@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
@@ -1,223 +0,0 @@
1
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
- // SPDX-License-Identifier: MIT
4
-
5
- #include <Jolt/Jolt.h>
6
-
7
- #include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
8
- #include <Jolt/Physics/Collision/TransformedShape.h>
9
- #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
10
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
11
- #include <Jolt/Physics/Collision/ActiveEdges.h>
12
- #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
13
- #include <Jolt/Geometry/ClosestPoint.h>
14
- #include <Jolt/Geometry/RaySphere.h>
15
- #include <Jolt/Core/Profiler.h>
16
-
17
- JPH_NAMESPACE_BEGIN
18
-
19
- CastSphereVsTriangles::CastSphereVsTriangles(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, CastShapeCollector &ioCollector) :
20
- mStart(inShapeCast.mCenterOfMassStart.GetTranslation()),
21
- mDirection(inShapeCast.mDirection),
22
- mShapeCastSettings(inShapeCastSettings),
23
- mCenterOfMassTransform2(inCenterOfMassTransform2),
24
- mScale(inScale),
25
- mSubShapeIDCreator1(inSubShapeIDCreator1),
26
- mCollector(ioCollector)
27
- {
28
- // Cast to sphere shape
29
- JPH_ASSERT(inShapeCast.mShape->GetSubType() == EShapeSubType::Sphere);
30
- const SphereShape *sphere = static_cast<const SphereShape *>(inShapeCast.mShape);
31
-
32
- // Scale the radius
33
- mRadius = sphere->GetRadius() * abs(inShapeCast.mScale.GetX());
34
-
35
- // Determine if shape is inside out or not
36
- mScaleSign = ScaleHelpers::IsInsideOut(inScale)? -1.0f : 1.0f;
37
- }
38
-
39
- void CastSphereVsTriangles::AddHit(bool inBackFacing, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal)
40
- {
41
- // Convert to world space
42
- Vec3 contact_point_a = mCenterOfMassTransform2 * (mStart + inContactPointA);
43
- Vec3 contact_point_b = mCenterOfMassTransform2 * (mStart + inContactPointB);
44
- Vec3 contact_normal_world = mCenterOfMassTransform2.Multiply3x3(inContactNormal);
45
-
46
- // Its a hit, store the sub shape id's
47
- ShapeCastResult result(inFraction, contact_point_a, contact_point_b, contact_normal_world, inBackFacing, mSubShapeIDCreator1.GetID(), inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
48
-
49
- // Note: We don't gather faces here because that's only useful if both shapes have a face. Since the sphere always has only 1 contact point, the manifold is always a point.
50
-
51
- JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
52
- mCollector.AddHit(result);
53
- }
54
-
55
- void CastSphereVsTriangles::AddHitWithActiveEdgeDetection(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, bool inBackFacing, Vec3Arg inTriangleNormal, uint8 inActiveEdges, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal)
56
- {
57
- // Check if we have enabled active edge detection
58
- Vec3 contact_normal = inContactNormal;
59
- if (mShapeCastSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive && inActiveEdges != 0b111)
60
- {
61
- // Convert the active edge velocity hint to local space
62
- Vec3 active_edge_movement_direction = mCenterOfMassTransform2.Multiply3x3Transposed(mShapeCastSettings.mActiveEdgeMovementDirection);
63
-
64
- // Update the contact normal to account for active edges
65
- // Note that we flip the triangle normal as the penetration axis is pointing towards the triangle instead of away
66
- contact_normal = ActiveEdges::FixNormal(inV0, inV1, inV2, inBackFacing? inTriangleNormal : -inTriangleNormal, inActiveEdges, inContactPointB, inContactNormal, active_edge_movement_direction);
67
- }
68
-
69
- AddHit(inBackFacing, inSubShapeID2, inFraction, inContactPointA, inContactPointB, contact_normal);
70
- }
71
-
72
- // This is a simplified version of the ray cylinder test from: Real Time Collision Detection - Christer Ericson
73
- // Chapter 5.3.7, page 194-197. Some conditions have been removed as we're not interested in hitting the caps of the cylinder.
74
- // Note that the ray origin is assumed to be the origin here.
