@bloomengine/engine 0.4.0 → 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 (493) hide show
  1. package/package.json +4 -11
  2. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/build.gradle +0 -51
  3. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/AndroidManifest.xml +0 -20
  4. package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/cpp/CMakeLists.txt +0 -20
  5. package/native/third_party/JoltPhysics/Build/Android/UnitTests/build.gradle +0 -51
  6. package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/AndroidManifest.xml +0 -20
  7. package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/cpp/CMakeLists.txt +0 -20
  8. package/native/third_party/JoltPhysics/Build/Android/build.gradle +0 -17
  9. package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.jar +0 -0
  10. package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.properties +0 -5
  11. package/native/third_party/JoltPhysics/Build/Android/gradle.properties +0 -21
  12. package/native/third_party/JoltPhysics/Build/Android/gradlew +0 -185
  13. package/native/third_party/JoltPhysics/Build/Android/gradlew.bat +0 -89
  14. package/native/third_party/JoltPhysics/Build/Android/settings.gradle +0 -10
  15. package/native/third_party/JoltPhysics/Build/CMakeLists.txt +0 -449
  16. package/native/third_party/JoltPhysics/Build/README.md +0 -250
  17. package/native/third_party/JoltPhysics/Build/cmake_linux_clang_gcc.sh +0 -28
  18. package/native/third_party/JoltPhysics/Build/cmake_linux_emscripten.sh +0 -19
  19. package/native/third_party/JoltPhysics/Build/cmake_linux_mingw.sh +0 -19
  20. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl.bat +0 -3
  21. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_32bit.bat +0 -3
  22. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm.bat +0 -3
  23. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm_32bit.bat +0 -4
  24. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_cross_platform_deterministic.bat +0 -3
  25. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_double.bat +0 -3
  26. package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_no_object_stream.bat +0 -3
  27. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang.bat +0 -10
  28. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_cross_platform_deterministic.bat +0 -10
  29. package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_double.bat +0 -10
  30. package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp.bat +0 -5
  31. package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp_arm.bat +0 -5
  32. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl.bat +0 -3
  33. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_cross_platform_deterministic.bat +0 -3
  34. package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_double.bat +0 -3
  35. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang.bat +0 -10
  36. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_cross_platform_deterministic.bat +0 -10
  37. package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_double.bat +0 -10
  38. package/native/third_party/JoltPhysics/Build/cmake_windows_mingw.sh +0 -19
  39. package/native/third_party/JoltPhysics/Build/cmake_xcode_ios.sh +0 -4
  40. package/native/third_party/JoltPhysics/Build/cmake_xcode_macos.sh +0 -4
  41. package/native/third_party/JoltPhysics/Build/iOS/JoltViewerInfo.plist +0 -34
  42. package/native/third_party/JoltPhysics/Build/iOS/SamplesInfo.plist +0 -34
  43. package/native/third_party/JoltPhysics/Build/iOS/UnitTestsInfo.plist +0 -34
  44. package/native/third_party/JoltPhysics/Build/macOS/icon.icns +0 -0
  45. package/native/third_party/JoltPhysics/Build/macos_install_vulkan_sdk.sh +0 -13
  46. package/native/third_party/JoltPhysics/Build/ubuntu24_install_vulkan_sdk.sh +0 -4
  47. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.cpp +0 -242
  48. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.h +0 -121
  49. package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeToBuffer.h +0 -296
  50. package/native/third_party/JoltPhysics/Jolt/AABBTree/NodeCodec/NodeCodecQuadTreeHalfFloat.h +0 -323
  51. package/native/third_party/JoltPhysics/Jolt/AABBTree/TriangleCodec/TriangleCodecIndexed8BitPackSOA4Flags.h +0 -555
  52. package/native/third_party/JoltPhysics/Jolt/ConfigurationString.h +0 -112
  53. package/native/third_party/JoltPhysics/Jolt/Core/ARMNeon.h +0 -94
  54. package/native/third_party/JoltPhysics/Jolt/Core/Array.h +0 -713
