@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
@@ -1,324 +0,0 @@
1
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
- // SPDX-License-Identifier: MIT
4
-
5
- #pragma once
6
-
7
- #include <Jolt/Physics/Body/BodyID.h>
8
- #include <Jolt/Physics/EActivation.h>
9
- #include <Jolt/Physics/Collision/ObjectLayer.h>
10
- #include <Jolt/Physics/Body/MotionType.h>
11
- #include <Jolt/Physics/Body/MotionQuality.h>
12
- #include <Jolt/Physics/Body/BodyType.h>
13
- #include <Jolt/Core/Reference.h>
14
-
15
- JPH_NAMESPACE_BEGIN
16
-
17
- class Body;
18
- class BodyCreationSettings;
19
- class SoftBodyCreationSettings;
20
- class BodyLockInterface;
21
- class BroadPhase;
22
- class BodyManager;
23
- class TransformedShape;
24
- class PhysicsMaterial;
25
- class SubShapeID;
26
- class Shape;
27
- class TwoBodyConstraintSettings;
28
- class TwoBodyConstraint;
29
- class BroadPhaseLayerFilter;
30
- class AABox;
31
- class CollisionGroup;
32
-
33
- /// 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.
34
- /// All quantities are in world space unless otherwise specified.
35
- class JPH_EXPORT BodyInterface : public NonCopyable
36
- {
37
- public:
38
- /// Initialize the interface (should only be called by PhysicsSystem)
39
- void Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase) { mBodyLockInterface = &inBodyLockInterface; mBodyManager = &inBodyManager; mBroadPhase = &inBroadPhase; }
40
-
41
- /// Create a rigid body
42
- /// @return Created body or null when out of bodies
43
- Body * CreateBody(const BodyCreationSettings &inSettings);
44
-
45
- /// Create a soft body
46
- /// @return Created body or null when out of bodies
47
- Body * CreateSoftBody(const SoftBodyCreationSettings &inSettings);
48
-
49
- /// 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.
50
- /// The ID created on the server can be replicated to the client and used to create a deterministic simulation.
51
- /// @return Created body or null when the body ID is invalid or a body of the same ID already exists.
52
- Body * CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings);
53
-
54
- /// Create a soft body with specified ID. See comments at CreateBodyWithID.
55
- Body * CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings);
56
-
57
- /// 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.
58
- /// This can be used to decouple allocation from registering the body. A call to CreateBodyWithoutID followed by AssignBodyID is equivalent to calling CreateBodyWithID.
59
- /// @return Created body
60
- Body * CreateBodyWithoutID(const BodyCreationSettings &inSettings) const;
61
-
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- /// Advanced use only. Creates a body without specifying an ID. See comments at CreateBodyWithoutID.
63
- Body * CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) const;
64
-
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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.
67
- void DestroyBodyWithoutID(Body *inBody) const;
68
-
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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.
70
- /// @return false if the body already has an ID or out of body ids.
71
- bool AssignBodyID(Body *ioBody);
72
-
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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.
74
- /// @return false if the body already has an ID or if the ID is not valid.
75
- bool AssignBodyID(Body *ioBody, const BodyID &inBodyID);
76
-
77
- /// Advanced use only. See UnassignBodyIDs. Unassigns the ID of a single body.
78
- Body * UnassignBodyID(const BodyID &inBodyID);
79
-
80
- /// 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.
81
- /// 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.
82
- /// @param inBodyIDs A list of body IDs
83
- /// @param inNumber Number of bodies in the list
84
- /// @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).
85
- void UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies);
86
-
87
- /// Destroy a body.
88
- /// Make sure that you remove the body from the physics system using BodyInterface::RemoveBody before calling this function.
89
- void DestroyBody(const BodyID &inBodyID);
90
-
91
- /// Destroy multiple bodies
92
- /// Make sure that you remove the bodies from the physics system using BodyInterface::RemoveBody before calling this function.
93
- void DestroyBodies(const BodyID *inBodyIDs, int inNumber);
94
-
95
- /// Add body to the physics system.
96
- /// Note that if you need to add multiple bodies, use the AddBodiesPrepare/AddBodiesFinalize function.