75
- float CastSphereVsTriangles::RayCylinder(Vec3Arg inRayDirection, Vec3Arg inCylinderA, Vec3Arg inCylinderB, float inRadius) const
76
- {
77
- // Calculate cylinder axis
78
- Vec3 axis = inCylinderB - inCylinderA;
79
-
80
- // Make ray start relative to cylinder side A (moving cylinder A to the origin)
81
- Vec3 start = -inCylinderA;
82
-
83
- // Test if segment is fully on the A side of the cylinder
84
- float start_dot_axis = start.Dot(axis);
85
- float direction_dot_axis = inRayDirection.Dot(axis);
86
- float end_dot_axis = start_dot_axis + direction_dot_axis;
87
- if (start_dot_axis < 0.0f && end_dot_axis < 0.0f)
88
- return FLT_MAX;
89
-
90
- // Test if segment is fully on the B side of the cylinder
91
- float axis_len_sq = axis.LengthSq();
92
- if (start_dot_axis > axis_len_sq && end_dot_axis > axis_len_sq)
93
- return FLT_MAX;
94
-
95
- // Calculate a, b and c, the factors for quadratic equation
96
- // We're basically solving the ray: x = start + direction * t
97
- // The closest point to x on the segment A B is: w = (x . axis) * axis / (axis . axis)
98
- // The distance between x and w should be radius: (x - w) . (x - w) = radius^2
99
- // Solving this gives the following:
100
- float a = axis_len_sq * inRayDirection.LengthSq() - Square(direction_dot_axis);
101
- if (abs(a) < 1.0e-6f)
102
- return FLT_MAX; // Segment runs parallel to cylinder axis, stop processing, we will either hit at fraction = 0 or we'll hit a vertex
103
- float b = axis_len_sq * start.Dot(inRayDirection) - direction_dot_axis * start_dot_axis; // should be multiplied by 2, instead we'll divide a and c by 2 when we solve the quadratic equation
104
- float c = axis_len_sq * (start.LengthSq() - Square(inRadius)) - Square(start_dot_axis);
105
- float det = Square(b) - a * c; // normally 4 * a * c but since both a and c need to be divided by 2 we lose the 4
106
- if (det < 0.0f)
107
- return FLT_MAX; // No solution to quadratic equation
108
-
109
- // Solve fraction t where the ray hits the cylinder
110
- float t = -(b + sqrt(det)) / a; // normally divided by 2 * a but since a should be divided by 2 we lose the 2
111
- if (t < 0.0f || t > 1.0f)
112
- return FLT_MAX; // Intersection lies outside segment
113
- if (start_dot_axis + t * direction_dot_axis < 0.0f || start_dot_axis + t * direction_dot_axis > axis_len_sq)
114
- return FLT_MAX; // Intersection outside the end point of the cylinder, stop processing, we will possibly hit a vertex
115
- return t;
116
- }
117
-
118
- void CastSphereVsTriangles::Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
119
- {
120
- // Scale triangle and make it relative to the start of the cast
121
- Vec3 v0 = mScale * inV0 - mStart;
122
- Vec3 v1 = mScale * inV1 - mStart;
123
- Vec3 v2 = mScale * inV2 - mStart;
124
-
125
- // Calculate triangle normal
126
- Vec3 triangle_normal = mScaleSign * (v1 - v0).Cross(v2 - v0);
127
- float triangle_normal_len = triangle_normal.Length();
128
- if (triangle_normal_len == 0.0f)
129
- return; // Degenerate triangle
130
- triangle_normal /= triangle_normal_len;
131
-
132
- // Backface check
133
- float normal_dot_direction = triangle_normal.Dot(mDirection);
134
- bool back_facing = normal_dot_direction > 0.0f;
135
- if (mShapeCastSettings.mBackFaceModeTriangles == EBackFaceMode::IgnoreBackFaces && back_facing)
136
- return;
137
-
138
- // Test if distance between the sphere and plane of triangle is smaller or equal than the radius
139
- if (abs(v0.Dot(triangle_normal)) <= mRadius)
140
- {
141
- // Check if the sphere intersects at the start of the cast
142
- uint32 closest_feature;
143
- Vec3 q = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature);
144
- float q_len_sq = q.LengthSq();
145
- if (q_len_sq <= Square(mRadius))
146
- {
147
- // Early out if this hit is deeper than the collector's early out value
148
- float q_len = sqrt(q_len_sq);
149
- float penetration_depth = mRadius - q_len;
150
- if (-penetration_depth >= mCollector.GetEarlyOutFraction())
151
- return;
152
