@bloomengine/engine 0.3.3 → 0.4.1

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 (494) hide show
  1. package/native/shared/build.rs +137 -6
  2. package/package.json +4 -11
  3. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/build.gradle +0 -51
  4. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/AndroidManifest.xml +0 -20
  5. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/cpp/CMakeLists.txt +0 -20
  6. package/native/third_party/JoltPhysics/Build/Android/UnitTests/build.gradle +0 -51
  7. package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/AndroidManifest.xml +0 -20
  8. package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/cpp/CMakeLists.txt +0 -20
  9. package/native/third_party/JoltPhysics/Build/Android/build.gradle +0 -17
  10. package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.jar +0 -0
  11. package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.properties +0 -5
  12. package/native/third_party/JoltPhysics/Build/Android/gradle.properties +0 -21
  13. package/native/third_party/JoltPhysics/Build/Android/gradlew +0 -185
  14. package/native/third_party/JoltPhysics/Build/Android/gradlew.bat +0 -89
  15. package/native/third_party/JoltPhysics/Build/Android/settings.gradle +0 -10
  16. package/native/third_party/JoltPhysics/Build/CMakeLists.txt +0 -449
  17. package/native/third_party/JoltPhysics/Build/README.md +0 -250
  18. package/native/third_party/JoltPhysics/Build/cmake_linux_clang_gcc.sh +0 -28
  19. package/native/third_party/JoltPhysics/Build/cmake_linux_emscripten.sh +0 -19
  20. package/native/third_party/JoltPhysics/Build/cmake_linux_mingw.sh +0 -19
  21. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl.bat +0 -3
  22. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_32bit.bat +0 -3
  23. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm.bat +0 -3
  24. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm_32bit.bat +0 -4
  25. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_cross_platform_deterministic.bat +0 -3
  26. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_double.bat +0 -3
  27. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_no_object_stream.bat +0 -3
  28. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang.bat +0 -10
  29. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_cross_platform_deterministic.bat +0 -10
  30. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_double.bat +0 -10
  31. package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp.bat +0 -5
  32. package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp_arm.bat +0 -5
  33. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl.bat +0 -3
  34. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_cross_platform_deterministic.bat +0 -3
  35. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_double.bat +0 -3
  36. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang.bat +0 -10
  37. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_cross_platform_deterministic.bat +0 -10
  38. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_double.bat +0 -10
  39. package/native/third_party/JoltPhysics/Build/cmake_windows_mingw.sh +0 -19
  40. package/native/third_party/JoltPhysics/Build/cmake_xcode_ios.sh +0 -4
  41. package/native/third_party/JoltPhysics/Build/cmake_xcode_macos.sh +0 -4
  42. package/native/third_party/JoltPhysics/Build/iOS/JoltViewerInfo.plist +0 -34
  43. package/native/third_party/JoltPhysics/Build/iOS/SamplesInfo.plist +0 -34
  44. package/native/third_party/JoltPhysics/Build/iOS/UnitTestsInfo.plist +0 -34
  45. package/native/third_party/JoltPhysics/Build/macOS/icon.icns +0 -0
  46. package/native/third_party/JoltPhysics/Build/macos_install_vulkan_sdk.sh +0 -13
  47. package/native/third_party/JoltPhysics/Build/ubuntu24_install_vulkan_sdk.sh +0 -4
  48. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.cpp +0 -242
  49. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.h +0 -121
  50. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeToBuffer.h +0 -296
  51. package/native/third_party/JoltPhysics/Jolt/AABBTree/NodeCodec/NodeCodecQuadTreeHalfFloat.h +0 -323
  52. package/native/third_party/JoltPhysics/Jolt/AABBTree/TriangleCodec/TriangleCodecIndexed8BitPackSOA4Flags.h +0 -555
  53. package/native/third_party/JoltPhysics/Jolt/ConfigurationString.h +0 -112
  54. package/native/third_party/JoltPhysics/Jolt/Core/ARMNeon.h +0 -94
  55. package/native/third_party/JoltPhysics/Jolt/Core/Array.h +0 -713
  56. package/native/third_party/JoltPhysics/Jolt/Core/Atomics.h +0 -44
  57. package/native/third_party/JoltPhysics/Jolt/Core/BinaryHeap.h +0 -96
  58. package/native/third_party/JoltPhysics/Jolt/Core/ByteBuffer.h +0 -74
  59. package/native/third_party/JoltPhysics/Jolt/Core/Color.cpp +0 -38
  60. package/native/third_party/JoltPhysics/Jolt/Core/Color.h +0 -98
  61. package/native/third_party/JoltPhysics/Jolt/Core/Core.h +0 -652
  62. package/native/third_party/JoltPhysics/Jolt/Core/FPControlWord.h +0 -143
  63. package/native/third_party/JoltPhysics/Jolt/Core/FPException.h +0 -96
  64. package/native/third_party/JoltPhysics/Jolt/Core/FPFlushDenormals.h +0 -43
  65. package/native/third_party/JoltPhysics/Jolt/Core/Factory.cpp +0 -92
  66. package/native/third_party/JoltPhysics/Jolt/Core/Factory.h +0 -54
  67. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.h +0 -122
  68. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.inl +0 -215
  69. package/native/third_party/JoltPhysics/Jolt/Core/HashCombine.h +0 -234
  70. package/native/third_party/JoltPhysics/Jolt/Core/HashTable.h +0 -876
  71. package/native/third_party/JoltPhysics/Jolt/Core/InsertionSort.h +0 -58
  72. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.cpp +0 -27
  73. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.h +0 -38
  74. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.h +0 -311
  75. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.inl +0 -56
  76. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.cpp +0 -65
  77. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.h +0 -62
  78. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.cpp +0 -364
  79. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.h +0 -101
  80. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.cpp +0 -230
  81. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.h +0 -85
  82. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.cpp +0 -51
  83. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.h +0 -67
  84. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.h +0 -182
  85. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.inl +0 -351
  86. package/native/third_party/JoltPhysics/Jolt/Core/Memory.cpp +0 -85
  87. package/native/third_party/JoltPhysics/Jolt/Core/Memory.h +0 -85
  88. package/native/third_party/JoltPhysics/Jolt/Core/Mutex.h +0 -223
  89. package/native/third_party/JoltPhysics/Jolt/Core/MutexArray.h +0 -98
  90. package/native/third_party/JoltPhysics/Jolt/Core/NonCopyable.h +0 -18
  91. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.cpp +0 -677
  92. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.h +0 -301
  93. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.inl +0 -90
  94. package/native/third_party/JoltPhysics/Jolt/Core/QuickSort.h +0 -137
  95. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.cpp +0 -149
  96. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.h +0 -436
  97. package/native/third_party/JoltPhysics/Jolt/Core/Reference.h +0 -244
  98. package/native/third_party/JoltPhysics/Jolt/Core/Result.h +0 -174
