@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 +1,557 @@
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/Core/StaticArray.h>
8
+ #include <Jolt/Core/Profiler.h>
9
+ #include <Jolt/Geometry/GJKClosestPoint.h>
10
+ #include <Jolt/Geometry/EPAConvexHullBuilder.h>
11
+
12
+ //#define JPH_EPA_PENETRATION_DEPTH_DEBUG
13
+
14
+ JPH_NAMESPACE_BEGIN
15
+
16
+ /// Implementation of Expanding Polytope Algorithm as described in:
17
+ ///
18
+ /// Proximity Queries and Penetration Depth Computation on 3D Game Objects - Gino van den Bergen
19
+ ///
20
+ /// The implementation of this algorithm does not completely follow the article, instead of splitting
21
+ /// triangles at each edge as in fig. 7 in the article, we build a convex hull (removing any triangles that
22
+ /// are facing the new point, thereby avoiding the problem of getting really oblong triangles as mentioned in
23
+ /// the article).
24
+ ///
25
+ /// The algorithm roughly works like:
26
+ ///
27
+ /// - Start with a simplex of the Minkowski sum (difference) of two objects that was calculated by GJK
28
+ /// - This simplex should contain the origin (or else GJK would have reported: no collision)
29
+ /// - In cases where the simplex consists of 1 - 3 points, find some extra support points (of the Minkowski sum) to get to at least 4 points
30
+ /// - Convert this into a convex hull with non-zero volume (which includes the origin)
31
+ /// - A: Calculate the closest point to the origin for all triangles of the hull and take the closest one
32
+ /// - Calculate a new support point (of the Minkowski sum) in this direction and add this point to the convex hull
33
+ /// - This will remove all faces that are facing the new point and will create new triangles to fill up the hole
34
+ /// - Loop to A until no closer point found
35
+ /// - The closest point indicates the position / direction of least penetration
36
+ class EPAPenetrationDepth
37
+ {
38
+ private:
39
+ // Typedefs
40
+ static constexpr int cMaxPoints = EPAConvexHullBuilder::cMaxPoints;
41
+ static constexpr int cMaxPointsToIncludeOriginInHull = 32;
42
+ static_assert(cMaxPointsToIncludeOriginInHull < cMaxPoints);
43
+
44
+ using Triangle = EPAConvexHullBuilder::Triangle;
45
+ using Points = EPAConvexHullBuilder::Points;
46
+
47
+ /// The GJK algorithm, used to start the EPA algorithm
48
+ GJKClosestPoint mGJK;
49
+
50
+ #ifdef JPH_ENABLE_ASSERTS
51
+ /// Tolerance as passed to the GJK algorithm, used for asserting.
52
+ float mGJKTolerance = 0.0f;
53
+ #endif // JPH_ENABLE_ASSERTS
54
+
55
+ /// A list of support points for the EPA algorithm
56
+ class SupportPoints
57
+ {
58
+ public:
59
+ /// List of support points
60
+ Points mY;
61
+ Vec3 mP[cMaxPoints];
62
+ Vec3 mQ[cMaxPoints];
63
+
64
+ /// Calculate and add new support point to the list of points
65
+ template <typename A, typename B>
66
+ Vec3 Add(const A &inA, const B &inB, Vec3Arg inDirection, int &outIndex)
67
+ {
68
+ // Get support point of the minkowski sum A - B
69
+ Vec3 p = inA.GetSupport(inDirection);
70
+ Vec3 q = inB.GetSupport(-inDirection);
71
+ Vec3 w = p - q;
72
+
73
+ // Store new point
74
+ outIndex = mY.size();
75
+ mY.push_back(w);
76
+ mP[outIndex] = p;
77
+ mQ[outIndex] = q;
78
+
79
+ return w;
80
+ }
81
+ };
82
+
83
+ public:
84
+ /// Return code for GetPenetrationDepthStepGJK
85
+ enum class EStatus
86
+ {
87
+ NotColliding, ///< Returned if the objects don't collide, in this case outPointA/outPointB are invalid
88
+ Colliding, ///< Returned if the objects penetrate
89
+ Indeterminate ///< Returned if the objects penetrate further than the convex radius. In this case you need to call GetPenetrationDepthStepEPA to get the actual penetration depth.