-
153
- // Generate contact point
154
- Vec3 contact_normal = q_len > 0.0f? q / q_len : Vec3::sAxisY();
155
- Vec3 contact_point_a = q + contact_normal * penetration_depth;
156
- Vec3 contact_point_b = q;
157
- AddHitWithActiveEdgeDetection(v0, v1, v2, back_facing, triangle_normal, inActiveEdges, inSubShapeID2, 0.0f, contact_point_a, contact_point_b, contact_normal);
158
- return;
159
- }
160
- }
161
- else
162
- {
163
- // Check if cast is not parallel to the plane of the triangle
164
- float abs_normal_dot_direction = abs(normal_dot_direction);
165
- if (abs_normal_dot_direction > 1.0e-6f)
166
- {
167
- // Calculate the point on the sphere that will hit the triangle's plane first and calculate a fraction where it will do so
168
- Vec3 d = Sign(normal_dot_direction) * mRadius * triangle_normal;
169
- float plane_intersection = (v0 - d).Dot(triangle_normal) / normal_dot_direction;
170
-
171
- // Check if sphere will hit in the interval that we're interested in
172
- if (plane_intersection * abs_normal_dot_direction < -mRadius // Sphere hits the plane before the sweep, cannot intersect
173
- || plane_intersection >= mCollector.GetEarlyOutFraction()) // Sphere hits the plane after the sweep / early out fraction, cannot intersect
174
- return;
175
-
176
- // We can only report an interior hit if we're hitting the plane during our sweep and not before
177
- if (plane_intersection >= 0.0f)
178
- {
179
- // Calculate the point of contact on the plane
180
- Vec3 p = d + plane_intersection * mDirection;
181
-
182
- // Check if this is an interior point
183
- float u, v, w;
184
- if (ClosestPoint::GetBaryCentricCoordinates(v0 - p, v1 - p, v2 - p, u, v, w)
185
- && u >= 0.0f && v >= 0.0f && w >= 0.0f)
186
- {
187
- // Interior point, we found the collision point. We don't need to check active edges.
188
- AddHit(back_facing, inSubShapeID2, plane_intersection, p, p, back_facing? triangle_normal : -triangle_normal);
189
- return;
190
- }
191
- }
192
- }
193
- }
194
-
195
- // Test 3 edges
196
- float fraction = RayCylinder(mDirection, v0, v1, mRadius);
197
- fraction = min(fraction, RayCylinder(mDirection, v1, v2, mRadius));
198
- fraction = min(fraction, RayCylinder(mDirection, v2, v0, mRadius));
199
-
200
- // Test 3 vertices
201
- fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v0, mRadius));
202
- fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v1, mRadius));
203
- fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v2, mRadius));
204
-
205
- // Check if we have a collision
206
- JPH_ASSERT(fraction >= 0.0f);
207
- if (fraction < mCollector.GetEarlyOutFraction())
208
- {
209
- // Calculate the center of the sphere at the point of contact
210
- Vec3 p = fraction * mDirection;
211
-
212
- // Get contact point and normal
213
- uint32 closest_feature;
214
- Vec3 q = ClosestPoint::GetClosestPointOnTriangle(v0 - p, v1 - p, v2 - p, closest_feature);
215
- // The distance between p and the triangle should be mRadius, but for very long casts,
216
- // floating point accuracy can become low enough so that p is on the plane and q is zero
217
- Vec3 contact_normal = q.NormalizedOr(back_facing? triangle_normal : -triangle_normal);
218
- Vec3 contact_point_ab = p + q;
219
- AddHitWithActiveEdgeDetection(v0, v1, v2, back_facing, triangle_normal, inActiveEdges, inSubShapeID2, fraction, contact_point_ab, contact_point_ab, contact_normal);
220
- }
221
- }
222
-
223
- JPH_NAMESPACE_END
@@ -1,49 +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/Collision/ShapeCast.h>
8
-
9
- JPH_NAMESPACE_BEGIN
10
-
11
- /// Collision detection helper that casts a sphere vs one or more triangles
12
- class JPH_EXPORT CastSphereVsTriangles
13
- {
14
- public:
15
- /// Constructor
16
- /// @param inShapeCast The sphere to cast against the triangles and its start and direction
17
- /// @param inShapeCastSettings Settings for performing the cast
18
- /// @param inScale Local space scale for the shape to cast against (scales relative to its center of mass).
