@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.
- package/native/shared/build.rs +137 -6
- package/package.json +4 -11
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/build.gradle +0 -51
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/AndroidManifest.xml +0 -20
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/cpp/CMakeLists.txt +0 -20
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/build.gradle +0 -51
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/AndroidManifest.xml +0 -20
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/cpp/CMakeLists.txt +0 -20
- package/native/third_party/JoltPhysics/Build/Android/build.gradle +0 -17
- package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.jar +0 -0
- package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.properties +0 -5
- package/native/third_party/JoltPhysics/Build/Android/gradle.properties +0 -21
- package/native/third_party/JoltPhysics/Build/Android/gradlew +0 -185
- package/native/third_party/JoltPhysics/Build/Android/gradlew.bat +0 -89
- package/native/third_party/JoltPhysics/Build/Android/settings.gradle +0 -10
- package/native/third_party/JoltPhysics/Build/CMakeLists.txt +0 -449
- package/native/third_party/JoltPhysics/Build/README.md +0 -250
- package/native/third_party/JoltPhysics/Build/cmake_linux_clang_gcc.sh +0 -28
- package/native/third_party/JoltPhysics/Build/cmake_linux_emscripten.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_linux_mingw.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_32bit.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm_32bit.bat +0 -4
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_cross_platform_deterministic.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_double.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_no_object_stream.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_cross_platform_deterministic.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_double.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp.bat +0 -5
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp_arm.bat +0 -5
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_cross_platform_deterministic.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_double.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_cross_platform_deterministic.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_double.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_windows_mingw.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_xcode_ios.sh +0 -4
- package/native/third_party/JoltPhysics/Build/cmake_xcode_macos.sh +0 -4
- package/native/third_party/JoltPhysics/Build/iOS/JoltViewerInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/iOS/SamplesInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/iOS/UnitTestsInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/macOS/icon.icns +0 -0
- package/native/third_party/JoltPhysics/Build/macos_install_vulkan_sdk.sh +0 -13
- package/native/third_party/JoltPhysics/Build/ubuntu24_install_vulkan_sdk.sh +0 -4
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.cpp +0 -242
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.h +0 -121
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeToBuffer.h +0 -296
- package/native/third_party/JoltPhysics/Jolt/AABBTree/NodeCodec/NodeCodecQuadTreeHalfFloat.h +0 -323
- package/native/third_party/JoltPhysics/Jolt/AABBTree/TriangleCodec/TriangleCodecIndexed8BitPackSOA4Flags.h +0 -555
- package/native/third_party/JoltPhysics/Jolt/ConfigurationString.h +0 -112
- package/native/third_party/JoltPhysics/Jolt/Core/ARMNeon.h +0 -94
- package/native/third_party/JoltPhysics/Jolt/Core/Array.h +0 -713
- package/native/third_party/JoltPhysics/Jolt/Core/Atomics.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Core/BinaryHeap.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Core/ByteBuffer.h +0 -74
- package/native/third_party/JoltPhysics/Jolt/Core/Color.cpp +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/Color.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Core/Core.h +0 -652
- package/native/third_party/JoltPhysics/Jolt/Core/FPControlWord.h +0 -143
- package/native/third_party/JoltPhysics/Jolt/Core/FPException.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Core/FPFlushDenormals.h +0 -43
- package/native/third_party/JoltPhysics/Jolt/Core/Factory.cpp +0 -92
- package/native/third_party/JoltPhysics/Jolt/Core/Factory.h +0 -54
- package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.h +0 -122
- package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.inl +0 -215
- package/native/third_party/JoltPhysics/Jolt/Core/HashCombine.h +0 -234
- package/native/third_party/JoltPhysics/Jolt/Core/HashTable.h +0 -876
- package/native/third_party/JoltPhysics/Jolt/Core/InsertionSort.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.cpp +0 -27
- package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.h +0 -311
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.inl +0 -56
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.cpp +0 -65
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.h +0 -62
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.cpp +0 -364
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.cpp +0 -230
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.h +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.cpp +0 -51
- package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.h +0 -67
- package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.h +0 -182
- package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.inl +0 -351
- package/native/third_party/JoltPhysics/Jolt/Core/Memory.cpp +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/Memory.h +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/Mutex.h +0 -223
- package/native/third_party/JoltPhysics/Jolt/Core/MutexArray.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Core/NonCopyable.h +0 -18
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.cpp +0 -677
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.h +0 -301
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.inl +0 -90
- package/native/third_party/JoltPhysics/Jolt/Core/QuickSort.h +0 -137
- package/native/third_party/JoltPhysics/Jolt/Core/RTTI.cpp +0 -149
- package/native/third_party/JoltPhysics/Jolt/Core/RTTI.h +0 -436
- package/native/third_party/JoltPhysics/Jolt/Core/Reference.h +0 -244
- package/native/third_party/JoltPhysics/Jolt/Core/Result.h +0 -174
- package/native/third_party/JoltPhysics/Jolt/Core/STLAlignedAllocator.h +0 -72
- package/native/third_party/JoltPhysics/Jolt/Core/STLAllocator.h +0 -127
- package/native/third_party/JoltPhysics/Jolt/Core/STLLocalAllocator.h +0 -170
- package/native/third_party/JoltPhysics/Jolt/Core/STLTempAllocator.h +0 -80
- package/native/third_party/JoltPhysics/Jolt/Core/ScopeExit.h +0 -49
- package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.cpp +0 -135
- package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Core/StaticArray.h +0 -329
- package/native/third_party/JoltPhysics/Jolt/Core/StreamIn.h +0 -120
- package/native/third_party/JoltPhysics/Jolt/Core/StreamOut.h +0 -97
- package/native/third_party/JoltPhysics/Jolt/Core/StreamUtils.h +0 -168
- package/native/third_party/JoltPhysics/Jolt/Core/StreamWrapper.h +0 -53
- package/native/third_party/JoltPhysics/Jolt/Core/StridedPtr.h +0 -63
- package/native/third_party/JoltPhysics/Jolt/Core/StringTools.cpp +0 -101