90
+ };
91
+
92
+ /// Calculates penetration depth between two objects, first step of two (the GJK step)
93
+ ///
94
+ /// @param inAExcludingConvexRadius Object A without convex radius.
95
+ /// @param inBExcludingConvexRadius Object B without convex radius.
96
+ /// @param inConvexRadiusA Convex radius for A.
97
+ /// @param inConvexRadiusB Convex radius for B.
98
+ /// @param ioV Pass in previously returned value or (1, 0, 0). On return this value is changed to direction to move B out of collision along the shortest path (magnitude is meaningless).
99
+ /// @param inTolerance Minimal distance before A and B are considered colliding.
100
+ /// @param outPointA Position on A that has the least amount of penetration.
101
+ /// @param outPointB Position on B that has the least amount of penetration.
102
+ /// Use |outPointB - outPointA| to get the distance of penetration.
103
+ template <typename AE, typename BE>
104
+ EStatus GetPenetrationDepthStepGJK(const AE &inAExcludingConvexRadius, float inConvexRadiusA, const BE &inBExcludingConvexRadius, float inConvexRadiusB, float inTolerance, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
105
+ {
106
+ JPH_IF_ENABLE_ASSERTS(mGJKTolerance = inTolerance;)
107
+
108
+ // Don't supply a zero ioV, we only want to get points on the hull of the Minkowsky sum and not internal points.
109
+ //
110
+ // Note that if the assert below triggers, it is very likely that you have a MeshShape that contains a degenerate triangle (e.g. a sliver).
111
+ // Go up a couple of levels in the call stack to see if we're indeed testing a triangle and if it is degenerate.
112
+ // If this is the case then fix the triangles you supply to the MeshShape.
113
+ JPH_ASSERT(!ioV.IsNearZero());
114
+
115
+ // Get closest points
116
+ float combined_radius = inConvexRadiusA + inConvexRadiusB;
117
+ float combined_radius_sq = combined_radius * combined_radius;
118
+ float closest_points_dist_sq = mGJK.GetClosestPoints(inAExcludingConvexRadius, inBExcludingConvexRadius, inTolerance, combined_radius_sq, ioV, outPointA, outPointB);
119
+ if (closest_points_dist_sq > combined_radius_sq)
120
+ {
121
+ // No collision
122
+ return EStatus::NotColliding;
123
+ }
124
+ if (closest_points_dist_sq > 0.0f)
125
+ {
126
+ // Collision within convex radius, adjust points for convex radius
127
+ float v_len = sqrt(closest_points_dist_sq); // GetClosestPoints function returns |ioV|^2 when return value < FLT_MAX
128
+ outPointA += ioV * (inConvexRadiusA / v_len);
129
+ outPointB -= ioV * (inConvexRadiusB / v_len);
130
+ return EStatus::Colliding;
131
+ }
132
+
133
+ return EStatus::Indeterminate;
134
+ }
135
+
136
+ /// Calculates penetration depth between two objects, second step (the EPA step)
137
+ ///
138
+ /// @param inAIncludingConvexRadius Object A with convex radius
139
+ /// @param inBIncludingConvexRadius Object B with convex radius
140
+ /// @param inTolerance A factor that determines the accuracy of the result. If the change of the squared distance is less than inTolerance * current_penetration_depth^2 the algorithm will terminate. Should be bigger or equal to FLT_EPSILON.
141
+ /// @param outV Direction to move B out of collision along the shortest path (magnitude is meaningless)
142
+ /// @param outPointA Position on A that has the least amount of penetration
143
+ /// @param outPointB Position on B that has the least amount of penetration
144
+ /// Use |outPointB - outPointA| to get the distance of penetration
145
+ ///
146
+ /// @return False if the objects don't collide, in this case outPointA/outPointB are invalid.