19
- /// @param inCenterOfMassTransform2 Is the center of mass transform of shape 2 (excluding scale), this is used to provide a transform to the shape cast result so that local quantities can be transformed into world space.
20
- /// @param inSubShapeIDCreator1 Class that tracks the current sub shape ID for the casting shape
21
- /// @param ioCollector The collector that receives the results.
22
- CastSphereVsTriangles(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, CastShapeCollector &ioCollector);
23
-
24
- /// Cast sphere with a single triangle
25
- /// @param inV0 , inV1 , inV2: CCW triangle vertices
26
- /// @param inActiveEdges bit 0 = edge v0..v1 is active, bit 1 = edge v1..v2 is active, bit 2 = edge v2..v0 is active
27
- /// An active edge is an edge that is not connected to another triangle in such a way that it is impossible to collide with the edge
28
- /// @param inSubShapeID2 The sub shape ID for the triangle
29
- void Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2);
30
-
31
- protected:
32
- Vec3 mStart; ///< Starting location of the sphere
33
- Vec3 mDirection; ///< Direction and length of movement of sphere
34
- float mRadius; ///< Scaled radius of sphere
35
- const ShapeCastSettings & mShapeCastSettings;
36
- const Mat44 & mCenterOfMassTransform2;
37
- Vec3 mScale;
38
- SubShapeIDCreator mSubShapeIDCreator1;
39
- CastShapeCollector & mCollector;
40
-
41
- private:
42
- void AddHit(bool inBackFacing, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal);
43
- void AddHitWithActiveEdgeDetection(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, bool inBackFacing, Vec3Arg inTriangleNormal, uint8 inActiveEdges, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal);
44
- float RayCylinder(Vec3Arg inRayDirection, Vec3Arg inCylinderA, Vec3Arg inCylinderB, float inRadius) const;
45
-
46
- float mScaleSign; ///< Sign of the scale, -1 if object is inside out, 1 if not
47
- };
48
-
49
- JPH_NAMESPACE_END
@@ -1,16 +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
- JPH_NAMESPACE_BEGIN
8
-
9
- /// Whether or not to collect faces, used by CastShape and CollideShape
10
- enum class ECollectFacesMode : uint8
11
- {
12
- CollectFaces, ///< mShape1/2Face is desired
13
- NoFaces ///< mShape1/2Face is not desired
14
- };
15
-
16
- JPH_NAMESPACE_END
@@ -1,155 +0,0 @@
1
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
- // SPDX-License-Identifier: MIT
4
-
5
- #include <Jolt/Jolt.h>
6
-
7
- #include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
8
- #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
9
- #include <Jolt/Physics/Collision/CollideShape.h>
10
- #include <Jolt/Physics/Collision/TransformedShape.h>
11
- #include <Jolt/Physics/Collision/ActiveEdges.h>
12
- #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
13
- #include <Jolt/Geometry/EPAPenetrationDepth.h>
14
- #include <Jolt/Geometry/Plane.h>
15
-
16
- JPH_NAMESPACE_BEGIN
17
-
18
- CollideConvexVsTriangles::CollideConvexVsTriangles(const ConvexShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) :
19
- mCollideShapeSettings(inCollideShapeSettings),
20
- mCollector(ioCollector),
21
- mShape1(inShape1),
22
- mScale1(inScale1),
23
- mScale2(inScale2),
24
- mTransform1(inCenterOfMassTransform1),
25
- mSubShapeID1(inSubShapeID1)
26
- {
27
- // Get transforms
28
- Mat44 inverse_transform2 = inCenterOfMassTransform2.InversedRotationTranslation();