  99. package/native/third_party/JoltPhysics/Jolt/Core/STLAlignedAllocator.h +0 -72
  100. package/native/third_party/JoltPhysics/Jolt/Core/STLAllocator.h +0 -127
  101. package/native/third_party/JoltPhysics/Jolt/Core/STLLocalAllocator.h +0 -170
  102. package/native/third_party/JoltPhysics/Jolt/Core/STLTempAllocator.h +0 -80
  103. package/native/third_party/JoltPhysics/Jolt/Core/ScopeExit.h +0 -49
  104. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.cpp +0 -135
  105. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.h +0 -68
  106. package/native/third_party/JoltPhysics/Jolt/Core/StaticArray.h +0 -329
  107. package/native/third_party/JoltPhysics/Jolt/Core/StreamIn.h +0 -120
  108. package/native/third_party/JoltPhysics/Jolt/Core/StreamOut.h +0 -97
  109. package/native/third_party/JoltPhysics/Jolt/Core/StreamUtils.h +0 -168
  110. package/native/third_party/JoltPhysics/Jolt/Core/StreamWrapper.h +0 -53
  111. package/native/third_party/JoltPhysics/Jolt/Core/StridedPtr.h +0 -63
  112. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.cpp +0 -101
  113. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.h +0 -38
  114. package/native/third_party/JoltPhysics/Jolt/Core/TempAllocator.h +0 -209
  115. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.cpp +0 -37
  116. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.h +0 -58
  117. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedMap.h +0 -80
  118. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedSet.h +0 -32
  119. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox.h +0 -313
  120. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox4.h +0 -224
  121. package/native/third_party/JoltPhysics/Jolt/Geometry/ClipPoly.h +0 -200
  122. package/native/third_party/JoltPhysics/Jolt/Geometry/ClosestPoint.h +0 -498
  123. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.cpp +0 -1467
  124. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.h +0 -276
  125. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.cpp +0 -335
  126. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.h +0 -105
  127. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexSupport.h +0 -188
  128. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAConvexHullBuilder.h +0 -845
  129. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAPenetrationDepth.h +0 -557
  130. package/native/third_party/JoltPhysics/Jolt/Geometry/Ellipse.h +0 -77
  131. package/native/third_party/JoltPhysics/Jolt/Geometry/GJKClosestPoint.h +0 -945
  132. package/native/third_party/JoltPhysics/Jolt/Geometry/IndexedTriangle.h +0 -130
  133. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.cpp +0 -222
  134. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.h +0 -19
  135. package/native/third_party/JoltPhysics/Jolt/Geometry/MortonCode.h +0 -40
  136. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.cpp +0 -178
  137. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.h +0 -39
  138. package/native/third_party/JoltPhysics/Jolt/Geometry/Plane.h +0 -104
  139. package/native/third_party/JoltPhysics/Jolt/Geometry/RayAABox.h +0 -241
  140. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCapsule.h +0 -37
  141. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCylinder.h +0 -101
  142. package/native/third_party/JoltPhysics/Jolt/Geometry/RaySphere.h +0 -96
  143. package/native/third_party/JoltPhysics/Jolt/Geometry/RayTriangle.h +0 -158
  144. package/native/third_party/JoltPhysics/Jolt/Geometry/Sphere.h +0 -72
  145. package/native/third_party/JoltPhysics/Jolt/Geometry/Triangle.h +0 -34
  146. package/native/third_party/JoltPhysics/Jolt/Jolt.cmake +0 -703
  147. package/native/third_party/JoltPhysics/Jolt/Jolt.h +0 -16
  148. package/native/third_party/JoltPhysics/Jolt/Jolt.natvis +0 -116
  149. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.h +0 -99
  150. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.inl +0 -177
  151. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.h +0 -158
  152. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.inl +0 -310
  153. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.h +0 -291
  154. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.inl +0 -941
  155. package/native/third_party/JoltPhysics/Jolt/Math/Double3.h +0 -48
  156. package/native/third_party/JoltPhysics/Jolt/Math/DynMatrix.h +0 -31
  157. package/native/third_party/JoltPhysics/Jolt/Math/EigenValueSymmetric.h +0 -177
  158. package/native/third_party/JoltPhysics/Jolt/Math/FindRoot.h +0 -42
  159. package/native/third_party/JoltPhysics/Jolt/Math/Float2.h +0 -36
  160. package/native/third_party/JoltPhysics/Jolt/Math/Float3.h +0 -50
  161. package/native/third_party/JoltPhysics/Jolt/Math/Float4.h +0 -44
  162. package/native/third_party/JoltPhysics/Jolt/Math/GaussianElimination.h +0 -102
  163. package/native/third_party/JoltPhysics/Jolt/Math/HalfFloat.h +0 -208
  164. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.h +0 -243
  165. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.inl +0 -952
  166. package/native/third_party/JoltPhysics/Jolt/Math/Math.h +0 -208
  167. package/native/third_party/JoltPhysics/Jolt/Math/MathTypes.h +0 -32
  168. package/native/third_party/JoltPhysics/Jolt/Math/Matrix.h +0 -259
  169. package/native/third_party/JoltPhysics/Jolt/Math/Quat.h +0 -268
  170. package/native/third_party/JoltPhysics/Jolt/Math/Quat.inl +0 -406
  171. package/native/third_party/JoltPhysics/Jolt/Math/Real.h +0 -44
  172. package/native/third_party/JoltPhysics/Jolt/Math/Swizzle.h +0 -19
  173. package/native/third_party/JoltPhysics/Jolt/Math/Trigonometry.h +0 -79
  174. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.h +0 -232
  175. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.inl +0 -636
  176. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.cpp +0 -71
  177. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.h +0 -308
  178. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.inl +0 -942
  179. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.h +0 -320
  180. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.inl +0 -1152
  181. package/native/third_party/JoltPhysics/Jolt/Math/Vector.h +0 -211
  182. package/native/third_party/JoltPhysics/Jolt/ObjectStream/GetPrimitiveTypeOfType.h +0 -54
  183. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.cpp +0 -38
  184. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.h +0 -337
  185. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.cpp +0 -252
  186. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.h +0 -57
  187. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.cpp +0 -165
  188. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.h +0 -57
  189. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.cpp +0 -635
  190. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.h +0 -148
  191. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.cpp +0 -166
  192. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.h +0 -101
  193. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.cpp +0 -418
  194. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.h +0 -55
  195. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.cpp +0 -255
  196. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.h +0 -62
  197. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTypes.h +0 -26
  198. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttribute.h +0 -111
  199. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeEnum.h +0 -67
  200. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeTyped.h +0 -60