147
+ /// True if the objects penetrate
148
+ template <typename AI, typename BI>
149
+ bool GetPenetrationDepthStepEPA(const AI &inAIncludingConvexRadius, const BI &inBIncludingConvexRadius, float inTolerance, Vec3 &outV, Vec3 &outPointA, Vec3 &outPointB)
150
+ {
151
+ JPH_PROFILE_FUNCTION();
152
+
153
+ // Check that the tolerance makes sense (smaller value than this will just result in needless iterations)
154
+ JPH_ASSERT(inTolerance >= FLT_EPSILON);
155
+
156
+ // Fetch the simplex from GJK algorithm
157
+ SupportPoints support_points;
158
+ mGJK.GetClosestPointsSimplex(support_points.mY.data(), support_points.mP, support_points.mQ, support_points.mY.GetSizeRef());
159
+
160
+ // Fill up the amount of support points to 4
161
+ switch (support_points.mY.size())
162
+ {
163
+ case 1:
164
+ {
165
+ // 1 vertex, which must be at the origin, which is useless for our purpose
166
+ JPH_ASSERT(support_points.mY[0].IsNearZero(Square(mGJKTolerance)));
167
+ support_points.mY.pop_back();
168
+
169
+ // Add support points in 4 directions to form a tetrahedron around the origin
170
+ int p1, p2, p3, p4;
171
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, Vec3(0, 1, 0), p1);
172
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, Vec3(-1, -1, -1), p2);
173
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, Vec3(1, -1, -1), p3);
174
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, Vec3(0, -1, 1), p4);
175
+ JPH_ASSERT(p1 == 0);
176
+ JPH_ASSERT(p2 == 1);
177
+ JPH_ASSERT(p3 == 2);
178
+ JPH_ASSERT(p4 == 3);
179
+ break;
180
+ }
181
+
182
+ case 2:
183
+ {
184
+ // Two vertices, create 3 extra by taking perpendicular axis and rotating it around in 120 degree increments
185
+ Vec3 axis = (support_points.mY[1] - support_points.mY[0]).Normalized();
186
+ Mat44 rotation = Mat44::sRotation(axis, DegreesToRadians(120.0f));
187
+ Vec3 dir1 = axis.GetNormalizedPerpendicular();
188
+ Vec3 dir2 = rotation * dir1;
189
+ Vec3 dir3 = rotation * dir2;
190
+ int p1, p2, p3;
191
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir1, p1);
192
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir2, p2);
193
+ (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir3, p3);
194
+ JPH_ASSERT(p1 == 2);
195
+ JPH_ASSERT(p2 == 3);
196
+ JPH_ASSERT(p3 == 4);
197
+ break;
198
+ }
199
+
200
+ case 3:
201
+ case 4:
202
+ // We already have enough points
203
+ break;
204
+ }
205
+
206
+ // Create hull out of the initial points
207
+ JPH_ASSERT(support_points.mY.size() >= 3);
208
+ EPAConvexHullBuilder hull(support_points.mY);
209
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
210
+ hull.DrawLabel("Build initial hull");
211
+ #endif
212
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
213
+ Trace("Init: num_points = %u", (uint)support_points.mY.size());
214
+ #endif
215
+ hull.Initialize(0, 1, 2);
216
+ for (typename Points::size_type i = 3; i < support_points.mY.size(); ++i)
217
+ {
218
+ float dist_sq;
219
+ Triangle *t = hull.FindFacingTriangle(support_points.mY[i], dist_sq);
220
+ if (t != nullptr)
221
+ {
222
+ EPAConvexHullBuilder::NewTriangles new_triangles;
223
+ if (!hull.AddPoint(t, i, FLT_MAX, new_triangles))
224
+ {
225
+ // We can't recover from a failure to add a point to the hull because the old triangles have been unlinked already.
226
+ // Assume no collision. This can happen if the shapes touch in 1 point (or plane) in which case the hull is degenerate.