29
- Mat44 transform1_to_2 = inverse_transform2 * inCenterOfMassTransform1;
30
- mTransform2To1 = transform1_to_2.InversedRotationTranslation();
31
-
32
- // Calculate bounds
33
- mBoundsOf1 = inShape1->GetLocalBounds().Scaled(inScale1);
34
- mBoundsOf1.ExpandBy(Vec3::sReplicate(inCollideShapeSettings.mMaxSeparationDistance));
35
- mBoundsOf1InSpaceOf2 = mBoundsOf1.Transformed(transform1_to_2); // Convert bounding box of 1 into space of 2
36
-
37
- // Determine if shape 2 is inside out or not
38
- mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f;
39
- }
40
-
41
- void CollideConvexVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
42
- {
43
- // Scale triangle and transform it to the space of 1
44
- Vec3 v0 = mTransform2To1 * (mScale2 * inV0);
45
- Vec3 v1 = mTransform2To1 * (mScale2 * inV1);
46
- Vec3 v2 = mTransform2To1 * (mScale2 * inV2);
47
-
48
- // Calculate triangle normal
49
- Vec3 triangle_normal = mScaleSign2 * (v1 - v0).Cross(v2 - v0);
50
-
51
- // Backface check
52
- bool back_facing = triangle_normal.Dot(v0) > 0.0f;
53
- if (mCollideShapeSettings.mBackFaceMode == EBackFaceMode::IgnoreBackFaces && back_facing)
54
- return;
55
-
56
- // Get bounding box for triangle
57
- AABox triangle_bbox = AABox::sFromTwoPoints(v0, v1);
58
- triangle_bbox.Encapsulate(v2);
59
-
60
- // Get intersection between triangle and shape box, if there is none, we're done
61
- if (!triangle_bbox.Overlaps(mBoundsOf1))
62
- return;
63
-
64
- // Create triangle support function
65
- TriangleConvexSupport triangle(v0, v1, v2);
66
-
67
- // Perform collision detection
68
- // Note: As we don't remember the penetration axis from the last iteration, and it is likely that the shape (A) we're colliding the triangle (B) against is in front of the triangle,
69
- // and the penetration axis is the shortest distance along to push B out of collision, we use the inverse of the triangle normal as an initial penetration axis. This has been seen
70
- // to improve performance by approx. 5% over using a fixed axis like (1, 0, 0).
71
- Vec3 penetration_axis = -triangle_normal, point1, point2;
72
- EPAPenetrationDepth pen_depth;
73
- EPAPenetrationDepth::EStatus status;
74
-
75
- // Get the support function
76
- if (mShape1ExCvxRadius == nullptr)
77
- mShape1ExCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::ExcludeConvexRadius, mBufferExCvxRadius, mScale1);
78
-
79
- // Perform GJK step
80
- float max_separation_distance = mCollideShapeSettings.mMaxSeparationDistance;
81
- status = pen_depth.GetPenetrationDepthStepGJK(*mShape1ExCvxRadius, mShape1ExCvxRadius->GetConvexRadius() + max_separation_distance, triangle, 0.0f, mCollideShapeSettings.mCollisionTolerance, penetration_axis, point1, point2);
82
-
83
- // Check result of collision detection
84
- if (status == EPAPenetrationDepth::EStatus::NotColliding)
85
- return;
86
- else if (status == EPAPenetrationDepth::EStatus::Indeterminate)
87
- {
88
- // Need to run expensive EPA algorithm
89
-
90
- // We know we're overlapping at this point, so we can set the max separation distance to 0.
91
- // Numerically it is possible that GJK finds that the shapes are overlapping but EPA finds that they're separated.
92
- // In order to avoid this, we clamp the max separation distance to 1 so that we don't excessively inflate the shape,
93
- // but we still inflate it enough to avoid the case where EPA misses the collision.