  55. package/native/third_party/JoltPhysics/Jolt/Core/Atomics.h +0 -44
  56. package/native/third_party/JoltPhysics/Jolt/Core/BinaryHeap.h +0 -96
  57. package/native/third_party/JoltPhysics/Jolt/Core/ByteBuffer.h +0 -74
  58. package/native/third_party/JoltPhysics/Jolt/Core/Color.cpp +0 -38
  59. package/native/third_party/JoltPhysics/Jolt/Core/Color.h +0 -98
  60. package/native/third_party/JoltPhysics/Jolt/Core/Core.h +0 -652
  61. package/native/third_party/JoltPhysics/Jolt/Core/FPControlWord.h +0 -143
  62. package/native/third_party/JoltPhysics/Jolt/Core/FPException.h +0 -96
  63. package/native/third_party/JoltPhysics/Jolt/Core/FPFlushDenormals.h +0 -43
  64. package/native/third_party/JoltPhysics/Jolt/Core/Factory.cpp +0 -92
  65. package/native/third_party/JoltPhysics/Jolt/Core/Factory.h +0 -54
  66. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.h +0 -122
  67. package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.inl +0 -215
  68. package/native/third_party/JoltPhysics/Jolt/Core/HashCombine.h +0 -234
  69. package/native/third_party/JoltPhysics/Jolt/Core/HashTable.h +0 -876
  70. package/native/third_party/JoltPhysics/Jolt/Core/InsertionSort.h +0 -58
  71. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.cpp +0 -27
  72. package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.h +0 -38
  73. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.h +0 -311
  74. package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.inl +0 -56
  75. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.cpp +0 -65
  76. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.h +0 -62
  77. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.cpp +0 -364
  78. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.h +0 -101
  79. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.cpp +0 -230
  80. package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.h +0 -85
  81. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.cpp +0 -51
  82. package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.h +0 -67
  83. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.h +0 -182
  84. package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.inl +0 -351
  85. package/native/third_party/JoltPhysics/Jolt/Core/Memory.cpp +0 -85
  86. package/native/third_party/JoltPhysics/Jolt/Core/Memory.h +0 -85
  87. package/native/third_party/JoltPhysics/Jolt/Core/Mutex.h +0 -223
  88. package/native/third_party/JoltPhysics/Jolt/Core/MutexArray.h +0 -98
  89. package/native/third_party/JoltPhysics/Jolt/Core/NonCopyable.h +0 -18
  90. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.cpp +0 -677
  91. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.h +0 -301
  92. package/native/third_party/JoltPhysics/Jolt/Core/Profiler.inl +0 -90
  93. package/native/third_party/JoltPhysics/Jolt/Core/QuickSort.h +0 -137
  94. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.cpp +0 -149
  95. package/native/third_party/JoltPhysics/Jolt/Core/RTTI.h +0 -436
  96. package/native/third_party/JoltPhysics/Jolt/Core/Reference.h +0 -244
  97. package/native/third_party/JoltPhysics/Jolt/Core/Result.h +0 -174
  98. package/native/third_party/JoltPhysics/Jolt/Core/STLAlignedAllocator.h +0 -72
  99. package/native/third_party/JoltPhysics/Jolt/Core/STLAllocator.h +0 -127
  100. package/native/third_party/JoltPhysics/Jolt/Core/STLLocalAllocator.h +0 -170
  101. package/native/third_party/JoltPhysics/Jolt/Core/STLTempAllocator.h +0 -80
  102. package/native/third_party/JoltPhysics/Jolt/Core/ScopeExit.h +0 -49
  103. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.cpp +0 -135
  104. package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.h +0 -68
  105. package/native/third_party/JoltPhysics/Jolt/Core/StaticArray.h +0 -329
  106. package/native/third_party/JoltPhysics/Jolt/Core/StreamIn.h +0 -120
  107. package/native/third_party/JoltPhysics/Jolt/Core/StreamOut.h +0 -97
  108. package/native/third_party/JoltPhysics/Jolt/Core/StreamUtils.h +0 -168
  109. package/native/third_party/JoltPhysics/Jolt/Core/StreamWrapper.h +0 -53
  110. package/native/third_party/JoltPhysics/Jolt/Core/StridedPtr.h +0 -63
  111. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.cpp +0 -101
  112. package/native/third_party/JoltPhysics/Jolt/Core/StringTools.h +0 -38
  113. package/native/third_party/JoltPhysics/Jolt/Core/TempAllocator.h +0 -209
  114. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.cpp +0 -37