- package/native/third_party/JoltPhysics/Jolt/Core/StringTools.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/TempAllocator.h +0 -209
- package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.cpp +0 -37
- package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Core/UnorderedMap.h +0 -80
- package/native/third_party/JoltPhysics/Jolt/Core/UnorderedSet.h +0 -32
- package/native/third_party/JoltPhysics/Jolt/Geometry/AABox.h +0 -313
- package/native/third_party/JoltPhysics/Jolt/Geometry/AABox4.h +0 -224
- package/native/third_party/JoltPhysics/Jolt/Geometry/ClipPoly.h +0 -200
- package/native/third_party/JoltPhysics/Jolt/Geometry/ClosestPoint.h +0 -498
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.cpp +0 -1467
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.h +0 -276
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.cpp +0 -335
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.h +0 -105
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexSupport.h +0 -188
- package/native/third_party/JoltPhysics/Jolt/Geometry/EPAConvexHullBuilder.h +0 -845
- package/native/third_party/JoltPhysics/Jolt/Geometry/EPAPenetrationDepth.h +0 -557
- package/native/third_party/JoltPhysics/Jolt/Geometry/Ellipse.h +0 -77
- package/native/third_party/JoltPhysics/Jolt/Geometry/GJKClosestPoint.h +0 -945
- package/native/third_party/JoltPhysics/Jolt/Geometry/IndexedTriangle.h +0 -130
- package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.cpp +0 -222
- package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Geometry/MortonCode.h +0 -40
- package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.cpp +0 -178
- package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.h +0 -39
- package/native/third_party/JoltPhysics/Jolt/Geometry/Plane.h +0 -104
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayAABox.h +0 -241
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayCapsule.h +0 -37
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayCylinder.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Geometry/RaySphere.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayTriangle.h +0 -158
- package/native/third_party/JoltPhysics/Jolt/Geometry/Sphere.h +0 -72
- package/native/third_party/JoltPhysics/Jolt/Geometry/Triangle.h +0 -34
- package/native/third_party/JoltPhysics/Jolt/Jolt.cmake +0 -703
- package/native/third_party/JoltPhysics/Jolt/Jolt.h +0 -16
- package/native/third_party/JoltPhysics/Jolt/Jolt.natvis +0 -116
- package/native/third_party/JoltPhysics/Jolt/Math/BVec16.h +0 -99
- package/native/third_party/JoltPhysics/Jolt/Math/BVec16.inl +0 -177
- package/native/third_party/JoltPhysics/Jolt/Math/DMat44.h +0 -158
- package/native/third_party/JoltPhysics/Jolt/Math/DMat44.inl +0 -310
- package/native/third_party/JoltPhysics/Jolt/Math/DVec3.h +0 -291
- package/native/third_party/JoltPhysics/Jolt/Math/DVec3.inl +0 -941
- package/native/third_party/JoltPhysics/Jolt/Math/Double3.h +0 -48
- package/native/third_party/JoltPhysics/Jolt/Math/DynMatrix.h +0 -31
- package/native/third_party/JoltPhysics/Jolt/Math/EigenValueSymmetric.h +0 -177
- package/native/third_party/JoltPhysics/Jolt/Math/FindRoot.h +0 -42
- package/native/third_party/JoltPhysics/Jolt/Math/Float2.h +0 -36
- package/native/third_party/JoltPhysics/Jolt/Math/Float3.h +0 -50
- package/native/third_party/JoltPhysics/Jolt/Math/Float4.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Math/GaussianElimination.h +0 -102
- package/native/third_party/JoltPhysics/Jolt/Math/HalfFloat.h +0 -208
- package/native/third_party/JoltPhysics/Jolt/Math/Mat44.h +0 -243
- package/native/third_party/JoltPhysics/Jolt/Math/Mat44.inl +0 -952
- package/native/third_party/JoltPhysics/Jolt/Math/Math.h +0 -208
- package/native/third_party/JoltPhysics/Jolt/Math/MathTypes.h +0 -32
- package/native/third_party/JoltPhysics/Jolt/Math/Matrix.h +0 -259
- package/native/third_party/JoltPhysics/Jolt/Math/Quat.h +0 -268
- package/native/third_party/JoltPhysics/Jolt/Math/Quat.inl +0 -406
- package/native/third_party/JoltPhysics/Jolt/Math/Real.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Math/Swizzle.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Math/Trigonometry.h +0 -79
- package/native/third_party/JoltPhysics/Jolt/Math/UVec4.h +0 -232
- package/native/third_party/JoltPhysics/Jolt/Math/UVec4.inl +0 -636
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.cpp +0 -71
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.h +0 -308
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.inl +0 -942
- package/native/third_party/JoltPhysics/Jolt/Math/Vec4.h +0 -320
- package/native/third_party/JoltPhysics/Jolt/Math/Vec4.inl +0 -1152
- package/native/third_party/JoltPhysics/Jolt/Math/Vector.h +0 -211
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/GetPrimitiveTypeOfType.h +0 -54
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.cpp +0 -38
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.h +0 -337
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.cpp +0 -252
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.h +0 -57
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.cpp +0 -165
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.h +0 -57
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.cpp +0 -635
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.h +0 -148
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.cpp +0 -166
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.cpp +0 -418
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.h +0 -55
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.cpp +0 -255
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.h +0 -62
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTypes.h +0 -26
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttribute.h +0 -111
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeEnum.h +0 -67
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeTyped.h +0 -60
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.cpp +0 -15
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.h +0 -170
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.cpp +0 -70
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.h +0 -45
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/AllowedDOFs.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.cpp +0 -426
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.h +0 -452
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.inl +0 -197
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyAccess.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyActivationListener.h +0 -28
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.cpp +0 -234
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.h +0 -124
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyFilter.h +0 -130
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyID.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.cpp +0 -1099
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.h +0 -324
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLock.h +0 -111
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockInterface.h +0 -134
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockMulti.h +0 -120
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.cpp +0 -1220
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.h +0 -403
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyPair.h +0 -36
