioStep);
283
+ void JobSolvePositionConstraints(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
284
+ void JobSoftBodyPrepare(PhysicsUpdateContext *ioContext, PhysicsUpdateContext::Step *ioStep);
285
+ void JobSoftBodyCollide(PhysicsUpdateContext *ioContext) const;
286
+ void JobSoftBodySimulate(PhysicsUpdateContext *ioContext, uint inThreadIndex) const;
287
+ void JobSoftBodyFinalize(PhysicsUpdateContext *ioContext);
288
+
289
+ /// Tries to spawn a new FindCollisions job if max concurrency hasn't been reached yet
290
+ void TrySpawnJobFindCollisions(PhysicsUpdateContext::Step *ioStep) const;
291
+
292
+ #ifdef JPH_TRACK_SIMULATION_STATS
293
+ /// Gather stats from the islands and distribute them over the bodies
294
+ void GatherIslandStats();
295
+ #endif
296
+
297
+ using ContactAllocator = ContactConstraintManager::ContactAllocator;
298
+
299
+ /// Process narrow phase for a single body pair
300
+ void ProcessBodyPair(ContactAllocator &ioContactAllocator, const BodyPair &inBodyPair);
301
+
302
+ /// This helper batches up bodies that need to put to sleep to avoid contention on the activation mutex
303
+ class BodiesToSleep;
304
+
305
+ /// Called at the end of JobSolveVelocityConstraints to check if bodies need to go to sleep and to update their bounding box in the broadphase
306
+ void CheckSleepAndUpdateBounds(uint32 inIslandIndex, const PhysicsUpdateContext *ioContext, const PhysicsUpdateContext::Step *ioStep, BodiesToSleep &ioBodiesToSleep);
307
+
308
+ /// Number of constraints to process at once in JobDetermineActiveConstraints
309
+ static constexpr int cDetermineActiveConstraintsBatchSize = 64;
310
+
311
+ /// Number of constraints to process at once in JobSetupVelocityConstraints, we want a low number of threads working on this so we take fairly large batches
312
+ static constexpr int cSetupVelocityConstraintsBatchSize = 256;
313
+
314
+ /// Number of bodies to process at once in JobApplyGravity
315
+ static constexpr int cApplyGravityBatchSize = 64;
316
+
317
+ /// Number of active bodies to test for collisions per batch
318
+ static constexpr int cActiveBodiesBatchSize = 16;
319
+
320
+ /// Number of active bodies to integrate velocities for
321
+ static constexpr int cIntegrateVelocityBatchSize = 64;
322
+
323
+ /// Number of contacts that need to be queued before another narrow phase job is started
324
+ static constexpr int cNarrowPhaseBatchSize = 16;
325
+
326
+ /// Number of continuous collision shape casts that need to be queued before another job is started
327
+ static constexpr int cNumCCDBodiesPerJob = 4;
328
+
329
+ /// Broadphase layer filter that decides if two objects can collide
330
+ const ObjectVsBroadPhaseLayerFilter *mObjectVsBroadPhaseLayerFilter = nullptr;
331
+
332
+ /// Object layer filter that decides if two objects can collide
333
+ const ObjectLayerPairFilter *mObjectLayerPairFilter = nullptr;
334
+
335
+ /// The body manager keeps track which bodies are in the simulation
336
+ BodyManager mBodyManager;
337
+
338
+ /// Body locking interfaces
339
+ BodyLockInterfaceNoLock mBodyLockInterfaceNoLock { mBodyManager };
340
+ BodyLockInterfaceLocking mBodyLockInterfaceLocking { mBodyManager };
341
+
342
+ /// Body interfaces
343
+ BodyInterface mBodyInterfaceNoLock;
344
+ BodyInterface mBodyInterfaceLocking;
345
+
346
+ /// Narrow phase query interface
347
+ NarrowPhaseQuery mNarrowPhaseQueryNoLock;
348
+ NarrowPhaseQuery mNarrowPhaseQueryLocking;
349
+
350
+ /// The broadphase does quick collision detection between body pairs
351
+ BroadPhase * mBroadPhase = nullptr;
352
+
353
+ /// The soft body contact listener
354
+ SoftBodyContactListener * mSoftBodyContactListener = nullptr;
355
+
356
+ /// The shape filter that is used to filter out sub shapes during simulation
357
+ const SimShapeFilter * mSimShapeFilter = nullptr;
358
+
359
+ /// The collision function that is used to collide two shapes during simulation
360
+ SimCollideBodyVsBody mSimCollideBodyVsBody = &sDefaultSimCollideBodyVsBody;
361
+
362
+ /// Simulation settings
363
+ PhysicsSettings mPhysicsSettings;
364
+
365
+ /// The contact manager resolves all contacts during a simulation step
366