  115. package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.h +0 -58
  116. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedMap.h +0 -80
  117. package/native/third_party/JoltPhysics/Jolt/Core/UnorderedSet.h +0 -32
  118. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox.h +0 -313
  119. package/native/third_party/JoltPhysics/Jolt/Geometry/AABox4.h +0 -224
  120. package/native/third_party/JoltPhysics/Jolt/Geometry/ClipPoly.h +0 -200
  121. package/native/third_party/JoltPhysics/Jolt/Geometry/ClosestPoint.h +0 -498
  122. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.cpp +0 -1467
  123. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.h +0 -276
  124. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.cpp +0 -335
  125. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.h +0 -105
  126. package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexSupport.h +0 -188
  127. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAConvexHullBuilder.h +0 -845
  128. package/native/third_party/JoltPhysics/Jolt/Geometry/EPAPenetrationDepth.h +0 -557
  129. package/native/third_party/JoltPhysics/Jolt/Geometry/Ellipse.h +0 -77
  130. package/native/third_party/JoltPhysics/Jolt/Geometry/GJKClosestPoint.h +0 -945
  131. package/native/third_party/JoltPhysics/Jolt/Geometry/IndexedTriangle.h +0 -130
  132. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.cpp +0 -222
  133. package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.h +0 -19
  134. package/native/third_party/JoltPhysics/Jolt/Geometry/MortonCode.h +0 -40
  135. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.cpp +0 -178
  136. package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.h +0 -39
  137. package/native/third_party/JoltPhysics/Jolt/Geometry/Plane.h +0 -104
  138. package/native/third_party/JoltPhysics/Jolt/Geometry/RayAABox.h +0 -241
  139. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCapsule.h +0 -37
  140. package/native/third_party/JoltPhysics/Jolt/Geometry/RayCylinder.h +0 -101
  141. package/native/third_party/JoltPhysics/Jolt/Geometry/RaySphere.h +0 -96
  142. package/native/third_party/JoltPhysics/Jolt/Geometry/RayTriangle.h +0 -158
  143. package/native/third_party/JoltPhysics/Jolt/Geometry/Sphere.h +0 -72
  144. package/native/third_party/JoltPhysics/Jolt/Geometry/Triangle.h +0 -34
  145. package/native/third_party/JoltPhysics/Jolt/Jolt.cmake +0 -703
  146. package/native/third_party/JoltPhysics/Jolt/Jolt.h +0 -16
  147. package/native/third_party/JoltPhysics/Jolt/Jolt.natvis +0 -116
  148. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.h +0 -99
  149. package/native/third_party/JoltPhysics/Jolt/Math/BVec16.inl +0 -177
  150. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.h +0 -158
  151. package/native/third_party/JoltPhysics/Jolt/Math/DMat44.inl +0 -310
  152. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.h +0 -291
  153. package/native/third_party/JoltPhysics/Jolt/Math/DVec3.inl +0 -941
  154. package/native/third_party/JoltPhysics/Jolt/Math/Double3.h +0 -48
  155. package/native/third_party/JoltPhysics/Jolt/Math/DynMatrix.h +0 -31
  156. package/native/third_party/JoltPhysics/Jolt/Math/EigenValueSymmetric.h +0 -177
  157. package/native/third_party/JoltPhysics/Jolt/Math/FindRoot.h +0 -42
  158. package/native/third_party/JoltPhysics/Jolt/Math/Float2.h +0 -36
  159. package/native/third_party/JoltPhysics/Jolt/Math/Float3.h +0 -50
  160. package/native/third_party/JoltPhysics/Jolt/Math/Float4.h +0 -44
  161. package/native/third_party/JoltPhysics/Jolt/Math/GaussianElimination.h +0 -102
  162. package/native/third_party/JoltPhysics/Jolt/Math/HalfFloat.h +0 -208
  163. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.h +0 -243
  164. package/native/third_party/JoltPhysics/Jolt/Math/Mat44.inl +0 -952
  165. package/native/third_party/JoltPhysics/Jolt/Math/Math.h +0 -208
  166. package/native/third_party/JoltPhysics/Jolt/Math/MathTypes.h +0 -32
  167. package/native/third_party/JoltPhysics/Jolt/Math/Matrix.h +0 -259
  168. package/native/third_party/JoltPhysics/Jolt/Math/Quat.h +0 -268
  169. package/native/third_party/JoltPhysics/Jolt/Math/Quat.inl +0 -406
  170. package/native/third_party/JoltPhysics/Jolt/Math/Real.h +0 -44
  171. package/native/third_party/JoltPhysics/Jolt/Math/Swizzle.h +0 -19
  172. package/native/third_party/JoltPhysics/Jolt/Math/Trigonometry.h +0 -79
  173. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.h +0 -232
  174. package/native/third_party/JoltPhysics/Jolt/Math/UVec4.inl +0 -636