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyType.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.cpp +0 -185
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.cpp +0 -92
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.h +0 -308
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.inl +0 -178
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionQuality.h +0 -31
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionType.h +0 -17
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.cpp +0 -354
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.h +0 -159
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.cpp +0 -59
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.h +0 -157
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterID.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.cpp +0 -1933
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.h +0 -752
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/AABoxCast.h +0 -20
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h +0 -17
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdges.h +0 -114
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BackFaceMode.h +0 -16
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.cpp +0 -16
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h +0 -109
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.cpp +0 -313
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h +0 -148
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayerInterfaceMask.h +0 -92
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayerInterfaceTable.h +0 -64
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuadTree.cpp +0 -629
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuadTree.h +0 -108
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h +0 -56
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/ObjectVsBroadPhaseLayerFilterMask.h +0 -35
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/ObjectVsBroadPhaseLayerFilterTable.h +0 -66
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/QuadTree.cpp +0 -1768
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/QuadTree.h +0 -389
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp +0 -107
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/CastConvexVsTriangles.h +0 -46
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- package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.h +0 -28
- package/native/third_party/JoltPhysics/LICENSE +0 -7
- package/native/third_party/JoltPhysics/README.md +0 -173
- package/native/third_party/bloom_jolt/CMakeLists.txt +0 -87
- package/native/third_party/bloom_jolt/include/bloom_jolt.h +0 -519
- package/native/third_party/bloom_jolt/src/bloom_jolt.cpp +0 -1780
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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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#pragma once
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#include <Jolt/Physics/Body/BodyID.h>
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#include <Jolt/Physics/EActivation.h>
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#include <Jolt/Physics/Collision/ObjectLayer.h>
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#include <Jolt/Physics/Body/MotionType.h>
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#include <Jolt/Physics/Body/MotionQuality.h>
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#include <Jolt/Physics/Body/BodyType.h>
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#include <Jolt/Core/Reference.h>
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JPH_NAMESPACE_BEGIN
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class Body;
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class BodyCreationSettings;
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class SoftBodyCreationSettings;
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class BodyLockInterface;
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class BroadPhase;
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class BodyManager;
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class TransformedShape;
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class PhysicsMaterial;
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class SubShapeID;
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class Shape;
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class TwoBodyConstraintSettings;
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class TwoBodyConstraint;
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class BroadPhaseLayerFilter;
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class AABox;
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class CollisionGroup;
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/// Class that provides operations on bodies using a body ID. Note that if you need to do multiple operations on a single body, it is more efficient to lock the body once and combine the operations.
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/// All quantities are in world space unless otherwise specified.
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class JPH_EXPORT BodyInterface : public NonCopyable
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{
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public:
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/// Initialize the interface (should only be called by PhysicsSystem)
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void Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase) { mBodyLockInterface = &inBodyLockInterface; mBodyManager = &inBodyManager; mBroadPhase = &inBroadPhase; }
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/// Create a rigid body
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/// @return Created body or null when out of bodies
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Body * CreateBody(const BodyCreationSettings &inSettings);
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/// Create a soft body
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/// @return Created body or null when out of bodies
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Body * CreateSoftBody(const SoftBodyCreationSettings &inSettings);
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/// Create a rigid body with specified ID. This function can be used if a simulation is to run in sync between clients or if a simulation needs to be restored exactly.
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/// The ID created on the server can be replicated to the client and used to create a deterministic simulation.
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/// @return Created body or null when the body ID is invalid or a body of the same ID already exists.
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Body * CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings);
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/// Create a soft body with specified ID. See comments at CreateBodyWithID.
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Body * CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings);
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/// Advanced use only. Creates a rigid body without specifying an ID. This body cannot be added to the physics system until it has been assigned a body ID.