+ ContactConstraintManager mContactManager;
367
+
368
+ /// All non-contact constraints
369
+ ConstraintManager mConstraintManager;
370
+
371
+ /// Keeps track of connected bodies and builds islands for multithreaded velocity/position update
372
+ IslandBuilder mIslandBuilder;
373
+
374
+ /// Will split large islands into smaller groups of bodies that can be processed in parallel
375
+ LargeIslandSplitter mLargeIslandSplitter;
376
+
377
+ /// Mutex protecting mStepListeners
378
+ Mutex mStepListenersMutex;
379
+
380
+ /// List of physics step listeners
381
+ using StepListeners = Array<PhysicsStepListener *>;
382
+ StepListeners mStepListeners;
383
+
384
+ /// This is the global gravity vector
385
+ Vec3 mGravity = Vec3(0, -9.81f, 0);
386
+
387
+ /// Previous frame's delta time of one sub step to allow scaling previous frame's constraint impulses
388
+ float mPreviousStepDeltaTime = 0.0f;
389
+ };
390
+
391
+ JPH_NAMESPACE_END
@@ -0,0 +1,25 @@
1
+ // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
+ // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
+ // SPDX-License-Identifier: MIT
4
+
5
+ #include <Jolt/Jolt.h>
6
+
7
+ #include <Jolt/Physics/PhysicsUpdateContext.h>
8
+
9
+ JPH_NAMESPACE_BEGIN
10
+
11
+ /// @cond INTERNAL
12
+ PhysicsUpdateContext::PhysicsUpdateContext(TempAllocator &inTempAllocator) :
13
+ mTempAllocator(&inTempAllocator),
14
+ mSteps(inTempAllocator)
15
+ {
16
+ }
17
+
18
+ PhysicsUpdateContext::~PhysicsUpdateContext()
19
+ {
20
+ JPH_ASSERT(mBodyPairs == nullptr);
21
+ JPH_ASSERT(mActiveConstraints == nullptr);
22
+ }
23
+ /// @endcond
24
+
25
+ JPH_NAMESPACE_END
@@ -0,0 +1,176 @@
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/BodyPair.h>
8
+ #include <Jolt/Physics/Collision/ContactListener.h>
9
+ #include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
10
+ #include <Jolt/Core/StaticArray.h>
11
+ #include <Jolt/Core/JobSystem.h>
12
+ #include <Jolt/Core/STLTempAllocator.h>
13
+
14
+ JPH_NAMESPACE_BEGIN
15
+
16
+ class PhysicsSystem;
17
+ class IslandBuilder;
18
+ class Constraint;
19
+ class TempAllocator;
20
+ class SoftBodyUpdateContext;
21
+
22
+ /// @cond INTERNAL
23
+ /// Internal information used during the PhysicsSystem::Update call
24
+ ///
25
+ /// WARNING: This class is an internal part of PhysicsSystem, it has no functions that can be called by users of the library.
26
+ class PhysicsUpdateContext : public NonCopyable
27
+ {
28
+ public:
29
+ /// Destructor
30
+ explicit PhysicsUpdateContext(TempAllocator &inTempAllocator);
31
+ ~PhysicsUpdateContext();
32
+
33
+ static constexpr int cMaxConcurrency = 32; ///< Maximum supported amount of concurrent jobs
34
+
35
+ using JobHandleArray = StaticArray<JobHandle, cMaxConcurrency>;
36
+
37
+ struct Step;
38
+
39
+ struct BodyPairQueue
40
+ {
41
+ atomic<uint32> mWriteIdx { 0 }; ///< Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
42
+ uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with consumer jobs
43
+
44
+ atomic<uint32> mReadIdx { 0 }; ///< Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
45
+ uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Moved to own cache line to avoid conflicts with producer/consumer jobs
46
+ };
47
+
48
+ using BodyPairQueues = StaticArray<BodyPairQueue, cMaxConcurrency>;
49
+
50
+ using JobMask = uint32; ///< A mask that has as many bits as we can have concurrent jobs
51
+ static_assert(sizeof(JobMask) * 8 >= cMaxConcurrency);
52
+
53
+ /// Structure that contains data needed for each collision step.
54
+ struct Step
55
+ {
56
+ Step() = default;
57
+ Step(const Step &) { JPH_ASSERT(false); } // vector needs a copy constructor, but we're never going to call it
58
+
59
+ PhysicsUpdateContext *mContext; ///< The physics update context
60
+
61
+ bool mIsFirst; ///< If this is the first step
62
+ bool mIsLast; ///< If this is the last step
63
+
64
+ BroadPhase::UpdateState mBroadPhaseUpdateState; ///< Handle returned by Broadphase::UpdatePrepare
65
+
66
+ uint32 mNumActiveBodiesAtStepStart; ///< Number of bodies that were active at the start of the physics update step. Only these bodies will receive gravity (they are the first N in the active body list).