227
+ return false;
228
+ }
229
+ }
230
+ }
231
+
232
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
233
+ hull.DrawLabel("Complete hull");
234
+
235
+ // Generate the hull of the Minkowski difference for visualization
236
+ MinkowskiDifference diff(inAIncludingConvexRadius, inBIncludingConvexRadius);
237
+ DebugRenderer::GeometryRef geometry = DebugRenderer::sInstance->CreateTriangleGeometryForConvex([&diff](Vec3Arg inDirection) { return diff.GetSupport(inDirection); });
238
+ hull.DrawGeometry(geometry, Color::sYellow);
239
+
240
+ hull.DrawLabel("Ensure origin in hull");
241
+ #endif
242
+
243
+ // Loop until we are sure that the origin is inside the hull
244
+ for (;;)
245
+ {
246
+ // Get the next closest triangle
247
+ Triangle *t = hull.PeekClosestTriangleInQueue();
248
+
249
+ // Don't process removed triangles, just free them (because they're in a heap we don't remove them earlier since we would have to rebuild the sorted heap)
250
+ if (t->mRemoved)
251
+ {
252
+ hull.PopClosestTriangleFromQueue();
253
+
254
+ // If we run out of triangles, we couldn't include the origin in the hull so there must be very little penetration and we report no collision.
255
+ if (!hull.HasNextTriangle())
256
+ return false;
257
+
258
+ hull.FreeTriangle(t);
259
+ continue;
260
+ }
261
+
262
+ // If the closest to the triangle is zero or positive, the origin is in the hull and we can proceed to the main algorithm
263
+ if (t->mClosestLenSq >= 0.0f)
264
+ break;
265
+
266
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
267
+ hull.DrawLabel("Next iteration");
268
+ #endif
269
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
270
+ Trace("EncapsulateOrigin: verts = (%d, %d, %d), closest_dist_sq = %g, centroid = (%g, %g, %g), normal = (%g, %g, %g)",
271
+ t->mEdge[0].mStartIdx, t->mEdge[1].mStartIdx, t->mEdge[2].mStartIdx,
272
+ t->mClosestLenSq,
273
+ t->mCentroid.GetX(), t->mCentroid.GetY(), t->mCentroid.GetZ(),
274
+ t->mNormal.GetX(), t->mNormal.GetY(), t->mNormal.GetZ());
275
+ #endif
276
+
277
+ // Remove the triangle from the queue before we start adding new ones (which may result in a new closest triangle at the front of the queue)
278
+ hull.PopClosestTriangleFromQueue();
279
+
280
+ // Add a support point to get the origin inside the hull
281
+ int new_index;
282
+ Vec3 w = support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, t->mNormal, new_index);
283
+
284
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
285
+ // Draw the point that we're adding
286
+ hull.DrawMarker(w, Color::sRed, 1.0f);
287
+ hull.DrawWireTriangle(*t, Color::sRed);
288
+ hull.DrawState();
289
+ #endif
290
+
291
+ // Add the point to the hull, if we fail we terminate and report no collision
292
+ EPAConvexHullBuilder::NewTriangles new_triangles;
293
+ if (!t->IsFacing(w) || !hull.AddPoint(t, new_index, FLT_MAX, new_triangles))
294
+ return false;
295
+
296
+ // The triangle is facing the support point "w" and can now be safely removed
297
+ JPH_ASSERT(t->mRemoved);
298
+ hull.FreeTriangle(t);
299
+
300
+ // If we run out of triangles or points, we couldn't include the origin in the hull so there must be very little penetration and we report no collision.