  175. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.cpp +0 -71
  176. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.h +0 -308
  177. package/native/third_party/JoltPhysics/Jolt/Math/Vec3.inl +0 -942
  178. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.h +0 -320
  179. package/native/third_party/JoltPhysics/Jolt/Math/Vec4.inl +0 -1152
  180. package/native/third_party/JoltPhysics/Jolt/Math/Vector.h +0 -211
  181. package/native/third_party/JoltPhysics/Jolt/ObjectStream/GetPrimitiveTypeOfType.h +0 -54
  182. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.cpp +0 -38
  183. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.h +0 -337
  184. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.cpp +0 -252
  185. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.h +0 -57
  186. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.cpp +0 -165
  187. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.h +0 -57
  188. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.cpp +0 -635
  189. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.h +0 -148
  190. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.cpp +0 -166
  191. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.h +0 -101
  192. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.cpp +0 -418
  193. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.h +0 -55
  194. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.cpp +0 -255
  195. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.h +0 -62
  196. package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTypes.h +0 -26
  197. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttribute.h +0 -111
  198. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeEnum.h +0 -67
  199. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeTyped.h +0 -60
  200. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.cpp +0 -15
  201. package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.h +0 -170
  202. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.cpp +0 -70
  203. package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.h +0 -45
  204. package/native/third_party/JoltPhysics/Jolt/Physics/Body/AllowedDOFs.h +0 -68
  205. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.cpp +0 -426
  206. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.h +0 -452
  207. package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.inl +0 -197
  208. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyAccess.h +0 -68
  209. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyActivationListener.h +0 -28
  210. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.cpp +0 -234
  211. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.h +0 -124
  212. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyFilter.h +0 -130
  213. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyID.h +0 -101
  214. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.cpp +0 -1099
  215. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.h +0 -324
  216. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLock.h +0 -111
  217. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockInterface.h +0 -134
  218. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockMulti.h +0 -120
  219. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.cpp +0 -1220
  220. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.h +0 -403
  221. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyPair.h +0 -36
  222. package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyType.h +0 -19
  223. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.cpp +0 -185
  224. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.h +0 -58
  225. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.cpp +0 -92
  226. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.h +0 -308
  227. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.inl +0 -178
  228. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionQuality.h +0 -31
  229. package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionType.h +0 -17
  230. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.cpp +0 -354
  231. package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.h +0 -159
  232. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.cpp +0 -59
  233. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.h +0 -157
  234. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterID.h +0 -98