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/// This can be used to decouple allocation from registering the body. A call to CreateBodyWithoutID followed by AssignBodyID is equivalent to calling CreateBodyWithID.
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/// @return Created body
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Body * CreateBodyWithoutID(const BodyCreationSettings &inSettings) const;
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/// Advanced use only. Creates a body without specifying an ID. See comments at CreateBodyWithoutID.
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Body * CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) const;
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/// Advanced use only. Destroy a body previously created with CreateBodyWithoutID that hasn't gotten an ID yet through the AssignBodyID function,
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/// or a body that has had its body ID unassigned through UnassignBodyIDs. Bodies that have an ID should be destroyed through DestroyBody.
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void DestroyBodyWithoutID(Body *inBody) const;
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/// Advanced use only. Assigns the next available body ID to a body that was created using CreateBodyWithoutID. After this call, the body can be added to the physics system.
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/// @return false if the body already has an ID or out of body ids.
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bool AssignBodyID(Body *ioBody);
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/// Advanced use only. Assigns a body ID to a body that was created using CreateBodyWithoutID. After this call, the body can be added to the physics system.
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/// @return false if the body already has an ID or if the ID is not valid.
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bool AssignBodyID(Body *ioBody, const BodyID &inBodyID);
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/// Advanced use only. See UnassignBodyIDs. Unassigns the ID of a single body.
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Body * UnassignBodyID(const BodyID &inBodyID);
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/// Advanced use only. Removes a number of body IDs from their bodies and returns the body pointers. Before calling this, the body should have been removed from the physics system.
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/// The body can be destroyed through DestroyBodyWithoutID. This can be used to decouple deallocation. A call to UnassignBodyIDs followed by calls to DestroyBodyWithoutID is equivalent to calling DestroyBodies.
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/// @param inBodyIDs A list of body IDs
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/// @param inNumber Number of bodies in the list
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/// @param outBodies If not null on input, this will contain a list of body pointers corresponding to inBodyIDs that can be destroyed afterwards (caller assumes ownership over these).
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void UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies);
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/// Destroy a body.
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/// Make sure that you remove the body from the physics system using BodyInterface::RemoveBody before calling this function.
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void DestroyBody(const BodyID &inBodyID);
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/// Destroy multiple bodies
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/// Make sure that you remove the bodies from the physics system using BodyInterface::RemoveBody before calling this function.
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void DestroyBodies(const BodyID *inBodyIDs, int inNumber);
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/// Add body to the physics system.
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/// Note that if you need to add multiple bodies, use the AddBodiesPrepare/AddBodiesFinalize function.
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/// Adding many bodies, one at a time, results in a really inefficient broadphase until PhysicsSystem::OptimizeBroadPhase is called or when PhysicsSystem::Update rebuilds the tree!
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/// After adding, to get a body by ID use the BodyLockRead or BodyLockWrite interface!
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void AddBody(const BodyID &inBodyID, EActivation inActivationMode);
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/// Remove body from the physics system. Note that you need to add a body to the physics system before you can remove it.
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void RemoveBody(const BodyID &inBodyID);
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/// Check if a body has been added to the physics system.
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bool IsAdded(const BodyID &inBodyID) const;
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/// Combines CreateBody and AddBody
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/// @return Created body ID or an invalid ID when out of bodies
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BodyID CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode);
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/// Combines CreateSoftBody and AddBody
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/// @return Created body ID or an invalid ID when out of bodies
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BodyID CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode);
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/// Add state handle, used to keep track of a batch of bodies while adding them to the PhysicsSystem.
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using AddState = void *;
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///@name Batch adding interface
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///@{
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/// Prepare adding inNumber bodies at ioBodies to the PhysicsSystem, returns a handle that should be used in AddBodiesFinalize/Abort.
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/// This can be done on a background thread without influencing the PhysicsSystem.
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/// ioBodies may be shuffled around by this function and should be kept that way until AddBodiesFinalize/Abort is called.
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AddState AddBodiesPrepare(BodyID *ioBodies, int inNumber);
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/// Finalize adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
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/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
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void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode);
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/// Abort adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
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/// This can be done on a background thread without influencing the PhysicsSystem.
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/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
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void AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState);
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/// Remove inNumber bodies in ioBodies from the PhysicsSystem. Note that bodies need to be added to the physics system before they can be removed.
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/// ioBodies may be shuffled around by this function.
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void RemoveBodies(BodyID *ioBodies, int inNumber);
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///@}
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///@name Activate / deactivate a body. Note that you need to add a body to the physics system before you can activate it.
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///@{
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void ActivateBody(const BodyID &inBodyID);
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void ActivateBodies(const BodyID *inBodyIDs, int inNumber);
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void ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter);
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void DeactivateBody(const BodyID &inBodyID);
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void DeactivateBodies(const BodyID *inBodyIDs, int inNumber);
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bool IsActive(const BodyID &inBodyID) const; ///< Checks if a body is currently actively simulating
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void ResetSleepTimer(const BodyID &inBodyID); ///< @see Body::ResetSleepTimer
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///@}
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/// Create a two body constraint
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TwoBodyConstraint * CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2);
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/// Activate non-static bodies attached to a constraint.
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/// Note that the bodies involved in the constraint should be added to the physics system before activating a constraint.