97
- /// 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!
98
- /// After adding, to get a body by ID use the BodyLockRead or BodyLockWrite interface!
99
- void AddBody(const BodyID &inBodyID, EActivation inActivationMode);
100
-
101
- /// Remove body from the physics system. Note that you need to add a body to the physics system before you can remove it.
102
- void RemoveBody(const BodyID &inBodyID);
103
-
104
- /// Check if a body has been added to the physics system.
105
- bool IsAdded(const BodyID &inBodyID) const;
106
-
107
- /// Combines CreateBody and AddBody
108
- /// @return Created body ID or an invalid ID when out of bodies
109
- BodyID CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode);
110
-
111
- /// Combines CreateSoftBody and AddBody
112
- /// @return Created body ID or an invalid ID when out of bodies
113
- BodyID CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode);
114
-
115
- /// Add state handle, used to keep track of a batch of bodies while adding them to the PhysicsSystem.
116
- using AddState = void *;
117
-
118
- ///@name Batch adding interface
119
- ///@{
120
-
121
- /// Prepare adding inNumber bodies at ioBodies to the PhysicsSystem, returns a handle that should be used in AddBodiesFinalize/Abort.
122
- /// This can be done on a background thread without influencing the PhysicsSystem.
123
- /// ioBodies may be shuffled around by this function and should be kept that way until AddBodiesFinalize/Abort is called.
124
- AddState AddBodiesPrepare(BodyID *ioBodies, int inNumber);
125
-
126
- /// Finalize adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
127
- /// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
128
- void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode);
129
-
130
- /// Abort adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
131
- /// This can be done on a background thread without influencing the PhysicsSystem.
132
- /// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
133
- void AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState);
134
-
135
- /// Remove inNumber bodies in ioBodies from the PhysicsSystem. Note that bodies need to be added to the physics system before they can be removed.
136
- /// ioBodies may be shuffled around by this function.
137
- void RemoveBodies(BodyID *ioBodies, int inNumber);
138
- ///@}
139
-
140
- ///@name Activate / deactivate a body. Note that you need to add a body to the physics system before you can activate it.
141
- ///@{
142
- void ActivateBody(const BodyID &inBodyID);
143
- void ActivateBodies(const BodyID *inBodyIDs, int inNumber);
144
- void ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter);
145
- void DeactivateBody(const BodyID &inBodyID);
146
- void DeactivateBodies(const BodyID *inBodyIDs, int inNumber);
147
- bool IsActive(const BodyID &inBodyID) const; ///< Checks if a body is currently actively simulating
148
- void ResetSleepTimer(const BodyID &inBodyID); ///< @see Body::ResetSleepTimer
149
- ///@}
150
-
151
- /// Create a two body constraint
152
- TwoBodyConstraint * CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2);
153
-
154
- /// Activate non-static bodies attached to a constraint.
155
- /// Note that the bodies involved in the constraint should be added to the physics system before activating a constraint.
156
- void ActivateConstraint(const TwoBodyConstraint *inConstraint);
157
-
158
- ///@name Access to the shape of a body
159
- ///@{
160
-
161
- /// Get the current shape
162
- RefConst<Shape> GetShape(const BodyID &inBodyID) const;
163
-
164
- /// Set a new shape on the body
165
- /// @param inBodyID Body ID of body that had its shape changed
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- /// @param inShape The new shape
167
- /// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
168
- /// @param inActivationMode Whether or not to activate the body
169
- void SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) const;
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-
171
- /// Notify all systems to indicate that a shape has changed (usable for MutableCompoundShapes)
172
- /// @param inBodyID Body ID of body that had its shape changed
173
- /// @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
176
- void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) const;
177
- ///@}
178
-
179
- ///@name Object layer of a body
180
- ///@{
181
- void SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer); ///< The collision layer this body belongs to (determines if two objects can collide)
182
- ObjectLayer GetObjectLayer(const BodyID &inBodyID) const; ///< @see Body::GetObjectLayer
183
- ///@}
184
-
185
- ///@name Position and rotation of a body
186
- ///@{
187
- 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.