  235. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.cpp +0 -1933
  236. package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.h +0 -752
  237. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/AABoxCast.h +0 -20
  238. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h +0 -17
  239. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdges.h +0 -114
  240. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BackFaceMode.h +0 -16
  241. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.cpp +0 -16
  242. package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h +0 -109
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  462. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/Wheel.h +0 -148
  463. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.cpp +0 -866
  464. package/native/third_party/JoltPhysics/Jolt/Physics/Vehicle/WheeledVehicleController.h +0 -205
  465. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.cpp +0 -204
  466. package/native/third_party/JoltPhysics/Jolt/RegisterTypes.h +0 -29
  467. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.cpp +0 -1107
  468. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRenderer.h +0 -383
  469. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.cpp +0 -168
  470. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererPlayback.h +0 -48
  471. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.cpp +0 -158
  472. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererRecorder.h +0 -130
  473. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.cpp +0 -80
  474. package/native/third_party/JoltPhysics/Jolt/Renderer/DebugRendererSimple.h +0 -88
  475. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.cpp +0 -165
  476. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletalAnimation.h +0 -91
  477. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.cpp +0 -82
  478. package/native/third_party/JoltPhysics/Jolt/Skeleton/Skeleton.h +0 -72
  479. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.cpp +0 -237
  480. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonMapper.h +0 -145
  481. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.cpp +0 -87
  482. package/native/third_party/JoltPhysics/Jolt/Skeleton/SkeletonPose.h +0 -82
  483. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.cpp +0 -73
  484. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitter.h +0 -84
  485. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.cpp +0 -139
  486. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterBinning.h +0 -52
  487. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.cpp +0 -43
  488. package/native/third_party/JoltPhysics/Jolt/TriangleSplitter/TriangleSplitterMean.h +0 -28
  489. package/native/third_party/JoltPhysics/LICENSE +0 -7
  490. package/native/third_party/JoltPhysics/README.md +0 -173
  491. package/native/third_party/bloom_jolt/CMakeLists.txt +0 -87
  492. package/native/third_party/bloom_jolt/include/bloom_jolt.h +0 -519
  493. package/native/third_party/bloom_jolt/src/bloom_jolt.cpp +0 -1780
@@ -1,682 +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/Body.h>
8
- #include <Jolt/Physics/Constraints/ConstraintPart/SpringPart.h>
9
- #include <Jolt/Physics/Constraints/SpringSettings.h>
10
- #include <Jolt/Physics/StateRecorder.h>
11
- #include <Jolt/Physics/DeterminismLog.h>
12
-
13
- JPH_NAMESPACE_BEGIN
14
-
15
- /// Constraint that constrains motion along 1 axis
16
- ///
17
- /// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.1.1
18
- /// (we're not using the approximation of eq 27 but instead add the U term as in eq 55)
19
- ///
20
- /// Constraint equation (eq 25):
21
- ///
22
- /// \f[C = (p_2 - p_1) \cdot n\f]
23
- ///
24
- /// Jacobian (eq 28):
25
- ///
26
- /// \f[J = \begin{bmatrix} -n^T & (-(r_1 + u) \times n)^T & n^T & (r_2 \times n)^T \end{bmatrix}\f]
27
- ///
28
- /// Used terms (here and below, everything in world space):\n
29
- /// n = constraint axis (normalized).\n
30
- /// p1, p2 = constraint points.\n
31
- /// r1 = p1 - x1.\n
32
- /// r2 = p2 - x2.\n
33
- /// u = x2 + r2 - x1 - r1 = p2 - p1.\n
34
- /// x1, x2 = center of mass for the bodies.\n
35
- /// v = [v1, w1, v2, w2].\n
36
- /// v1, v2 = linear velocity of body 1 and 2.\n
37
- /// w1, w2 = angular velocity of body 1 and 2.\n
38
- /// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
39
- /// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
40
- /// b = velocity bias.\n
41
- /// \f$\beta\f$ = baumgarte constant.