  201. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.cpp +0 -15
  202. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.h +0 -170
  203. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.cpp +0 -70
  204. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.h +0 -45
  205. package/native/third_party/JoltPhysics/Jolt/Physics/Body/AllowedDOFs.h +0 -68
  206. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.cpp +0 -426
  207. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.h +0 -452
  208. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.inl +0 -197
  209. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyAccess.h +0 -68
  210. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyActivationListener.h +0 -28
  211. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.cpp +0 -234
  212. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.h +0 -124
  213. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyFilter.h +0 -130
  214. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyID.h +0 -101
  215. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.cpp +0 -1099
  216. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.h +0 -324
  217. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLock.h +0 -111
  218. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockInterface.h +0 -134
  219. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockMulti.h +0 -120
  220. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.cpp +0 -1220
  221. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.h +0 -403
  222. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyPair.h +0 -36
  223. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyType.h +0 -19
  224. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.cpp +0 -185
  225. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.h +0 -58
  226. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.cpp +0 -92
  227. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.h +0 -308
  228. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.inl +0 -178
  229. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionQuality.h +0 -31
  230. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionType.h +0 -17
  231. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.cpp +0 -354
  232. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.h +0 -159
  233. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.cpp +0 -59
  234. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.h +0 -157
  235. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterID.h +0 -98
  236. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.cpp +0 -1933
  237. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.h +0 -752
  238. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/AABoxCast.h +0 -20
  239. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h +0 -17
  240. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdges.h +0 -114
  241. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BackFaceMode.h +0 -16
  242. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.cpp +0 -16
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  462. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/Wheel.cpp +0 -93
  463. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/Wheel.h +0 -148
  464. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.cpp +0 -866
  465. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.h +0 -205
  466. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.cpp +0 -204
  467. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.h +0 -29
  468. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.cpp +0 -1107
  469. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.h +0 -383
  470. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.cpp +0 -168
  471. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.h +0 -48
  472. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.cpp +0 -158
  473. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.h +0 -130
  474. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.cpp +0 -80
  475. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.h +0 -88
  476. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.cpp +0 -165
  477. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.h +0 -91
  478. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.cpp +0 -82
  479. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.h +0 -72
  480. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.cpp +0 -237
  481. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.h +0 -145
  482. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.cpp +0 -87
  483. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.h +0 -82
  484. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.cpp +0 -73
  485. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.h +0 -84
  486. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.cpp +0 -139
  487. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.h +0 -52
  488. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.cpp +0 -43
  489. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.h +0 -28
  490. package/native/third_party/JoltPhysics/LICENSE +0 -7
  491. package/native/third_party/JoltPhysics/README.md +0 -173
  492. package/native/third_party/bloom_jolt/CMakeLists.txt +0 -87
  493. package/native/third_party/bloom_jolt/include/bloom_jolt.h +0 -519
  494. package/native/third_party/bloom_jolt/src/bloom_jolt.cpp +0 -1780
@@ -1,452 +0,0 @@
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- // 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/Core/NonCopyable.h>
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- #include <Jolt/Geometry/AABox.h>
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- #include <Jolt/Physics/Collision/Shape/Shape.h>
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- #include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
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- #include <Jolt/Physics/Collision/ObjectLayer.h>
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- #include <Jolt/Physics/Collision/CollisionGroup.h>
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- #include <Jolt/Physics/Collision/TransformedShape.h>
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- #include <Jolt/Physics/Body/MotionProperties.h>
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- #include <Jolt/Physics/Body/BodyID.h>
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- #include <Jolt/Physics/Body/BodyAccess.h>
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- #include <Jolt/Physics/Body/BodyType.h>
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- #include <Jolt/Core/StringTools.h>
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-
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- JPH_NAMESPACE_BEGIN
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-
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- class StateRecorder;
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- class BodyCreationSettings;
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- class SoftBodyCreationSettings;
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-
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- /// A rigid body that can be simulated using the physics system
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- ///
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- /// Note that internally all properties (position, velocity etc.) are tracked relative to the center of mass of the object to simplify the simulation of the object.