301
+ if (!hull.HasNextTriangle() || support_points.mY.size() >= cMaxPointsToIncludeOriginInHull)
302
+ return false;
303
+ }
304
+
305
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
306
+ hull.DrawLabel("Main algorithm");
307
+ #endif
308
+
309
+ // Current closest distance to origin
310
+ float closest_dist_sq = FLT_MAX;
311
+
312
+ // Remember last good triangle
313
+ Triangle *last = nullptr;
314
+
315
+ // If we want to flip the penetration depth
316
+ bool flip_v_sign = false;
317
+
318
+ // Loop until closest point found
319
+ do
320
+ {
321
+ // Get closest triangle to the origin
322
+ Triangle *t = hull.PopClosestTriangleFromQueue();
323
+
324
+ // Don't process removed triangles, just free them (because they're in a heap we don't remove them earlier since we would have to rebuild the sorted heap)
325
+ if (t->mRemoved)
326
+ {
327
+ hull.FreeTriangle(t);
328
+ continue;
329
+ }
330
+
331
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
332
+ hull.DrawLabel("Next iteration");
333
+ #endif
334
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
335
+ Trace("FindClosest: verts = (%d, %d, %d), closest_len_sq = %g, centroid = (%g, %g, %g), normal = (%g, %g, %g)",
336
+ t->mEdge[0].mStartIdx, t->mEdge[1].mStartIdx, t->mEdge[2].mStartIdx,
337
+ t->mClosestLenSq,
338
+ t->mCentroid.GetX(), t->mCentroid.GetY(), t->mCentroid.GetZ(),
339
+ t->mNormal.GetX(), t->mNormal.GetY(), t->mNormal.GetZ());
340
+ #endif
341
+ // Check if next triangle is further away than closest point, we've found the closest point
342
+ if (t->mClosestLenSq >= closest_dist_sq)
343
+ break;
344
+
345
+ // Replace last good with this triangle
346
+ if (last != nullptr)
347
+ hull.FreeTriangle(last);
348
+ last = t;
349
+
350
+ // Add support point in direction of normal of the plane
351
+ // Note that the article uses the closest point between the origin and plane, but this always has the exact same direction as the normal (if the origin is behind the plane)
352
+ // and this way we do less calculations and lose less precision
353
+ int new_index;
354
+ Vec3 w = support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, t->mNormal, new_index);
355
+
356
+ // Project w onto the triangle normal
357
+ float dot = t->mNormal.Dot(w);
358
+
359
+ // Check if we just found a separating axis. This can happen if the shape shrunk by convex radius and then expanded by
360
+ // convex radius is bigger then the original shape due to inaccuracies in the shrinking process.
361
+ if (dot < 0.0f)
362
+ return false;
363
+
364
+ // Get the distance squared (along normal) to the support point
365
+ float dist_sq = Square(dot) / t->mNormal.LengthSq();
366
+
367
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
368
+ Trace("FindClosest: w = (%g, %g, %g), dot = %g, dist_sq = %g",
369
+ w.GetX(), w.GetY(), w.GetZ(),
370
+ dot, dist_sq);
371
+ #endif
372
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
373
+ // Draw the point that we're adding
374
+ hull.DrawMarker(w, Color::sPurple, 1.0f);
375
+ hull.DrawWireTriangle(*t, Color::sPurple);
376
+ hull.DrawState();
377
+ #endif
378
+
379
+ // If the error became small enough, we've converged
380
+ if (dist_sq - t->mClosestLenSq < t->mClosestLenSq * inTolerance)
381
+ {
382
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
383
+ Trace("Converged");
384
+ #endif // JPH_EPA_PENETRATION_DEPTH_DEBUG
385
+ break;
386
+ }
387
+
388
+ // Keep track of the minimum distance
389
+ closest_dist_sq = min(closest_dist_sq, dist_sq);
390
+
391
+ // If the triangle thinks this point is not front facing, we've reached numerical precision and we're done
392
+ if (!t->IsFacing(w))
393
+ {
394
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
395
+ Trace("Not facing triangle");
396
+ #endif // JPH_EPA_PENETRATION_DEPTH_DEBUG
397
+ break;
398
+ }
399
+
400
+ // Add point to hull
401
+ EPAConvexHullBuilder::NewTriangles new_triangles;
402
+ if (!hull.AddPoint(t, new_index, closest_dist_sq, new_triangles))
403
+ {
404
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
405
+ Trace("Could not add point");
406
+ #endif // JPH_EPA_PENETRATION_DEPTH_DEBUG
407
+ break;
408
+ }
409
+
410
+ // If the hull is starting to form defects then we're reaching numerical precision and we have to stop
411
+ bool has_defect = false;
412
+ for (const Triangle *nt : new_triangles)
413
+ if (nt->IsFacingOrigin())
414
+ {
415
+ has_defect = true;
416
+ break;
417
+ }
418
+ if (has_defect)
419
+ {
420
+ #ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
421
+ Trace("Has defect");
422
+ #endif // JPH_EPA_PENETRATION_DEPTH_DEBUG
423
+ // When the hull has defects it is possible that the origin has been classified on the wrong side of the triangle
424
+ // so we do an additional check to see if the penetration in the -triangle normal direction is smaller than
425
+ // the penetration in the triangle normal direction. If so we must flip the sign of the penetration depth.