42
- class AxisConstraintPart
43
- {
44
- /// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
45
- template <EMotionType Type1, EMotionType Type2>
46
- JPH_INLINE bool ApplyVelocityStep(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inLambda) const
47
- {
48
- // Apply impulse if delta is not zero
49
- if (inLambda != 0.0f)
50
- {
51
- // Calculate velocity change due to constraint
52
- //
53
- // Impulse:
54
- // P = J^T lambda
55
- //
56
- // Euler velocity integration:
57
- // v' = v + M^-1 P
58
- if constexpr (Type1 == EMotionType::Dynamic)
59
- {
60
- ioMotionProperties1->SubLinearVelocityStep((inLambda * inInvMass1) * inWorldSpaceAxis);
61
- ioMotionProperties1->SubAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
62
- }
63
- if constexpr (Type2 == EMotionType::Dynamic)
64
- {
65
- ioMotionProperties2->AddLinearVelocityStep((inLambda * inInvMass2) * inWorldSpaceAxis);
66
- ioMotionProperties2->AddAngularVelocityStep(inLambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
67
- }
68
- return true;
69
- }
70
-
71
- return false;
72
- }
73
-
74
- /// Internal helper function to calculate the inverse effective mass
75
- template <EMotionType Type1, EMotionType Type2>
76
- JPH_INLINE float TemplatedCalculateInverseEffectiveMass(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
77
- {
78
- JPH_ASSERT(inWorldSpaceAxis.IsNormalized(1.0e-5f));
79
-
80
- // Calculate properties used below
81
- Vec3 r1_plus_u_x_axis;
82
- if constexpr (Type1 != EMotionType::Static)
83
- {
84
- r1_plus_u_x_axis = inR1PlusU.Cross(inWorldSpaceAxis);
85
- r1_plus_u_x_axis.StoreFloat3(&mR1PlusUxAxis);
86
- }
87
- else
88
- {
89
- #ifdef JPH_DEBUG
90
- Vec3::sNaN().StoreFloat3(&mR1PlusUxAxis);
91
- #endif
92
- }
93
-
94
- Vec3 r2_x_axis;
95
- if constexpr (Type2 != EMotionType::Static)
96
- {
97
- r2_x_axis = inR2.Cross(inWorldSpaceAxis);
98
- r2_x_axis.StoreFloat3(&mR2xAxis);
99
- }
100
- else
101
- {
102
- #ifdef JPH_DEBUG
103
- Vec3::sNaN().StoreFloat3(&mR2xAxis);
104
- #endif
105
- }
106
-
107
- // Calculate inverse effective mass: K = J M^-1 J^T
108
- float inv_effective_mass;
109
-
110
- if constexpr (Type1 == EMotionType::Dynamic)
111
- {
112
- Vec3 invi1_r1_plus_u_x_axis = inInvI1.Multiply3x3(r1_plus_u_x_axis);
113
- invi1_r1_plus_u_x_axis.StoreFloat3(&mInvI1_R1PlusUxAxis);
114
- inv_effective_mass = inInvMass1 + invi1_r1_plus_u_x_axis.Dot(r1_plus_u_x_axis);
115
- }
116
- else
117
- {
118
- (void)r1_plus_u_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
119
- JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI1_R1PlusUxAxis);)
120
- inv_effective_mass = 0.0f;
121
- }
122
-
123
- if constexpr (Type2 == EMotionType::Dynamic)
124
- {
125
- Vec3 invi2_r2_x_axis = inInvI2.Multiply3x3(r2_x_axis);
126
- invi2_r2_x_axis.StoreFloat3(&mInvI2_R2xAxis);
127
- inv_effective_mass += inInvMass2 + invi2_r2_x_axis.Dot(r2_x_axis);
128
- }
129
- else
130
- {
131
- (void)r2_x_axis; // Fix compiler warning: Not using this (it's not calculated either)
132
- JPH_IF_DEBUG(Vec3::sNaN().StoreFloat3(&mInvI2_R2xAxis);)
133
- }
134
-
135
- return inv_effective_mass;
136
- }
137
-
138
- /// Internal helper function to calculate the inverse effective mass
139
- JPH_INLINE float CalculateInverseEffectiveMass(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
140
- {
141
- // Dispatch to the correct templated form
142
- switch (inBody1.GetMotionType())
143
- {
144
- case EMotionType::Dynamic:
145
- {
146
- const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
147
- float inv_m1 = mp1->GetInverseMass();
148
- Mat44 inv_i1 = inBody1.GetInverseInertia();
149
- switch (inBody2.GetMotionType())
150
- {
151
- case EMotionType::Dynamic:
152
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inv_m1, inv_i1, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
153
-
154