189
- void GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) const;
190
- void SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode);
191
- RVec3 GetPosition(const BodyID &inBodyID) const;
192
- RVec3 GetCenterOfMassPosition(const BodyID &inBodyID) const; ///< @see Body::GetCenterOfMassPosition
193
- void SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode);
194
- Quat GetRotation(const BodyID &inBodyID) const;
195
- RMat44 GetWorldTransform(const BodyID &inBodyID) const; ///< @see Body::GetWorldTransform
196
- RMat44 GetCenterOfMassTransform(const BodyID &inBodyID) const; ///< @see Body::GetCenterOfMassTransform
197
- ///@}
198
-
199
- /// Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds (will activate body if needed)
200
- void MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
201
-
202
- /// Linear or angular velocity (functions will activate body if needed).
203
- /// 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$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
204
- void SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
205
- void GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) const;
206
- void SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity); ///< @see Body::SetLinearVelocity
207
- Vec3 GetLinearVelocity(const BodyID &inBodyID) const; ///< @see Body::GetLinearVelocity
208
- void AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity); ///< Add velocity to current velocity
209
- void AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity); ///< Add linear and angular to current velocities
210
- void SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity); ///< @see Body::SetAngularVelocity
211
- Vec3 GetAngularVelocity(const BodyID &inBodyID) const; ///< @see Body::GetAngularVelocity
212
- 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
213
-
214
- /// Set the complete motion state of a body.
215
- /// 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$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
216
- void SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
217
-
218
- ///@name Add forces to the body. Note that you should add a body to the physics system before applying forces or torques.
219
- ///@{
220
- void AddForce(const BodyID &inBodyID, Vec3Arg inForce, EActivation inActivationMode = EActivation::Activate); ///< @see Body::AddForce
221
- void AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint, EActivation inActivationMode = EActivation::Activate); ///< Applied at world space position inPoint. @see Body::AddForce
222
- void AddTorque(const BodyID &inBodyID, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< @see Body::AddTorque
223
- void AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< A combination of Body::AddForce and Body::AddTorque
224
- ///@}
225
-
226
- ///@name Add an impulse to the body. Note that you should add a body to the physics system before applying impulses.
227
- ///@{
228
- void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse); ///< Applied at center of mass. @see Body::AddImpulse
229
- void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint); ///< Applied at world space position inPoint. @see Body::AddImpulse
230
- void AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse); ///< @see Body::AddAngularImpulse
231
- bool ApplyBuoyancyImpulse(const BodyID &inBodyID, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime); ///< @see Body::ApplyBuoyancyImpulse
232
- ///@}
233
-
234
- ///@name Body type
235
- ///@{
236
- EBodyType GetBodyType(const BodyID &inBodyID) const; ///< @see Body::GetBodyType
237
- ///@}
238
-
239
- ///@name Body motion type
240
- ///@{
241
- void SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode); ///< @see Body::SetMotionType
242
- EMotionType GetMotionType(const BodyID &inBodyID) const; ///< @see Body::GetMotionType
243
- ///@}
244
-
245
- ///@name Body motion quality
246
- ///@{
247
- void SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality); ///< How well it detects collisions when it has a high velocity
248
- EMotionQuality GetMotionQuality(const BodyID &inBodyID) const; ///< @see MotionProperties::GetMotionQuality
249
- ///@}
250
-
251
- /// Get inverse inertia tensor in world space