426
+ Vec3 w2 = inAIncludingConvexRadius.GetSupport(-t->mNormal) - inBIncludingConvexRadius.GetSupport(t->mNormal);
427
+ float dot2 = -t->mNormal.Dot(w2);
428
+ if (dot2 < dot)
429
+ flip_v_sign = true;
430
+ break;
431
+ }
432
+ }
433
+ while (hull.HasNextTriangle() && support_points.mY.size() < cMaxPoints);
434
+
435
+ // Determine closest points, if last == null it means the hull was a plane so there's no penetration
436
+ if (last == nullptr)
437
+ return false;
438
+
439
+ #ifdef JPH_EPA_CONVEX_BUILDER_DRAW
440
+ hull.DrawLabel("Closest found");
441
+ hull.DrawWireTriangle(*last, Color::sWhite);
442
+ hull.DrawArrow(last->mCentroid, last->mCentroid + last->mNormal.NormalizedOr(Vec3::sZero()), Color::sWhite, 0.1f);
443
+ hull.DrawState();
444
+ #endif
445
+
446
+ // Calculate penetration by getting the vector from the origin to the closest point on the triangle:
447
+ // distance = (centroid - origin) . normal / |normal|, closest = origin + distance * normal / |normal|
448
+ outV = (last->mCentroid.Dot(last->mNormal) / last->mNormal.LengthSq()) * last->mNormal;
449
+
450
+ // If penetration is near zero, treat this as a non collision since we cannot find a good normal
451
+ if (outV.IsNearZero())
452
+ return false;
453
+
454
+ // Check if we have to flip the sign of the penetration depth
455
+ if (flip_v_sign)
456
+ outV = -outV;
457
+
458
+ // Use the barycentric coordinates for the closest point to the origin to find the contact points on A and B
459
+ Vec3 p0 = support_points.mP[last->mEdge[0].mStartIdx];
460
+ Vec3 p1 = support_points.mP[last->mEdge[1].mStartIdx];
461
+ Vec3 p2 = support_points.mP[last->mEdge[2].mStartIdx];
462
+
463
+ Vec3 q0 = support_points.mQ[last->mEdge[0].mStartIdx];
464
+ Vec3 q1 = support_points.mQ[last->mEdge[1].mStartIdx];
465
+ Vec3 q2 = support_points.mQ[last->mEdge[2].mStartIdx];
466
+
467
+ if (last->mLambdaRelativeTo0)
468
+ {
469
+ // y0 was the reference vertex
470
+ outPointA = p0 + last->mLambda[0] * (p1 - p0) + last->mLambda[1] * (p2 - p0);
471
+ outPointB = q0 + last->mLambda[0] * (q1 - q0) + last->mLambda[1] * (q2 - q0);
472
+ }
473
+ else
474
+ {
475
+ // y1 was the reference vertex
476
+ outPointA = p1 + last->mLambda[0] * (p0 - p1) + last->mLambda[1] * (p2 - p1);
477
+ outPointB = q1 + last->mLambda[0] * (q0 - q1) + last->mLambda[1] * (q2 - q1);
478
+ }
479
+
480
+ return true;
481
+ }
482
+
483
+ /// This function combines the GJK and EPA steps and is provided as a convenience function.
484
+ /// Note: less performant since you're providing all support functions in one go
485
+ /// Note 2: You need to initialize ioV, see documentation at GetPenetrationDepthStepGJK!