- case EMotionType::Kinematic:
155
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
156
-
157
- case EMotionType::Static:
158
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inv_m1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
159
-
160
- default:
161
- break;
162
- }
163
- break;
164
- }
165
-
166
- case EMotionType::Kinematic:
167
- JPH_ASSERT(inBody2.IsDynamic());
168
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
169
-
170
- case EMotionType::Static:
171
- JPH_ASSERT(inBody2.IsDynamic());
172
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inBody2.GetMotionPropertiesUnchecked()->GetInverseMass(), inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
173
-
174
- default:
175
- break;
176
- }
177
-
178
- JPH_ASSERT(false);
179
- return 0.0f;
180
- }
181
-
182
- /// Internal helper function to calculate the inverse effective mass, version that supports mass scaling
183
- JPH_INLINE float CalculateInverseEffectiveMassWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis)
184
- {
185
- // Dispatch to the correct templated form
186
- switch (inBody1.GetMotionType())
187
- {
188
- case EMotionType::Dynamic:
189
- {
190
- Mat44 inv_i1 = inInvInertiaScale1 * inBody1.GetInverseInertia();
191
- switch (inBody2.GetMotionType())
192
- {
193
- case EMotionType::Dynamic:
194
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Dynamic>(inInvMass1, inv_i1, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
195
-
196
- case EMotionType::Kinematic:
197
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Kinematic>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
198
-
199
- case EMotionType::Static:
200
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Dynamic, EMotionType::Static>(inInvMass1, inv_i1, inR1PlusU, 0 /* Will not be used */, Mat44() /* Will not be used */, inR2, inWorldSpaceAxis);
201
-
202
- default:
203
- break;
204
- }
205
- break;
206
- }
207
-
208
- case EMotionType::Kinematic:
209
- JPH_ASSERT(inBody2.IsDynamic());
210
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Kinematic, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
211
-
212
- case EMotionType::Static:
213
- JPH_ASSERT(inBody2.IsDynamic());
214
- return TemplatedCalculateInverseEffectiveMass<EMotionType::Static, EMotionType::Dynamic>(0 /* Will not be used */, Mat44() /* Will not be used */, inR1PlusU, inInvMass2, inInvInertiaScale2 * inBody2.GetInverseInertia(), inR2, inWorldSpaceAxis);
215
-
216
- default:
217
- break;
218
- }
219
-
220
- JPH_ASSERT(false);
221
- return 0.0f;
222
- }
223
-
224
- public:
225
- /// Templated form of CalculateConstraintProperties with the motion types baked in
226
- template <EMotionType Type1, EMotionType Type2>
227
- JPH_INLINE void TemplatedCalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
228
- {
229
- float inv_effective_mass = TemplatedCalculateInverseEffectiveMass<Type1, Type2>(inInvMass1, inInvI1, inR1PlusU, inInvMass2, inInvI2, inR2, inWorldSpaceAxis);
230
-
231
- if (inv_effective_mass == 0.0f)
232
- Deactivate();
233
- else
234
- {
235
- mEffectiveMass = 1.0f / inv_effective_mass;
236
- mSpringPart.CalculateSpringPropertiesWithBias(inBias);
237
- }
238
-
239
- JPH_DET_LOG("TemplatedCalculateConstraintProperties: invM1: " << inInvMass1 << " invI1: " << inInvI1 << " r1PlusU: " << inR1PlusU << " invM2: " << inInvMass2 << " invI2: " << inInvI2 << " r2: " << inR2 << " bias: " << inBias << " r1PlusUxAxis: " << mR1PlusUxAxis << " r2xAxis: " << mR2xAxis << " invI1_R1PlusUxAxis: " << mInvI1_R1PlusUxAxis << " invI2_R2xAxis: " << mInvI2_R2xAxis << " effectiveMass: " << mEffectiveMass << " totalLambda: " << mTotalLambda);
240
- }
241
-
242
- /// Calculate properties used during the functions below
243
- /// @param inBody1 The first body that this constraint is attached to
244
- /// @param inBody2 The second body that this constraint is attached to