94
- max_separation_distance = min(max_separation_distance, 1.0f);
95
-
96
- // Get the support function
97
- if (mShape1IncCvxRadius == nullptr)
98
- mShape1IncCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, mBufferIncCvxRadius, mScale1);
99
-
100
- // Add convex radius
101
- AddConvexRadius shape1_add_max_separation_distance(*mShape1IncCvxRadius, max_separation_distance);
102
-
103
- // Perform EPA step
104
- if (!pen_depth.GetPenetrationDepthStepEPA(shape1_add_max_separation_distance, triangle, mCollideShapeSettings.mPenetrationTolerance, penetration_axis, point1, point2))
105
- return;
106
- }
107
-
108
- // Check if the penetration is bigger than the early out fraction
109
- float penetration_depth = (point2 - point1).Length() - max_separation_distance;
110
- if (-penetration_depth >= mCollector.GetEarlyOutFraction())
111
- return;
112
-
113
- // Correct point1 for the added separation distance
114
- float penetration_axis_len = penetration_axis.Length();
115
- if (penetration_axis_len > 0.0f)
116
- point1 -= penetration_axis * (max_separation_distance / penetration_axis_len);
117
-
118
- // Check if we have enabled active edge detection
119
- if (mCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive && inActiveEdges != 0b111)
120
- {
121
- // Convert the active edge velocity hint to local space
122
- Vec3 active_edge_movement_direction = mTransform1.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection);
123
-
124
- // Update the penetration axis to account for active edges
125
- // Note that we flip the triangle normal as the penetration axis is pointing towards the triangle instead of away
126
- penetration_axis = ActiveEdges::FixNormal(v0, v1, v2, back_facing? triangle_normal : -triangle_normal, inActiveEdges, point2, penetration_axis, active_edge_movement_direction);
127
- }
128
-
129
- // Convert to world space
130
- point1 = mTransform1 * point1;
131
- point2 = mTransform1 * point2;
132
- Vec3 penetration_axis_world = mTransform1.Multiply3x3(penetration_axis);
133
-
134
- // Create collision result
135
- CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, mSubShapeID1, inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
136
-
137
- // Gather faces
138
- if (mCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
139
- {
140
- // Get supporting face of shape 1
141
- mShape1->GetSupportingFace(SubShapeID(), -penetration_axis, mScale1, mTransform1, result.mShape1Face);
142
-
143
- // Get face of the triangle
144
- result.mShape2Face.resize(3);
145
- result.mShape2Face[0] = mTransform1 * v0;
146
- result.mShape2Face[1] = mTransform1 * v1;
147
- result.mShape2Face[2] = mTransform1 * v2;
148
- }
149
-
150
- // Notify the collector
151
- JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
152
- mCollector.AddHit(result);
153
- }
154
-
155
- JPH_NAMESPACE_END
@@ -1,56 +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/Geometry/AABox.h>
8
- #include <Jolt/Physics/Collision/Shape/Shape.h>
9
- #include <Jolt/Physics/Collision/Shape/SubShapeID.h>
10
- #include <Jolt/Physics/Collision/Shape/ConvexShape.h>
11
-
12
- JPH_NAMESPACE_BEGIN
13
-
14
- class CollideShapeSettings;
15
-
16
- /// Collision detection helper that collides a convex object vs one or more triangles
17
- class JPH_EXPORT CollideConvexVsTriangles
18
- {
19
- public:
20
- /// Constructor
21
- /// @param inShape1 The convex shape to collide against triangles
22
- /// @param inScale1 Local space scale for the convex object (scales relative to its center of mass)
23
- /// @param inScale2 Local space scale for the triangles
24
- /// @param inCenterOfMassTransform1 Transform that takes the center of mass of 1 into world space
25
- /// @param inCenterOfMassTransform2 Transform that takes the center of mass of 2 into world space
26
- /// @param inSubShapeID1 Sub shape ID of the convex object
27
- /// @param inCollideShapeSettings Settings for the collide shape query
28
- /// @param ioCollector The collector that will receive the results
29
- CollideConvexVsTriangles(const ConvexShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector);
30
-
31
- /// Collide convex object with a single triangle