486
+ template <typename AE, typename AI, typename BE, typename BI>
487
+ bool GetPenetrationDepth(const AE &inAExcludingConvexRadius, const AI &inAIncludingConvexRadius, float inConvexRadiusA, const BE &inBExcludingConvexRadius, const BI &inBIncludingConvexRadius, float inConvexRadiusB, float inCollisionToleranceSq, float inPenetrationTolerance, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
488
+ {
489
+ // Check result of collision detection
490
+ switch (GetPenetrationDepthStepGJK(inAExcludingConvexRadius, inConvexRadiusA, inBExcludingConvexRadius, inConvexRadiusB, inCollisionToleranceSq, ioV, outPointA, outPointB))
491
+ {
492
+ case EPAPenetrationDepth::EStatus::Colliding:
493
+ return true;
494
+
495
+ case EPAPenetrationDepth::EStatus::NotColliding:
496
+ return false;
497
+
498
+ case EPAPenetrationDepth::EStatus::Indeterminate:
499
+ return GetPenetrationDepthStepEPA(inAIncludingConvexRadius, inBIncludingConvexRadius, inPenetrationTolerance, ioV, outPointA, outPointB);
500
+ }
501
+
502
+ JPH_ASSERT(false);
503
+ return false;
504
+ }
505
+
506
+ /// Test if a cast shape inA moving from inStart to lambda * inStart.GetTranslation() + inDirection where lambda e [0, ioLambda> intersects inB
507
+ ///
508
+ /// @param inStart Start position and orientation of the convex object
509
+ /// @param inDirection Direction of the sweep (ioLambda * inDirection determines length)
510
+ /// @param inCollisionTolerance The minimal distance between A and B before they are considered colliding
511
+ /// @param inPenetrationTolerance A factor that determines the accuracy of the result. If the change of the squared distance is less than inTolerance * current_penetration_depth^2 the algorithm will terminate. Should be bigger or equal to FLT_EPSILON.
512
+ /// @param inA The convex object A, must support the GetSupport(Vec3) function.
513
+ /// @param inB The convex object B, must support the GetSupport(Vec3) function.
514
+ /// @param inConvexRadiusA The convex radius of A, this will be added on all sides to pad A.
515
+ /// @param inConvexRadiusB The convex radius of B, this will be added on all sides to pad B.
516
+ /// @param inReturnDeepestPoint If the shapes are initially intersecting this determines if the EPA algorithm will run to find the deepest point
517
+ /// @param ioLambda The max fraction along the sweep, on output updated with the actual collision fraction.
518
+ /// @param outPointA is the contact point on A
519
+ /// @param outPointB is the contact point on B
520
+ /// @param outContactNormal is either the contact normal when the objects are touching or the penetration axis when the objects are penetrating at the start of the sweep (pointing from A to B, length will not be 1)
521
+ ///
522
+ /// @return true if the a hit was found, in which case ioLambda, outPointA, outPointB and outSurfaceNormal are updated.
523
+ template <typename A, typename B>
524
+ bool CastShape(Mat44Arg inStart, Vec3Arg inDirection, float inCollisionTolerance, float inPenetrationTolerance, const A &inA, const B &inB, float inConvexRadiusA, float inConvexRadiusB, bool inReturnDeepestPoint, float &ioLambda, Vec3 &outPointA, Vec3 &outPointB, Vec3 &outContactNormal)
525
+ {
526
+ JPH_IF_ENABLE_ASSERTS(mGJKTolerance = inCollisionTolerance;)
527
+
528
+ // First determine if there's a collision at all
529
+ if (!mGJK.CastShape(inStart, inDirection, inCollisionTolerance, inA, inB, inConvexRadiusA, inConvexRadiusB, ioLambda, outPointA, outPointB, outContactNormal))
530
+ return false;
531
+
532
+ // When our contact normal is too small, we don't have an accurate result
533
+ bool contact_normal_invalid = outContactNormal.IsNearZero(Square(inCollisionTolerance));
534
+
535
+ if (inReturnDeepestPoint
536