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void ActivateConstraint(const TwoBodyConstraint *inConstraint);
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///@name Access to the shape of a body
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///@{
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/// Get the current shape
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RefConst<Shape> GetShape(const BodyID &inBodyID) const;
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/// Set a new shape on the body
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/// @param inBodyID Body ID of body that had its shape changed
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/// @param inShape The new shape
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/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
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/// @param inActivationMode Whether or not to activate the body
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void SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) const;
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/// Notify all systems to indicate that a shape has changed (usable for MutableCompoundShapes)
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/// @param inBodyID Body ID of body that had its shape changed
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/// @param inPreviousCenterOfMass Center of mass of the shape before the alterations
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/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
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/// @param inActivationMode Whether or not to activate the body
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void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) const;
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///@}
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///@name Object layer of a body
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///@{
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void SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer); ///< The collision layer this body belongs to (determines if two objects can collide)
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ObjectLayer GetObjectLayer(const BodyID &inBodyID) const; ///< @see Body::GetObjectLayer
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///@}
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///@name Position and rotation of a body
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///@{
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void SetPositionAndRotation(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode);
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void SetPositionAndRotationWhenChanged(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode); ///< Will only update the position/rotation and activate the body when the difference is larger than a very small number. This avoids updating the broadphase/waking up a body when the resulting position/orientation doesn't really change.
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void GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) const;
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void SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode);
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RVec3 GetPosition(const BodyID &inBodyID) const;
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RVec3 GetCenterOfMassPosition(const BodyID &inBodyID) const; ///< @see Body::GetCenterOfMassPosition
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void SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode);
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Quat GetRotation(const BodyID &inBodyID) const;
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RMat44 GetWorldTransform(const BodyID &inBodyID) const; ///< @see Body::GetWorldTransform
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RMat44 GetCenterOfMassTransform(const BodyID &inBodyID) const; ///< @see Body::GetCenterOfMassTransform
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///@}
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/// Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds (will activate body if needed)
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void MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
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/// Linear or angular velocity (functions will activate body if needed).
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/// Note that the linear velocity is the velocity of the center of mass, which may not coincide with the position of your object, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
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void SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
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void GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) const;
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void SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity); ///< @see Body::SetLinearVelocity
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Vec3 GetLinearVelocity(const BodyID &inBodyID) const; ///< @see Body::GetLinearVelocity
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void AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity); ///< Add velocity to current velocity
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void AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity); ///< Add linear and angular to current velocities
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void SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity); ///< @see Body::SetAngularVelocity
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Vec3 GetAngularVelocity(const BodyID &inBodyID) const; ///< @see Body::GetAngularVelocity
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Vec3 GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) const; ///< Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body. @see Body::GetPointVelocity
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/// Set the complete motion state of a body.
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/// Note that the linear velocity is the velocity of the center of mass, which may not coincide with the position of your object, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
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void SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
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///@name Add forces to the body. Note that you should add a body to the physics system before applying forces or torques.
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///@{
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void AddForce(const BodyID &inBodyID, Vec3Arg inForce, EActivation inActivationMode = EActivation::Activate); ///< @see Body::AddForce
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void AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint, EActivation inActivationMode = EActivation::Activate); ///< Applied at world space position inPoint. @see Body::AddForce
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void AddTorque(const BodyID &inBodyID, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< @see Body::AddTorque
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void AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< A combination of Body::AddForce and Body::AddTorque
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///@}
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///@name Add an impulse to the body. Note that you should add a body to the physics system before applying impulses.
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///@{
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void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse); ///< Applied at center of mass. @see Body::AddImpulse
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void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint); ///< Applied at world space position inPoint. @see Body::AddImpulse
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void AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse); ///< @see Body::AddAngularImpulse
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bool ApplyBuoyancyImpulse(const BodyID &inBodyID, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime); ///< @see Body::ApplyBuoyancyImpulse
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///@}
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///@name Body type
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///@{
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EBodyType GetBodyType(const BodyID &inBodyID) const; ///< @see Body::GetBodyType
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///@}
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///@name Body motion type
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///@{
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void SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode); ///< @see Body::SetMotionType
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EMotionType GetMotionType(const BodyID &inBodyID) const; ///< @see Body::GetMotionType
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///@}
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///@name Body motion quality
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///@{
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void SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality); ///< How well it detects collisions when it has a high velocity
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void SetRestitution(const BodyID &inBodyID, float inRestitution); ///< @see Body::SetRestitution
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float GetRestitution(const BodyID &inBodyID) const; ///< @see Body::GetRestitution
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void SetFriction(const BodyID &inBodyID, float inFriction); ///< @see Body::SetFriction
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float GetFriction(const BodyID &inBodyID) const; ///< @see Body::GetFriction
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void SetGravityFactor(const BodyID &inBodyID, float inGravityFactor); ///< @see MotionProperties::SetGravityFactor
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float GetGravityFactor(const BodyID &inBodyID) const; ///< @see MotionProperties::GetGravityFactor
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void SetMaxLinearVelocity(const BodyID &inBodyID, float inLinearVelocity); ///< @see MotionProperties::SetMaxLinearVelocity
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float GetMaxLinearVelocity(const BodyID &inBodyID) const; ///< @see MotionProperties::GetMaxLinearVelocity
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void SetMaxAngularVelocity(const BodyID &inBodyID, float inAngularVelocity); ///< @see MotionProperties::SetMaxAngularVelocity
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float GetMaxAngularVelocity(const BodyID &inBodyID) const; ///< @see MotionProperties::GetMaxAngularVelocity
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void SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction); ///< @see Body::SetUseManifoldReduction
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bool GetUseManifoldReduction(const BodyID &inBodyID) const; ///< @see Body::GetUseManifoldReduction
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void SetIsSensor(const BodyID &inBodyID, bool inIsSensor); ///< @see Body::SetIsSensor
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bool IsSensor(const BodyID &inBodyID) const; ///< @see Body::IsSensor
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void SetCollisionGroup(const BodyID &inBodyID, const CollisionGroup &inCollisionGroup); ///< @see Body::SetCollisionGroup
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const CollisionGroup & GetCollisionGroup(const BodyID &inBodyID) const; ///< @see Body::GetCollisionGroup
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TransformedShape GetTransformedShape(const BodyID &inBodyID) const;
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/// Get the user data for a body
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uint64 GetUserData(const BodyID &inBodyID) const;
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void SetUserData(const BodyID &inBodyID, uint64 inUserData) const;
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const PhysicsMaterial * GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) const;
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/// Set the Body::EFlags::InvalidateContactCache flag for the specified body. This means that the collision cache is invalid for any body pair involving that body until the next physics step.