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- ///
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- /// The offset between the position of the body and the center of mass position of the body is GetShape()->GetCenterOfMass().
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- /// The functions that get/set the position of the body all indicate if they are relative to the center of mass or to the original position in which the shape was created.
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- ///
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- /// The linear velocity is also velocity of the center of mass, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$.
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- class
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- #ifndef JPH_PLATFORM_DOXYGEN // Doxygen gets confused here
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- JPH_EXPORT_GCC_BUG_WORKAROUND alignas(max(JPH_VECTOR_ALIGNMENT, JPH_RVECTOR_ALIGNMENT))
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- #endif
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- Body : 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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- /// Get the id of this body
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- inline const BodyID & GetID() const { return mID; }
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-
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- /// Get the type of body (rigid or soft)
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- inline EBodyType GetBodyType() const { return mBodyType; }
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-
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- /// Check if this body is a rigid body
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- inline bool IsRigidBody() const { return mBodyType == EBodyType::RigidBody; }
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-
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- /// Check if this body is a soft body
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- inline bool IsSoftBody() const { return mBodyType == EBodyType::SoftBody; }
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-
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- // See comment at GetIndexInActiveBodiesInternal for reasoning why TSAN is disabled here
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- JPH_TSAN_NO_SANITIZE
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- /// If this body is currently actively simulating (true) or sleeping (false)
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- inline bool IsActive() const { return mMotionProperties != nullptr && mMotionProperties->mIndexInActiveBodies != cInactiveIndex; }
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-
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- /// Check if this body is static (not movable)
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- inline bool IsStatic() const { return mMotionType == EMotionType::Static; }
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-
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- /// Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it
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- inline bool IsKinematic() const { return mMotionType == EMotionType::Kinematic; }
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-
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- /// Check if this body is dynamic, which means that it moves and forces can act on it
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- inline bool IsDynamic() const { return mMotionType == EMotionType::Dynamic; }
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-
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- /// Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true)
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- inline bool CanBeKinematicOrDynamic() const { return mMotionProperties != nullptr; }
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-
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- /// Change the body to a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume.
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- /// The cheapest sensor (in terms of CPU usage) is a sensor with motion type Static (they can be moved around using BodyInterface::SetPosition/SetPositionAndRotation).
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- /// These sensors will only detect collisions with active Dynamic or Kinematic bodies. As soon as a body go to sleep, the contact point with the sensor will be lost.
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- /// If you make a sensor Dynamic or Kinematic and activate them, the sensor will be able to detect collisions with sleeping bodies too. An active sensor will never go to sleep automatically.
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- /// When you make a Dynamic or Kinematic sensor, make sure it is in an ObjectLayer that does not collide with Static bodies or other sensors to avoid extra overhead in the broad phase.
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- inline void SetIsSensor(bool inIsSensor) { JPH_ASSERT(IsRigidBody()); if (inIsSensor) mFlags.fetch_or(uint8(EFlags::IsSensor), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsSensor)), memory_order_relaxed); }
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-
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- /// Check if this body is a sensor.
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- inline bool IsSensor() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsSensor)) != 0; }
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-
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- /// If kinematic objects can generate contact points against other kinematic or static objects.
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- /// Note that turning this on can be CPU intensive as much more collision detection work will be done without any effect on the simulation (kinematic objects are not affected by other kinematic/static objects).
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- /// This can be used to make sensors detect static objects. Note that the sensor must be kinematic and active for it to detect static objects.
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- inline void SetCollideKinematicVsNonDynamic(bool inCollide) { JPH_ASSERT(IsRigidBody()); if (inCollide) mFlags.fetch_or(uint8(EFlags::CollideKinematicVsNonDynamic), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::CollideKinematicVsNonDynamic)), memory_order_relaxed); }
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-
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- /// Check if kinematic objects can generate contact points against other kinematic or static objects.