32
- /// @param inV0 , inV1 , inV2: CCW triangle vertices
33
- /// @param inActiveEdges bit 0 = edge v0..v1 is active, bit 1 = edge v1..v2 is active, bit 2 = edge v2..v0 is active
34
- /// An active edge is an edge that is not connected to another triangle in such a way that it is impossible to collide with the edge
35
- /// @param inSubShapeID2 The sub shape ID for the triangle
36
- void Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2);
37
-
38
- protected:
39
- const CollideShapeSettings & mCollideShapeSettings; ///< Settings for this collision operation
40
- CollideShapeCollector & mCollector; ///< The collector that will receive the results
41
- const ConvexShape * mShape1; ///< The shape that we're colliding with
42
- Vec3 mScale1; ///< The scale of the shape (in shape local space) of the shape we're colliding with
43
- Vec3 mScale2; ///< The scale of the shape (in shape local space) of the shape we're colliding against
44
- Mat44 mTransform1; ///< Transform of the shape we're colliding with
45
- Mat44 mTransform2To1; ///< Transform that takes a point in space of the colliding shape to the shape we're colliding with
46
- AABox mBoundsOf1; ///< Bounds of the colliding shape in local space
47
- AABox mBoundsOf1InSpaceOf2; ///< Bounds of the colliding shape in space of shape we're colliding with
48
- SubShapeID mSubShapeID1; ///< Sub shape ID of colliding shape
49
- float mScaleSign2; ///< Sign of the scale of object 2, -1 if object is inside out, 1 if not
50
- ConvexShape::SupportBuffer mBufferExCvxRadius; ///< Buffer that holds the support function data excluding convex radius
51
- ConvexShape::SupportBuffer mBufferIncCvxRadius; ///< Buffer that holds the support function data including convex radius
52
- const ConvexShape::Support * mShape1ExCvxRadius = nullptr; ///< Actual support function object excluding convex radius
53
- const ConvexShape::Support * mShape1IncCvxRadius = nullptr; ///< Actual support function object including convex radius
54
- };
55
-
56
- JPH_NAMESPACE_END
@@ -1,25 +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/Collision/Shape/SubShapeID.h>
9
-
10
- JPH_NAMESPACE_BEGIN
11
-
12
- /// Structure that holds the result of colliding a point against a shape
13
- class CollidePointResult
14
- {
15
- public:
16
- JPH_OVERRIDE_NEW_DELETE
17
-
18
- /// Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For point queries there is no sensible return value.
19
- inline float GetEarlyOutFraction() const { return 0.0f; }
20
-
21
- BodyID mBodyID; ///< Body that was hit
22
- SubShapeID mSubShapeID2; ///< Sub shape ID of shape that we collided against
23
- };
24
-
25
- JPH_NAMESPACE_END
@@ -1,106 +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/Core/StaticArray.h>
8
- #include <Jolt/Physics/Collision/BackFaceMode.h>
9
- #include <Jolt/Physics/Collision/ActiveEdgeMode.h>
10
- #include <Jolt/Physics/Collision/CollectFacesMode.h>
11
- #include <Jolt/Physics/Collision/Shape/SubShapeID.h>
12
- #include <Jolt/Physics/Body/BodyID.h>
13
- #include <Jolt/Physics/PhysicsSettings.h>
14
-
15
- JPH_NAMESPACE_BEGIN
16
-
17
- /// Class that contains all information of two colliding shapes
18
- class CollideShapeResult
19
- {
20
- public:
21
- JPH_OVERRIDE_NEW_DELETE
22
-
23
- /// Default constructor
24
- CollideShapeResult() = default;
25
-
26
- /// Constructor
27
- CollideShapeResult(Vec3Arg inContactPointOn1, Vec3Arg inContactPointOn2, Vec3Arg inPenetrationAxis, float inPenetrationDepth, const SubShapeID &inSubShapeID1, const SubShapeID &inSubShapeID2, const BodyID &inBodyID2) :
28
- mContactPointOn1(inContactPointOn1),
29
- mContactPointOn2(inContactPointOn2),
30
- mPenetrationAxis(inPenetrationAxis),
31
- mPenetrationDepth(inPenetrationDepth),
32
- mSubShapeID1(inSubShapeID1),
33
- mSubShapeID2(inSubShapeID2),
34
- mBodyID2(inBodyID2)
35
- {
36
- }
37
-
38
- /// Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. We use -penetration depth to get the hit with the biggest penetration depth
39
- inline float GetEarlyOutFraction() const { return -mPenetrationDepth; }
40
-
41
- /// Reverses the hit result, swapping contact point 1 with contact point 2 etc.