252
- Mat44 GetInverseInertia(const BodyID &inBodyID) const; ///< @see Body::GetInverseInertia
253
-
254
- ///@name Restitution
255
- ///@{
256
- void SetRestitution(const BodyID &inBodyID, float inRestitution); ///< @see Body::SetRestitution
257
- float GetRestitution(const BodyID &inBodyID) const; ///< @see Body::GetRestitution
258
- ///@}
259
-
260
- ///@name Friction
261
- ///@{
262
- void SetFriction(const BodyID &inBodyID, float inFriction); ///< @see Body::SetFriction
263
- float GetFriction(const BodyID &inBodyID) const; ///< @see Body::GetFriction
264
- ///@}
265
-
266
- ///@name Gravity factor
267
- ///@{
268
- void SetGravityFactor(const BodyID &inBodyID, float inGravityFactor); ///< @see MotionProperties::SetGravityFactor
269
- float GetGravityFactor(const BodyID &inBodyID) const; ///< @see MotionProperties::GetGravityFactor
270
- ///@}
271
-
272
- ///@name Max linear velocity
273
- ///@{
274
- void SetMaxLinearVelocity(const BodyID &inBodyID, float inLinearVelocity); ///< @see MotionProperties::SetMaxLinearVelocity
275
- float GetMaxLinearVelocity(const BodyID &inBodyID) const; ///< @see MotionProperties::GetMaxLinearVelocity
276
- ///@}
277
-
278
- ///@name Max angular velocity
279
- ///@{
280
- void SetMaxAngularVelocity(const BodyID &inBodyID, float inAngularVelocity); ///< @see MotionProperties::SetMaxAngularVelocity
281
- float GetMaxAngularVelocity(const BodyID &inBodyID) const; ///< @see MotionProperties::GetMaxAngularVelocity
282
- ///@}
283
-
284
- ///@name Manifold reduction
285
- ///@{
286
- void SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction); ///< @see Body::SetUseManifoldReduction
287
- bool GetUseManifoldReduction(const BodyID &inBodyID) const; ///< @see Body::GetUseManifoldReduction
288
- ///@}
289
-
290
- ///@name Sensor
291
- ///@{
292
- void SetIsSensor(const BodyID &inBodyID, bool inIsSensor); ///< @see Body::SetIsSensor
293
- bool IsSensor(const BodyID &inBodyID) const; ///< @see Body::IsSensor
294
- ///@}
295
-
296
- ///@name Collision group
297
- ///@{
298
- void SetCollisionGroup(const BodyID &inBodyID, const CollisionGroup &inCollisionGroup); ///< @see Body::SetCollisionGroup
299
- const CollisionGroup & GetCollisionGroup(const BodyID &inBodyID) const; ///< @see Body::GetCollisionGroup
300
- ///@}
301
-
302
- /// Get transform and shape for this body, used to perform collision detection
303
- TransformedShape GetTransformedShape(const BodyID &inBodyID) const;
304
-
305
- /// Get the user data for a body
306
- uint64 GetUserData(const BodyID &inBodyID) const;
307
- void SetUserData(const BodyID &inBodyID, uint64 inUserData) const;
308
-
309
- /// Get the material for a particular sub shape
310
- const PhysicsMaterial * GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) const;
311
-
312
- /// 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.
313
- void InvalidateContactCache(const BodyID &inBodyID);
314
-
315
- private:
316
- /// Helper function to activate a single body
317
- JPH_INLINE void ActivateBodyInternal(Body &ioBody) const;
318
-
319
- BodyLockInterface * mBodyLockInterface = nullptr;
320
- BodyManager * mBodyManager = nullptr;
321
- BroadPhase * mBroadPhase = nullptr;
322
- };
323
-
324
- JPH_NAMESPACE_END
@@ -1,111 +0,0 @@
1
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
- // SPDX-License-Identifier: MIT
4
-
5
- #pragma once
6
-
7
- #include <Jolt/Physics/Body/BodyLockInterface.h>
8
-
9
- JPH_NAMESPACE_BEGIN
10
-
11
- /// Base class for locking bodies for the duration of the scope of this class (do not use directly)
12
- template <bool Write, class BodyType>
13
- class BodyLockBase : public NonCopyable
14
- {
15
- public:
16
- /// Constructor will lock the body
17
- BodyLockBase(const BodyLockInterface &inBodyLockInterface, const BodyID &inBodyID) :
18
- mBodyLockInterface(inBodyLockInterface)
19
- {
20
- if (inBodyID == BodyID())
21
- {
22
- // Invalid body id
23
- mBodyLockMutex = nullptr;
24
- mBody = nullptr;
25
- }
26
- else
27
- {
28
- // Get mutex
29
- 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
- }
34
- }
35
-
36
- /// Explicitly release the lock (normally this is done in the destructor)
37
- inline void ReleaseLock()
38
- {
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