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- inline bool GetCollideKinematicVsNonDynamic() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::CollideKinematicVsNonDynamic)) != 0; }
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-
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- /// If PhysicsSettings::mUseManifoldReduction is true, this allows turning off manifold reduction for this specific body.
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- /// Manifold reduction by default will combine contacts with similar normals that come from different SubShapeIDs (e.g. different triangles in a mesh shape or different compound shapes).
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- /// If the application requires tracking exactly which SubShapeIDs are in contact, you can turn off manifold reduction. Note that this comes at a performance cost.
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- /// Consider using BodyInterface::SetUseManifoldReduction if the body could already be in contact with other bodies to ensure that the contact cache is invalidated and you get the correct contact callbacks.
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- inline void SetUseManifoldReduction(bool inUseReduction) { JPH_ASSERT(IsRigidBody()); if (inUseReduction) mFlags.fetch_or(uint8(EFlags::UseManifoldReduction), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::UseManifoldReduction)), memory_order_relaxed); }
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-
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- /// Check if this body can use manifold reduction.
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- inline bool GetUseManifoldReduction() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::UseManifoldReduction)) != 0; }
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-
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- /// Checks if the combination of this body and inBody2 should use manifold reduction
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- inline bool GetUseManifoldReductionWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) & inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::UseManifoldReduction)) != 0; }
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-
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- /// Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
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- inline void SetApplyGyroscopicForce(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::ApplyGyroscopicForce), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::ApplyGyroscopicForce)), memory_order_relaxed); }
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-
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- /// Check if the gyroscopic force is being applied for this body
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- inline bool GetApplyGyroscopicForce() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::ApplyGyroscopicForce)) != 0; }
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-
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- /// Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges.
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- inline void SetEnhancedInternalEdgeRemoval(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::EnhancedInternalEdgeRemoval), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::EnhancedInternalEdgeRemoval)), memory_order_relaxed); }
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-
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- /// Check if enhanced internal edge removal is turned on
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- inline bool GetEnhancedInternalEdgeRemoval() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
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-
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- /// Checks if the combination of this body and inBody2 should use enhanced internal edge removal
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- inline bool GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) | inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
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-
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- /// Get the bodies motion type.
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- inline EMotionType GetMotionType() const { return mMotionType; }
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-
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- /// Set the motion type of this body. Consider using BodyInterface::SetMotionType instead of this function if the body may be active or if it needs to be activated.
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- void SetMotionType(EMotionType inMotionType);
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-
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- /// Get broadphase layer, this determines in which broad phase sub-tree the object is placed
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- inline BroadPhaseLayer GetBroadPhaseLayer() const { return mBroadPhaseLayer; }
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-
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- /// Get object layer, this determines which other objects it collides with
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- inline ObjectLayer GetObjectLayer() const { return mObjectLayer; }
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-
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- /// Collision group and sub-group ID, determines which other objects it collides with
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- const CollisionGroup & GetCollisionGroup() const { return mCollisionGroup; }
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- CollisionGroup & GetCollisionGroup() { return mCollisionGroup; }
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- void SetCollisionGroup(const CollisionGroup &inGroup) { mCollisionGroup = inGroup; }
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-
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- /// If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up.
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- bool GetAllowSleeping() const { return mMotionProperties->mAllowSleeping; }
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- void SetAllowSleeping(bool inAllow);
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-
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- /// Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping.
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- inline void ResetSleepTimer();
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-
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- /// Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
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- inline float GetFriction() const { return mFriction; }
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- void SetFriction(float inFriction) { mFriction = inFriction; }
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-
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- /// Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
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- inline float GetRestitution() const { return mRestitution; }
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- void SetRestitution(float inRestitution) { mRestitution = inRestitution; }
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-
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- /// Get world space linear velocity of the center of mass (unit: m/s)
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- inline Vec3 GetLinearVelocity() const { return !IsStatic()? mMotionProperties->GetLinearVelocity() : Vec3::sZero(); }
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-
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- /// Set world space linear velocity of the center of mass (unit: m/s).
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
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- void SetLinearVelocity(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocity(inLinearVelocity); }
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-
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- /// Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
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- void SetLinearVelocityClamped(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocityClamped(inLinearVelocity); }
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-
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- /// Get world space angular velocity of the center of mass (unit: rad/s)
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- inline Vec3 GetAngularVelocity() const { return !IsStatic()? mMotionProperties->GetAngularVelocity() : Vec3::sZero(); }
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-
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- /// Set world space angular velocity of the center of mass (unit: rad/s).
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
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- void SetAngularVelocity(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocity(inAngularVelocity); }
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-
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- /// Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
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- void SetAngularVelocityClamped(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocityClamped(inAngularVelocity); }
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-
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- /// Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
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- inline Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const { return !IsStatic()? mMotionProperties->GetPointVelocityCOM(inPointRelativeToCOM) : Vec3::sZero(); }
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-
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- /// Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
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- inline Vec3 GetPointVelocity(RVec3Arg inPoint) const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return GetPointVelocityCOM(Vec3(inPoint - mPosition)); }
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-
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- /// Add force (unit: N) at center of mass for the next time step, will be reset after the next call to PhysicsSystem::Update.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
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- inline void AddForce(Vec3Arg inForce) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mForce) + inForce).StoreFloat3(&mMotionProperties->mForce); }
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-
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- /// Add force (unit: N) at world space position inPosition for the next time step, will be reset after the next call to PhysicsSystem::Update.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
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- inline void AddForce(Vec3Arg inForce, RVec3Arg inPosition);
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-
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- /// Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSystem::Update.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddTorque instead.