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void InvalidateContactCache(const BodyID &inBodyID);
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private:
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/// Helper function to activate a single body
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JPH_INLINE void ActivateBodyInternal(Body &ioBody) const;
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BodyLockInterface * mBodyLockInterface = nullptr;
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BodyManager * mBodyManager = nullptr;
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BroadPhase * mBroadPhase = nullptr;
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};
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JPH_NAMESPACE_END
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@@ -1,111 +0,0 @@
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
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|
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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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#include <Jolt/Physics/Body/BodyLockInterface.h>
|
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|
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|
|
9
|
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JPH_NAMESPACE_BEGIN
|
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|
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|
|
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|
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/// Base class for locking bodies for the duration of the scope of this class (do not use directly)
|
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12
|
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template <bool Write, class BodyType>
|
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|
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class BodyLockBase : public NonCopyable
|
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|
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{
|
|
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|
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public:
|
|
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|
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/// Constructor will lock the body
|
|
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|
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BodyLockBase(const BodyLockInterface &inBodyLockInterface, const BodyID &inBodyID) :
|
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18
|
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mBodyLockInterface(inBodyLockInterface)
|
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|
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{
|
|
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|
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if (inBodyID == BodyID())
|
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|
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{
|
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|
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// Invalid body id
|
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|
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mBodyLockMutex = nullptr;
|
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|
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mBody = nullptr;
|
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|
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}
|
|
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|
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else
|
|
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|
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{
|
|
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|
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// Get mutex
|
|
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|
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mBodyLockMutex = Write? inBodyLockInterface.LockWrite(inBodyID) : inBodyLockInterface.LockRead(inBodyID);
|
|
30
|
-
|
|
31
|
-
// Get a reference to the body or nullptr when it is no longer valid
|
|
32
|
-
mBody = inBodyLockInterface.TryGetBody(inBodyID);
|
|
33
|
-
}
|
|
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|
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}
|
|
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|
-
|
|
36
|
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/// Explicitly release the lock (normally this is done in the destructor)
|
|
37
|
-
inline void ReleaseLock()
|
|
38
|
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{
|
|
39
|
-
if (mBodyLockMutex != nullptr)
|
|
40
|
-
{
|
|
41
|
-
if (Write)
|
|
42
|
-
mBodyLockInterface.UnlockWrite(mBodyLockMutex);
|
|
43
|
-
else
|
|
44
|
-
mBodyLockInterface.UnlockRead(mBodyLockMutex);
|
|
45
|
-
|
|
46
|
-
mBodyLockMutex = nullptr;
|
|
47
|
-
mBody = nullptr;
|
|
48
|
-
}
|
|
49
|
-
}
|
|
50
|
-
|
|
51
|
-
/// Destructor will unlock the body
|
|
52
|
-
~BodyLockBase()
|
|
53
|
-
{
|
|
54
|
-
ReleaseLock();
|
|
55
|
-
}
|
|
56
|
-
|
|
57
|
-
/// Test if the lock was successful (if the body ID was valid)
|
|
58
|
-
inline bool Succeeded() const
|
|
59
|
-
{
|
|
60
|
-
return mBody != nullptr;
|
|
61
|
-
}
|
|
62
|
-
|
|
63
|
-
/// Test if the lock was successful (if the body ID was valid) and the body is still in the broad phase
|
|
64
|
-
inline bool SucceededAndIsInBroadPhase() const
|
|
65
|
-
{
|
|
66
|
-
return mBody != nullptr && mBody->IsInBroadPhase();
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
/// Access the body
|
|
70
|
-
inline BodyType & GetBody() const
|
|
71
|
-
{
|
|
72
|
-
JPH_ASSERT(mBody != nullptr, "Should check Succeeded() first");
|
|
73
|
-
return *mBody;
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
private:
|
|
77
|
-
const BodyLockInterface & mBodyLockInterface;
|
|
78
|
-
SharedMutex * mBodyLockMutex;
|
|
79
|
-
BodyType * mBody;
|
|
80
|
-
};
|
|
81
|
-
|
|
82
|
-
/// A body lock takes a body ID and locks the underlying body so that other threads cannot access its members
|
|
83
|
-
///
|
|
84
|
-
/// The common usage pattern is:
|
|
85
|
-
///
|
|
86
|
-
/// BodyLockInterface lock_interface = physics_system.GetBodyLockInterface(); // Or non-locking interface if the lock is already taken
|
|
87
|
-
/// BodyID body_id = ...; // Obtain ID to body
|
|
88
|
-
///
|
|
89
|
-
/// // Scoped lock
|
|
90
|
-
/// {
|
|
91
|
-
/// BodyLockRead lock(lock_interface, body_id);
|
|
92
|
-
/// if (lock.Succeeded()) // body_id may no longer be valid
|
|
93
|
-
/// {
|
|
94
|
-
/// const Body &body = lock.GetBody();
|
|
95
|
-
///
|
|
96
|
-
/// // Do something with body
|
|
97
|
-
/// ...