67
+
68
+ atomic<uint32> mDetermineActiveConstraintReadIdx { 0 }; ///< Next constraint for determine active constraints
69
+ uint8 mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
70
+
71
+ atomic<uint32> mNumActiveConstraints { 0 }; ///< Number of constraints in the mActiveConstraints array
72
+ uint8 mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
73
+
74
+ atomic<uint32> mSetupVelocityConstraintsReadIdx { 0 }; ///< Next constraint for setting up velocity constraints
75
+ uint8 mPadding3[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
76
+
77
+ atomic<uint32> mStepListenerReadIdx { 0 }; ///< Next step listener to call
78
+ uint8 mPadding4[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
79
+
80
+ atomic<uint32> mApplyGravityReadIdx { 0 }; ///< Next body to apply gravity to
81
+ uint8 mPadding5[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
82
+
83
+ atomic<uint32> mActiveBodyReadIdx { 0 }; ///< Index of fist active body that has not yet been processed by the broadphase
84
+ uint8 mPadding6[JPH_CACHE_LINE_SIZE - sizeof(atomic<uint32>)];///< Padding to avoid sharing cache line with the next atomic
85
+
86
+ BodyPairQueues mBodyPairQueues; ///< Queues in which to put body pairs that need to be tested by the narrowphase
87
+
88
+ uint32 mMaxBodyPairsPerQueue; ///< Amount of body pairs that we can queue per queue
89
+
90
+ atomic<JobMask> mActiveFindCollisionJobs; ///< A bitmask that indicates which jobs are still active
91
+
92
+ atomic<uint> mNumBodyPairs { 0 }; ///< The number of body pairs found in this step (used to size the contact cache in the next step)
93
+ atomic<uint> mNumManifolds { 0 }; ///< The number of manifolds found in this step (used to size the contact cache in the next step)
94
+
95
+ atomic<uint32> mSolveVelocityConstraintsNextIsland { 0 }; ///< Next island that needs to be processed for the solve velocity constraints step (doesn't need own cache line since position jobs don't run at same time)
96
+ atomic<uint32> mSolvePositionConstraintsNextIsland { 0 }; ///< Next island that needs to be processed for the solve position constraints step (doesn't need own cache line since velocity jobs don't run at same time)
97
+
98
+ /// Contains the information needed to cast a body through the scene to do continuous collision detection
99
+ struct CCDBody
100
+ {
101
+ CCDBody(BodyID inBodyID1, Vec3Arg inDeltaPosition, float inLinearCastThresholdSq, float inMaxPenetration) : mDeltaPosition(inDeltaPosition), mBodyID1(inBodyID1), mLinearCastThresholdSq(inLinearCastThresholdSq), mMaxPenetration(inMaxPenetration) { }
102
+
103
+ Vec3 mDeltaPosition; ///< Desired rotation step
104
+ Vec3 mContactNormal; ///< World space normal of closest hit (only valid if mFractionPlusSlop < 1)
105
+ RVec3 mContactPointOn2; ///< World space contact point on body 2 of closest hit (only valid if mFractionPlusSlop < 1)
106
+ BodyID mBodyID1; ///< Body 1 (the body that is performing collision detection)
107
+ BodyID mBodyID2; ///< Body 2 (the body of the closest hit, only valid if mFractionPlusSlop < 1)
108
+ SubShapeID mSubShapeID2; ///< Sub shape of body 2 that was hit (only valid if mFractionPlusSlop < 1)
109
+ float mFraction = 1.0f; ///< Fraction at which the hit occurred
110
+ float mFractionPlusSlop = 1.0f; ///< Fraction at which the hit occurred + extra delta to allow body to penetrate by mMaxPenetration
111
+ float mLinearCastThresholdSq; ///< Maximum allowed squared movement before doing a linear cast (determined by inner radius of shape)
112
+ float mMaxPenetration; ///< Maximum allowed penetration (determined by inner radius of shape)
113
+ ContactSettings mContactSettings; ///< The contact settings for this contact
114
+ };
115
+ atomic<uint32> mIntegrateVelocityReadIdx { 0 }; ///< Next active body index to take when integrating velocities
116
+ CCDBody * mCCDBodies = nullptr; ///< List of bodies that need to do continuous collision detection
117
+ uint32 mCCDBodiesCapacity = 0; ///< Capacity of the mCCDBodies list
118
+ atomic<uint32> mNumCCDBodies = 0; ///< Number of CCD bodies in mCCDBodies
119
+ atomic<uint32> mNextCCDBody { 0 }; ///< Next unprocessed body index in mCCDBodies
120