42
- inline CollideShapeResult Reversed() const
43
- {
44
- CollideShapeResult result;
45
- result.mContactPointOn2 = mContactPointOn1;
46
- result.mContactPointOn1 = mContactPointOn2;
47
- result.mPenetrationAxis = -mPenetrationAxis;
48
- result.mPenetrationDepth = mPenetrationDepth;
49
- result.mSubShapeID2 = mSubShapeID1;
50
- result.mSubShapeID1 = mSubShapeID2;
51
- result.mBodyID2 = mBodyID2;
52
- result.mShape2Face = mShape1Face;
53
- result.mShape1Face = mShape2Face;
54
- return result;
55
- }
56
-
57
- using Face = StaticArray<Vec3, 32>;
58
-
59
- Vec3 mContactPointOn1; ///< Contact point on the surface of shape 1 (in world space or relative to base offset)
60
- Vec3 mContactPointOn2; ///< Contact point on the surface of shape 2 (in world space or relative to base offset). If the penetration depth is 0, this will be the same as mContactPointOn1.
61
- Vec3 mPenetrationAxis; ///< Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless, in world space). You can use -mPenetrationAxis.Normalized() as contact normal.
62
- float mPenetrationDepth; ///< Penetration depth (move shape 2 by this distance to resolve the collision). If CollideShapeSettings::mMaxSeparationDistance > 0 this number can be negative to indicate that the objects are separated by -mPenetrationDepth. The contact points are the closest points in that case.
63
- SubShapeID mSubShapeID1; ///< Sub shape ID that identifies the face on shape 1
64
- SubShapeID mSubShapeID2; ///< Sub shape ID that identifies the face on shape 2
65
- BodyID mBodyID2; ///< BodyID to which shape 2 belongs to
66
- Face mShape1Face; ///< Colliding face on shape 1 (optional result, in world space or relative to base offset)
67
- Face mShape2Face; ///< Colliding face on shape 2 (optional result, in world space or relative to base offset)
68
- };
69
-
70
- /// Settings to be passed with a collision query
71
- class CollideSettingsBase
72
- {
73
- public:
74
- JPH_OVERRIDE_NEW_DELETE
75
-
76
- /// How active edges (edges that a moving object should bump into) are handled
77
- EActiveEdgeMode mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive;
78
-
79
- /// If colliding faces should be collected or only the collision point
80
- ECollectFacesMode mCollectFacesMode = ECollectFacesMode::NoFaces;
81
-
82
- /// If objects are closer than this distance, they are considered to be colliding (used for GJK) (unit: meter)
83
- float mCollisionTolerance = cDefaultCollisionTolerance;
84
-
85
- /// A factor that determines the accuracy of the penetration depth calculation. If the change of the squared distance is less than tolerance * current_penetration_depth^2 the algorithm will terminate. (unit: dimensionless)
86
- float mPenetrationTolerance = cDefaultPenetrationTolerance;
87
-
88
- /// When mActiveEdgeMode is CollideOnlyWithActive a movement direction can be provided. When hitting an inactive edge, the system will select the triangle normal as penetration depth only if it impedes the movement less than with the calculated penetration depth.
89
- Vec3 mActiveEdgeMovementDirection = Vec3::sZero();
90
- };
91
-
92
- /// Settings to be passed with a collision query
93
- class CollideShapeSettings : public CollideSettingsBase
94
- {
95
- public:
96
- JPH_OVERRIDE_NEW_DELETE
97
-
98
- /// When > 0 contacts in the vicinity of the query shape can be found. All nearest contacts that are not further away than this distance will be found.
99
- /// Note that in this case CollideShapeResult::mPenetrationDepth can become negative to indicate that objects are not overlapping. (unit: meter)
100
- float mMaxSeparationDistance = 0.0f;
101
-
102
- /// How backfacing triangles should be treated
103
- EBackFaceMode mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
104
- };
105
-
106
- JPH_NAMESPACE_END