|
|
98
|
-
/// }
|
|
99
|
-
/// }
|
|
100
|
-
class BodyLockRead : public BodyLockBase<false, const Body>
|
|
101
|
-
{
|
|
102
|
-
using BodyLockBase::BodyLockBase;
|
|
103
|
-
};
|
|
104
|
-
|
|
105
|
-
/// Specialization that locks a body for writing to. @see BodyLockRead for usage patterns.
|
|
106
|
-
class BodyLockWrite : public BodyLockBase<true, Body>
|
|
107
|
-
{
|
|
108
|
-
using BodyLockBase::BodyLockBase;
|
|
109
|
-
};
|
|
110
|
-
|
|
111
|
-
JPH_NAMESPACE_END
|
|
@@ -1,134 +0,0 @@
|
|
|
1
|
-
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
|
2
|
-
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
|
3
|
-
// SPDX-License-Identifier: MIT
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
#pragma once
|
|
7
|
-
|
|
8
|
-
#include <Jolt/Physics/Body/Body.h>
|
|
9
|
-
#include <Jolt/Physics/Body/BodyManager.h>
|
|
10
|
-
#include <Jolt/Physics/PhysicsLock.h>
|
|
11
|
-
#include <Jolt/Core/Mutex.h>
|
|
12
|
-
|
|
13
|
-
JPH_NAMESPACE_BEGIN
|
|
14
|
-
|
|
15
|
-
/// Base class interface for locking a body. Usually you will use BodyLockRead / BodyLockWrite / BodyLockMultiRead / BodyLockMultiWrite instead.
|
|
16
|
-
class BodyLockInterface : public NonCopyable
|
|
17
|
-
{
|
|
18
|
-
public:
|
|
19
|
-
/// Redefine MutexMask
|
|
20
|
-
using MutexMask = BodyManager::MutexMask;
|
|
21
|
-
|
|
22
|
-
/// Constructor
|
|
23
|
-
explicit BodyLockInterface(BodyManager &inBodyManager) : mBodyManager(inBodyManager) { }
|
|
24
|
-
virtual ~BodyLockInterface() = default;
|
|
25
|
-
|
|
26
|
-
///@name Locking functions
|
|
27
|
-
///@{
|
|
28
|
-
virtual SharedMutex * LockRead(const BodyID &inBodyID) const = 0;
|
|
29
|
-
virtual void UnlockRead(SharedMutex *inMutex) const = 0;
|
|
30
|
-
virtual SharedMutex * LockWrite(const BodyID &inBodyID) const = 0;
|
|
31
|
-
virtual void UnlockWrite(SharedMutex *inMutex) const = 0;
|
|
32
|
-
///@}
|
|
33
|
-
|
|
34
|
-
/// Get the mask needed to lock all bodies
|
|
35
|
-
inline MutexMask GetAllBodiesMutexMask() const
|
|
36
|
-
{
|
|
37
|
-
return mBodyManager.GetAllBodiesMutexMask();
|
|
38
|
-
}
|
|
39
|
-
|
|
40
|
-
///@name Batch locking functions
|
|
41
|
-
///@{
|
|
42
|
-
virtual MutexMask GetMutexMask(const BodyID *inBodies, int inNumber) const = 0;
|
|
43
|
-
virtual void LockRead(MutexMask inMutexMask) const = 0;
|
|
44
|
-
virtual void UnlockRead(MutexMask inMutexMask) const = 0;
|
|
45
|
-
virtual void LockWrite(MutexMask inMutexMask) const = 0;
|
|
46
|
-
virtual void UnlockWrite(MutexMask inMutexMask) const = 0;
|
|
47
|
-
///@}
|
|
48
|
-
|
|
49
|
-
/// Convert body ID to body
|
|
50
|
-
inline Body * TryGetBody(const BodyID &inBodyID) const { return mBodyManager.TryGetBody(inBodyID); }
|
|
51
|
-
|
|
52
|
-
protected:
|
|
53
|
-
BodyManager & mBodyManager;
|
|
54
|
-
};
|
|
55
|
-
|
|
56
|
-
/// Implementation that performs no locking (assumes the lock has already been taken)
|
|
57
|
-
class BodyLockInterfaceNoLock final : public BodyLockInterface
|
|
58
|
-
{
|
|
59
|
-
public:
|
|
60
|
-
using BodyLockInterface::BodyLockInterface;
|
|
61
|
-
|
|
62
|
-
///@name Locking functions
|
|
63
|
-
virtual SharedMutex * LockRead([[maybe_unused]] const BodyID &inBodyID) const override { return nullptr; }
|
|
64
|
-
virtual void UnlockRead([[maybe_unused]] SharedMutex *inMutex) const override { /* Nothing to do */ }