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- inline void AddTorque(Vec3Arg inTorque) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mTorque) + inTorque).StoreFloat3(&mMotionProperties->mTorque); }
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-
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- // Get the total amount of force applied to the center of mass this time step (through AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
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- inline Vec3 GetAccumulatedForce() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedForce(); }
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-
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- // Get the total amount of torque applied to the center of mass this time step (through AddForce/AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
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- inline Vec3 GetAccumulatedTorque() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedTorque(); }
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-
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- // Reset the total accumulated force, not that this will be done automatically after every time step.
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- JPH_INLINE void ResetForce() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetForce(); }
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-
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- // Reset the total accumulated torque, not that this will be done automatically after every time step.
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- JPH_INLINE void ResetTorque() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetTorque(); }
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-
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- // Reset the current velocity and accumulated force and torque.
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- JPH_INLINE void ResetMotion() { JPH_ASSERT(!IsStatic()); return mMotionProperties->ResetMotion(); }
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-
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- /// Get inverse inertia tensor in world space
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- inline Mat44 GetInverseInertia() const;
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-
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- /// Add impulse to center of mass (unit: kg m/s).
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
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- inline void AddImpulse(Vec3Arg inImpulse);
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-
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- /// Add impulse to point in world space (unit: kg m/s).
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
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- inline void AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition);
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-
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- /// Add angular impulse in world space (unit: N m s).
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::AddAngularImpulse instead.
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- inline void AddAngularImpulse(Vec3Arg inAngularImpulse);
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-
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- /// Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::MoveKinematic instead.
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- void MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
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-
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- /// Gets the properties needed to do buoyancy calculations
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- /// @param inSurfacePosition Position of the fluid surface in world space
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- /// @param inSurfaceNormal Normal of the fluid surface (should point up)
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- /// @param outTotalVolume On return this contains the total volume of the shape
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- /// @param outSubmergedVolume On return this contains the submerged volume of the shape
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- /// @param outRelativeCenterOfBuoyancy On return this contains the center of mass of the submerged volume relative to the center of mass of the body
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- void GetSubmergedVolume(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outRelativeCenterOfBuoyancy) const;
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-
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- /// Applies an impulse to the body that simulates fluid buoyancy and drag.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
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- /// @param inSurfacePosition Position of the fluid surface in world space
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- /// @param inSurfaceNormal Normal of the fluid surface (should point up)
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- /// @param inBuoyancy The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2]
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- /// @param inLinearDrag Linear drag factor that slows down the body when in the fluid (approx. 0.5)
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- /// @param inAngularDrag Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01)
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- /// @param inFluidVelocity The average velocity of the fluid (in m/s) in which the body resides
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- /// @param inGravity The gravity vector (pointing down)
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- /// @param inDeltaTime Delta time of the next simulation step (in s)
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- /// @return true if an impulse was applied, false if the body was not in the fluid
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- bool ApplyBuoyancyImpulse(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
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-
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- /// Applies an impulse to the body that simulates fluid buoyancy and drag.
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- /// If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
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- /// @param inTotalVolume Total volume of the shape of this body (m^3)
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- /// @param inSubmergedVolume Submerged volume of the shape of this body (m^3)
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- /// @param inRelativeCenterOfBuoyancy The center of mass of the submerged volume relative to the center of mass of the body
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- /// @param inBuoyancy The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2]
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- /// @param inLinearDrag Linear drag factor that slows down the body when in the fluid (approx. 0.5)
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- /// @param inAngularDrag Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01)
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- /// @param inFluidVelocity The average velocity of the fluid (in m/s) in which the body resides
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- /// @param inGravity The gravity vector (pointing down)
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- /// @param inDeltaTime Delta time of the next simulation step (in s)
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- /// @return true if an impulse was applied, false if the body was not in the fluid
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- bool ApplyBuoyancyImpulse(float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
257
-
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- /// Check if this body has been added to the physics system
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- inline bool IsInBroadPhase() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsInBroadPhase)) != 0; }
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-
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- /// Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body
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- inline bool IsCollisionCacheInvalid() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) != 0; }
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-
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- /// Get the shape of this body
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- inline const Shape * GetShape() const { return mShape; }
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-
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- /// World space position of the body
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- inline RVec3 GetPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition - mRotation * mShape->GetCenterOfMass(); }
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-
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- /// World space rotation of the body
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- inline Quat GetRotation() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mRotation; }
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-
273
- /// Calculates the transform of this body
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- inline RMat44 GetWorldTransform() const;
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-
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- /// Gets the world space position of this body's center of mass
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- inline RVec3 GetCenterOfMassPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition; }
278
-
279
- /// Calculates the transform for this body's center of mass
280
- inline RMat44 GetCenterOfMassTransform() const;
281
-
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- /// Calculates the inverse of the transform for this body's center of mass
283
- inline RMat44 GetInverseCenterOfMassTransform() const;
284
-
285
- /// Get world space bounding box
286
- inline const AABox & GetWorldSpaceBounds() const { return mBounds; }
287
-
288
- #ifdef JPH_ENABLE_ASSERTS
289
- /// Validate that the cached bounding box of the body matches the actual bounding box of the body.