+ && ioLambda == 0.0f // Only when lambda = 0 we can have the bodies overlap
537
+ && (inConvexRadiusA + inConvexRadiusB == 0.0f // When no convex radius was provided we can never trust contact points at lambda = 0
538
+ || contact_normal_invalid))
539
+ {
540
+ // If we're initially intersecting, we need to run the EPA algorithm in order to find the deepest contact point
541
+ AddConvexRadius add_convex_a(inA, inConvexRadiusA);
542
+ AddConvexRadius add_convex_b(inB, inConvexRadiusB);
543
+ TransformedConvexObject transformed_a(inStart, add_convex_a);
544
+ if (!GetPenetrationDepthStepEPA(transformed_a, add_convex_b, inPenetrationTolerance, outContactNormal, outPointA, outPointB))
545
+ outContactNormal = inDirection; // Failed to get the deepest point, use points returned by GJK and use cast direction as normal
546
+ }
547
+ else if (contact_normal_invalid)
548
+ {
549
+ // If we weren't able to calculate a contact normal, use the cast direction instead
550
+ outContactNormal = inDirection;
551
+ }
552
+
553
+ return true;
554
+ }
555
+ };
556
+
557
+ JPH_NAMESPACE_END
@@ -0,0 +1,77 @@
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/Math/Float2.h>
8
+
9
+ JPH_NAMESPACE_BEGIN
10
+
11
+ /// Ellipse centered around the origin
12
+ /// @see https://en.wikipedia.org/wiki/Ellipse
13
+ class Ellipse
14
+ {
15
+ public:
16
+ JPH_OVERRIDE_NEW_DELETE
17
+
18
+ /// Construct ellipse with radius A along the X-axis and B along the Y-axis
19
+ Ellipse(float inA, float inB) : mA(inA), mB(inB) { JPH_ASSERT(inA > 0.0f); JPH_ASSERT(inB > 0.0f); }
20
+
21
+ /// Check if inPoint is inside the ellipse
22
+ bool IsInside(const Float2 &inPoint) const
23
+ {
24
+ return Square(inPoint.x / mA) + Square(inPoint.y / mB) <= 1.0f;
25
+ }
26
+
27
+ /// Get the closest point on the ellipse to inPoint
28
+ /// Assumes inPoint is outside the ellipse
29
+ /// @see Rotation Joint Limits in Quaternion Space by Gino van den Bergen, section 10.1 in Game Engine Gems 3.
30
+ Float2 GetClosestPoint(const Float2 &inPoint) const
31
+ {
32
+ float a_sq = Square(mA);
33
+ float b_sq = Square(mB);
34
+
35
+ // Equation of ellipse: f(x, y) = (x/a)^2 + (y/b)^2 - 1 = 0 [1]
36
+ // Normal on surface: (df/dx, df/dy) = (2 x / a^2, 2 y / b^2)
37
+ // Closest point (x', y') on ellipse to point (x, y): (x', y') + t (x / a^2, y / b^2) = (x, y)
38
+ // <=> (x', y') = (a^2 x / (t + a^2), b^2 y / (t + b^2))
39
+ // Requiring point to be on ellipse (substituting into [1]): g(t) = (a x / (t + a^2))^2 + (b y / (t + b^2))^2 - 1 = 0
40
+
41
+ // Newton Raphson iteration, starting at t = 0
42
+ float t = 0.0f;
43
+ for (;;)
44
+ {
45
+ // Calculate g(t)
46
+ float t_plus_a_sq = t + a_sq;
47
+ float t_plus_b_sq = t + b_sq;
48
+ float gt = Square(mA * inPoint.x / t_plus_a_sq) + Square(mB * inPoint.y / t_plus_b_sq) - 1.0f;
49
+
50
+ // Check if g(t) it is close enough to zero
51
+ if (abs(gt) < 1.0e-6f)
52
+ return Float2(a_sq * inPoint.x / t_plus_a_sq, b_sq * inPoint.y / t_plus_b_sq);
53
+
54
+ // Get derivative dg/dt = g'(t) = -2 (b^2 y^2 / (t + b^2)^3 + a^2 x^2 / (t + a^2)^3)
55
+ float gt_accent = -2.0f *
56
+ (a_sq * Square(inPoint.x) / Cubed(t_plus_a_sq)
57
+ + b_sq * Square(inPoint.y) / Cubed(t_plus_b_sq));
58
+
59
+ // Calculate t for next iteration: tn+1 = tn - g(t) / g'(t)
60
+ float tn = t - gt / gt_accent;
61
+ t = tn;
62
+ }
63
+ }
64
+
65
+ /// Get normal at point inPoint (non-normalized vector)
66
+ Float2 GetNormal(const Float2 &inPoint) const
67
+ {
68
+ // Calculated by [d/dx f(x, y), d/dy f(x, y)], where f(x, y) is the ellipse equation from above
69
+ return Float2(inPoint.x / Square(mA), inPoint.y / Square(mB));
70
+ }
71
+
72
+ private:
73
+ float mA; ///< Radius along X-axis
74
+ float mB; ///< Radius along Y-axis
75
+ };
76
+
77
+ JPH_NAMESPACE_END