+ int * mActiveBodyToCCDBody = nullptr; ///< A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies
121
+ uint32 mNumActiveBodyToCCDBody = 0; ///< Number of indices in mActiveBodyToCCDBody
122
+
123
+ // Jobs in order of execution (some run in parallel)
124
+ JobHandle mBroadPhasePrepare; ///< Prepares the new tree in the background
125
+ JobHandleArray mStepListeners; ///< Listeners to notify of the beginning of a physics step
126
+ JobHandleArray mDetermineActiveConstraints; ///< Determine which constraints will be active during this step
127
+ JobHandleArray mApplyGravity; ///< Update velocities of bodies with gravity
128
+ JobHandleArray mFindCollisions; ///< Find all collisions between active bodies an the world
129
+ JobHandle mUpdateBroadphaseFinalize; ///< Swap the newly built tree with the current tree
130
+ JobHandleArray mSetupVelocityConstraints; ///< Calculate properties for all constraints in the constraint manager
131
+ JobHandle mBuildIslandsFromConstraints; ///< Go over all constraints and assign the bodies they're attached to to an island
132
+ JobHandle mFinalizeIslands; ///< Finalize calculation simulation islands
133
+ JobHandle mBodySetIslandIndex; ///< Set the current island index on each body (not used by the simulation, only for drawing purposes)
134
+ JobHandleArray mSolveVelocityConstraints; ///< Solve the constraints in the velocity domain
135
+ JobHandle mPreIntegrateVelocity; ///< Setup integration of all body positions
136
+ JobHandleArray mIntegrateVelocity; ///< Integrate all body positions
137
+ JobHandle mPostIntegrateVelocity; ///< Finalize integration of all body positions
138
+ JobHandle mResolveCCDContacts; ///< Updates the positions and velocities for all bodies that need continuous collision detection
139
+ JobHandleArray mSolvePositionConstraints; ///< Solve all constraints in the position domain
140
+ JobHandle mContactRemovedCallbacks; ///< Calls the contact removed callbacks
141
+ JobHandle mSoftBodyPrepare; ///< Prepares updating the soft bodies
142
+ JobHandleArray mSoftBodyCollide; ///< Finds all colliding shapes for soft bodies
143
+ JobHandleArray mSoftBodySimulate; ///< Simulates all particles
144
+ JobHandle mSoftBodyFinalize; ///< Finalizes the soft body update
145
+ JobHandle mStartNextStep; ///< Job that kicks the next step (empty for the last step)
146
+ };
147
+
148
+ using Steps = Array<Step, STLTempAllocator<Step>>;
149
+
150
+ /// Maximum amount of concurrent jobs on this machine
151
+ int GetMaxConcurrency() const { const int max_concurrency = PhysicsUpdateContext::cMaxConcurrency; return min(max_concurrency, mJobSystem->GetMaxConcurrency()); } ///< Need to put max concurrency in temp var as min requires a reference
152
+
153
+ PhysicsSystem * mPhysicsSystem; ///< The physics system we belong to
154
+ TempAllocator * mTempAllocator; ///< Temporary allocator used during the update
155
+ JobSystem * mJobSystem; ///< Job system that processes jobs
156
+ JobSystem::Barrier * mBarrier; ///< Barrier used to wait for all physics jobs to complete
157
+
158
+ float mStepDeltaTime; ///< Delta time for a simulation step (collision step)
159
+ float mWarmStartImpulseRatio; ///< Ratio of this step delta time vs last step
160
+ atomic<uint32> mErrors { 0 }; ///< Errors that occurred during the update, actual type is EPhysicsUpdateError
161
+
162
+ Constraint ** mActiveConstraints = nullptr; ///< Constraints that were active at the start of the physics update step (activating bodies can activate constraints and we need a consistent snapshot). Only these constraints will be resolved.
163
+
164
+ BodyPair * mBodyPairs = nullptr; ///< A list of body pairs found by the broadphase
165
+
166
+ IslandBuilder * mIslandBuilder; ///< Keeps track of connected bodies and builds islands for multithreaded velocity/position update
167
+
168
+ Steps mSteps;
169
+
170
+ uint mNumSoftBodies; ///< Number of active soft bodies in the simulation
171
+ SoftBodyUpdateContext * mSoftBodyUpdateContexts = nullptr; ///< Contexts for updating soft bodies
172
+ atomic<uint> mSoftBodyToCollide { 0 }; ///< Next soft body to take when running SoftBodyCollide jobs
173
+ };
174
+ /// @endcond
175
+
176
+ JPH_NAMESPACE_END