290
- /// If this check fails then there are a number of possible causes:
291
- /// 1. Shape is being modified without notifying the system of the change. E.g. if you modify a MutableCompoundShape
292
- /// without calling BodyInterface::NotifyShapeChanged then there will be a mismatch between the cached bounding box
293
- /// in the broad phase and the bounding box of the Shape.
294
- /// 2. You are calling functions postfixed with 'Internal' which are not meant to be called by the application.
295
- /// 3. If the actual bounds and cached bounds are very close, it could mean that you have a mismatch in floating
296
- /// point unit state between threads. E.g. one thread has flush to zero (FTZ) or denormals are zero (DAZ) set and
297
- /// the other thread does not. Or if the rounding mode differs between threads. This can cause small differences
298
- /// in floating point calculations. If you are using JobSystemThreadPool you can use JobSystemThreadPool::SetThreadInitFunction
299
- /// to initialize the floating point unit state.
300
- inline void ValidateCachedBounds() const
301
- {
302
- AABox actual_body_bounds = mShape->GetWorldSpaceBounds(GetCenterOfMassTransform(), Vec3::sOne());
303
- JPH_ASSERT(actual_body_bounds == mBounds, "Mismatch between cached bounding box and actual bounding box");
304
- }
305
- #endif // JPH_ENABLE_ASSERTS
306
-
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- /// Access to the motion properties
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- const MotionProperties *GetMotionProperties() const { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
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- MotionProperties * GetMotionProperties() { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
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-
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- /// Access to the motion properties (version that does not check if the object is kinematic or dynamic)
312
- const MotionProperties *GetMotionPropertiesUnchecked() const { return mMotionProperties; }
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- MotionProperties * GetMotionPropertiesUnchecked() { return mMotionProperties; }
314
-
315
- /// Access to the user data, can be used for anything by the application
316
- uint64 GetUserData() const { return mUserData; }
317
- void SetUserData(uint64 inUserData) { mUserData = inUserData; }
318
-
319
- /// Get surface normal of a particular sub shape and its world space surface position on this body
320
- inline Vec3 GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) const;
321
-
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- /// Get the transformed shape of this body, which can be used to do collision detection outside of a body lock
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- inline TransformedShape GetTransformedShape() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return TransformedShape(mPosition, mRotation, mShape, mID); }
324
-
325
- /// Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later
326
- BodyCreationSettings GetBodyCreationSettings() const;
327
-
328
- /// Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later
329
- SoftBodyCreationSettings GetSoftBodyCreationSettings() const;
330
-
331
- /// A dummy body that can be used by constraints to attach a constraint to the world instead of another body
332
- static Body sFixedToWorld;
333
-
334
- ///@name THESE FUNCTIONS ARE FOR INTERNAL USE ONLY AND SHOULD NOT BE CALLED BY THE APPLICATION
335
- ///@{
336
-
337
- /// Helper function for BroadPhase::FindCollidingPairs that returns true when two bodies can collide
338
- /// It assumes that body 1 is dynamic and active and guarantees that it body 1 collides with body 2 that body 2 will not collide with body 1 in order to avoid finding duplicate collision pairs
339
- static inline bool sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2);
340
-
341
- /// Update position using an Euler step (used during position integrate & constraint solving)
342
- inline void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition += mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
343
- inline void SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition -= mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
344
-
345
- /// Update rotation using an Euler step (used during position integrate & constraint solving)
346
- inline void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
347
- inline void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
348
-
349
- /// Flag if body is in the broadphase (should only be called by the BroadPhase)
350
- inline void SetInBroadPhaseInternal(bool inInBroadPhase) { if (inInBroadPhase) mFlags.fetch_or(uint8(EFlags::IsInBroadPhase), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsInBroadPhase)), memory_order_relaxed); }
351
-
352
- /// Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simulation step. Returns true if the contact cache was still valid.
353
- inline bool InvalidateContactCacheInternal() { return (mFlags.fetch_or(uint8(EFlags::InvalidateContactCache), memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) == 0; }
354
-
355
- /// Reset the collision cache invalid flag (should only be called by the BodyManager).
356
- inline void ValidateContactCacheInternal() { JPH_IF_ENABLE_ASSERTS(uint8 old_val = ) mFlags.fetch_and(uint8(~uint8(EFlags::InvalidateContactCache)), memory_order_relaxed); JPH_ASSERT((old_val & uint8(EFlags::InvalidateContactCache)) != 0); }
357
-
358
- /// Updates world space bounding box (should only be called by the PhysicsSystem)
359
- void CalculateWorldSpaceBoundsInternal();
360
-
361
- /// Function to update body's position (should only be called by the BodyInterface since it also requires updating the broadphase)
362
- void SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer = true);
363
-
364
- /// Updates the center of mass and optionally mass properties after shifting the center of mass or changes to the shape (should only be called by the BodyInterface since it also requires updating the broadphase)
365
- /// @param inPreviousCenterOfMass Center of mass of the shape before the alterations
366
- /// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
367
- void UpdateCenterOfMassInternal(Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties);
368
-
369
- /// Function to update a body's shape (should only be called by the BodyInterface since it also requires updating the broadphase)
370
- /// @param inShape The new shape for this body
371
- /// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
372
- void SetShapeInternal(const Shape *inShape, bool inUpdateMassProperties);
373
-
374
- // TSAN detects a race between BodyManager::AddBodyToActiveBodies coming from PhysicsSystem::ProcessBodyPair and Body::GetIndexInActiveBodiesInternal coming from PhysicsSystem::ProcessBodyPair.