|
|
65
|
-
virtual SharedMutex * LockWrite([[maybe_unused]] const BodyID &inBodyID) const override { return nullptr; }
|
|
66
|
-
virtual void UnlockWrite([[maybe_unused]] SharedMutex *inMutex) const override { /* Nothing to do */ }
|
|
67
|
-
|
|
68
|
-
///@name Batch locking functions
|
|
69
|
-
virtual MutexMask GetMutexMask([[maybe_unused]] const BodyID *inBodies, [[maybe_unused]] int inNumber) const override { return 0; }
|
|
70
|
-
virtual void LockRead([[maybe_unused]] MutexMask inMutexMask) const override { /* Nothing to do */ }
|
|
71
|
-
virtual void UnlockRead([[maybe_unused]] MutexMask inMutexMask) const override { /* Nothing to do */ }
|
|
72
|
-
virtual void LockWrite([[maybe_unused]] MutexMask inMutexMask) const override { /* Nothing to do */ }
|
|
73
|
-
virtual void UnlockWrite([[maybe_unused]] MutexMask inMutexMask) const override { /* Nothing to do */ }
|
|
74
|
-
};
|
|
75
|
-
|
|
76
|
-
/// Implementation that uses the body manager to lock the correct mutex for a body
|
|
77
|
-
class BodyLockInterfaceLocking final : public BodyLockInterface
|
|
78
|
-
{
|
|
79
|
-
public:
|
|
80
|
-
using BodyLockInterface::BodyLockInterface;
|
|
81
|
-
|
|
82
|
-
///@name Locking functions
|
|
83
|
-
virtual SharedMutex * LockRead(const BodyID &inBodyID) const override
|
|
84
|
-
{
|
|
85
|
-
SharedMutex &mutex = mBodyManager.GetMutexForBody(inBodyID);
|
|
86
|
-
PhysicsLock::sLockShared(mutex JPH_IF_ENABLE_ASSERTS(, &mBodyManager, EPhysicsLockTypes::PerBody));
|
|
87
|
-
return &mutex;
|
|
88
|
-
}
|
|
89
|
-
|
|
90
|
-
virtual void UnlockRead(SharedMutex *inMutex) const override
|
|
91
|
-
{
|
|
92
|
-
PhysicsLock::sUnlockShared(*inMutex JPH_IF_ENABLE_ASSERTS(, &mBodyManager, EPhysicsLockTypes::PerBody));
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
virtual SharedMutex * LockWrite(const BodyID &inBodyID) const override
|
|
96
|
-
{
|
|
97
|
-
SharedMutex &mutex = mBodyManager.GetMutexForBody(inBodyID);
|
|
98
|
-
PhysicsLock::sLock(mutex JPH_IF_ENABLE_ASSERTS(, &mBodyManager, EPhysicsLockTypes::PerBody));
|
|
99
|
-
return &mutex;
|
|
100
|
-
}
|
|
101
|
-
|
|
102
|
-
virtual void UnlockWrite(SharedMutex *inMutex) const override
|
|
103
|
-
{
|
|
104
|
-
PhysicsLock::sUnlock(*inMutex JPH_IF_ENABLE_ASSERTS(, &mBodyManager, EPhysicsLockTypes::PerBody));
|
|
105
|
-
}
|
|
106
|
-
|
|
107
|
-
///@name Batch locking functions
|
|
108
|
-
virtual MutexMask GetMutexMask(const BodyID *inBodies, int inNumber) const override
|
|
109
|
-
{
|
|
110
|
-
return mBodyManager.GetMutexMask(inBodies, inNumber);
|
|
111
|
-
}
|
|
112
|
-
|
|
113
|
-
virtual void LockRead(MutexMask inMutexMask) const override
|
|
114
|
-
{
|
|
115
|
-
mBodyManager.LockRead(inMutexMask);
|
|
116
|
-
}
|
|
117
|
-
|
|
118
|
-
virtual void UnlockRead(MutexMask inMutexMask) const override
|
|
119
|
-
{
|
|
120
|
-
mBodyManager.UnlockRead(inMutexMask);
|
|
121
|
-
}
|
|
122
|
-
|
|
123
|
-
virtual void LockWrite(MutexMask inMutexMask) const override
|
|
124
|
-
{
|
|
125
|
-
mBodyManager.LockWrite(inMutexMask);
|
|
126
|
-
}
|
|
127
|
-
|
|
128
|
-
virtual void UnlockWrite(MutexMask inMutexMask) const override
|
|
129
|
-
{
|
|
130
|
-
mBodyManager.UnlockWrite(inMutexMask);
|
|
131
|
-
}
|
|
132
|
-
};
|
|
133
|
-
|
|
134
|
-
JPH_NAMESPACE_END
|