375
- // When PhysicsSystem::ProcessBodyPair activates a body, it updates mIndexInActiveBodies and then updates BodyManager::mNumActiveBodies with release semantics. PhysicsSystem::ProcessBodyPair will
376
- // then finish its loop of active bodies and at the end of the loop it will read BodyManager::mNumActiveBodies with acquire semantics to see if any bodies were activated during the loop.
377
- // This means that changes to mIndexInActiveBodies must be visible to the thread, so TSANs report must be a false positive. We suppress the warning here.
378
- JPH_TSAN_NO_SANITIZE
379
- /// Access to the index in the BodyManager::mActiveBodies list
380
- uint32 GetIndexInActiveBodiesInternal() const { return mMotionProperties != nullptr? mMotionProperties->mIndexInActiveBodies : cInactiveIndex; }
381
-
382
- /// Update eligibility for sleeping
383
- ECanSleep UpdateSleepStateInternal(float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep);
384
-
385
- /// Saving state for replay
386
- void SaveState(StateRecorder &inStream) const;
387
-
388
- /// Restoring state for replay
389
- void RestoreState(StateRecorder &inStream);
390
-
391
- ///@}
392
-
393
- static constexpr uint32 cInactiveIndex = MotionProperties::cInactiveIndex; ///< Constant indicating that body is not active
394
-
395
- private:
396
- friend class BodyManager;
397
- friend class BodyWithMotionProperties;
398
- friend class SoftBodyWithMotionPropertiesAndShape;
399
-
400
- Body() = default; ///< Bodies must be created through BodyInterface::CreateBody
401
-
402
- explicit Body(bool); ///< Alternative constructor that initializes all members
403
-
404
- ~Body() { JPH_ASSERT(mMotionProperties == nullptr); } ///< Bodies must be destroyed through BodyInterface::DestroyBody
405
-
406
- inline void GetSleepTestPoints(RVec3 *outPoints) const; ///< Determine points to test for checking if body is sleeping: COM, COM + largest bounding box axis, COM + second largest bounding box axis
407
-
408
- enum class EFlags : uint8
409
- {
410
- IsSensor = 1 << 0, ///< If this object is a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume.
411
- CollideKinematicVsNonDynamic = 1 << 1, ///< If kinematic objects can generate contact points against other kinematic or static objects.
412
- IsInBroadPhase = 1 << 2, ///< Set this bit to indicate that the body is in the broadphase
413
- InvalidateContactCache = 1 << 3, ///< Set this bit to indicate that all collision caches for this body are invalid, will be reset the next simulation step.
414
- UseManifoldReduction = 1 << 4, ///< Set this bit to indicate that this body can use manifold reduction (if PhysicsSettings::mUseManifoldReduction is true)
415
- ApplyGyroscopicForce = 1 << 5, ///< Set this bit to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
416
- EnhancedInternalEdgeRemoval = 1 << 6, ///< Set this bit to indicate that enhanced internal edge removal should be used for this body (see BodyCreationSettings::mEnhancedInternalEdgeRemoval)
417
- };
418
-
419
- // 16 byte aligned
420
- RVec3 mPosition; ///< World space position of center of mass
421
- Quat mRotation; ///< World space rotation of center of mass
422
- AABox mBounds; ///< World space bounding box of the body
423
-
424
- // 8 byte aligned
425
- RefConst<Shape> mShape; ///< Shape representing the volume of this body
426
- MotionProperties * mMotionProperties = nullptr; ///< If this is a keyframed or dynamic object, this object holds all information about the movement
427
- uint64 mUserData = 0; ///< User data, can be used for anything by the application
428
- CollisionGroup mCollisionGroup; ///< The collision group this body belongs to (determines if two objects can collide)
429
-
430
- // 4 byte aligned
431
- float mFriction; ///< Friction of the body (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
432
- float mRestitution; ///< Restitution of body (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
433
- BodyID mID; ///< ID of the body (index in the bodies array)
434
-
435
- // 2 or 4 bytes aligned
436
- ObjectLayer mObjectLayer; ///< The collision layer this body belongs to (determines if two objects can collide)
437
-
438
- // 1 byte aligned
439
- EBodyType mBodyType; ///< Type of body (rigid or soft)
440
- BroadPhaseLayer mBroadPhaseLayer; ///< The broad phase layer this body belongs to
441
- EMotionType mMotionType; ///< Type of motion (static, dynamic or kinematic)
442
- atomic<uint8> mFlags = 0; ///< See EFlags for possible flags
443
-
444
- // 122 bytes up to here (64-bit mode, single precision, 16-bit ObjectLayer)
445
- };
446
-
447
- static_assert(sizeof(void *) != 8 || JPH_RVECTOR_ALIGNMENT < 16 || sizeof(Body) == JPH_IF_SINGLE_PRECISION_ELSE(128, 160), "Body size is incorrect");
448
- static_assert(alignof(Body) == max(JPH_VECTOR_ALIGNMENT, JPH_RVECTOR_ALIGNMENT), "Body should properly align");
449
-
450
- JPH_NAMESPACE_END
451
-
452
- #include "Body.inl"