245
- /// @param inR1PlusU See equations above (r1 + u)
246
- /// @param inR2 See equations above (r2)
247
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
248
- /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
249
- inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
250
- {
251
- float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
252
-
253
- if (inv_effective_mass == 0.0f)
254
- Deactivate();
255
- else
256
- {
257
- mEffectiveMass = 1.0f / inv_effective_mass;
258
- mSpringPart.CalculateSpringPropertiesWithBias(inBias);
259
- }
260
- }
261
-
262
- /// Calculate properties used during the functions below, version that supports mass scaling
263
- /// @param inBody1 The first body that this constraint is attached to
264
- /// @param inBody2 The second body that this constraint is attached to
265
- /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
266
- /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
267
- /// @param inInvInertiaScale1 Scale factor for the inverse inertia of body 1
268
- /// @param inInvInertiaScale2 Scale factor for the inverse inertia of body 2
269
- /// @param inR1PlusU See equations above (r1 + u)
270
- /// @param inR2 See equations above (r2)
271
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
272
- /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
273
- inline void CalculateConstraintPropertiesWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias = 0.0f)
274
- {
275
- float inv_effective_mass = CalculateInverseEffectiveMassWithMassOverride(inBody1, inInvMass1, inInvInertiaScale1, inR1PlusU, inBody2, inInvMass2, inInvInertiaScale2, inR2, inWorldSpaceAxis);
276
-
277
- if (inv_effective_mass == 0.0f)
278
- Deactivate();
279
- else
280
- {
281
- mEffectiveMass = 1.0f / inv_effective_mass;
282
- mSpringPart.CalculateSpringPropertiesWithBias(inBias);
283
- }
284
- }
285
-
286
- /// Calculate properties used during the functions below
287
- /// @param inDeltaTime Time step
288
- /// @param inBody1 The first body that this constraint is attached to
289
- /// @param inBody2 The second body that this constraint is attached to
290
- /// @param inR1PlusU See equations above (r1 + u)
291
- /// @param inR2 See equations above (r2)
292
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
293
- /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
294
- /// @param inC Value of the constraint equation (C).
295
- /// @param inFrequency Oscillation frequency (Hz).
296
- /// @param inDamping Damping factor (0 = no damping, 1 = critical damping).
297
- inline void CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping)
298
- {
299
- float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
300
-
301
- if (inv_effective_mass == 0.0f)
302
- Deactivate();
303
- else
304
- mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inFrequency, inDamping, mEffectiveMass);
305
- }
306
-
307
- /// Calculate properties used during the functions below
308
- /// @param inDeltaTime Time step
309
- /// @param inBody1 The first body that this constraint is attached to
310
- /// @param inBody2 The second body that this constraint is attached to
311
- /// @param inR1PlusU See equations above (r1 + u)
312
- /// @param inR2 See equations above (r2)
313
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized, pointing from body 1 to 2)
314
- /// @param inBias Bias term (b) for the constraint impulse: lambda = J v + b
315
- /// @param inC Value of the constraint equation (C).
316
- /// @param inStiffness Spring stiffness k.
317
- /// @param inDamping Spring damping coefficient c.
318
- inline void CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping)
319
- {
320
- float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
321
-
322
- if (inv_effective_mass == 0.0f)
323
- Deactivate();
324
- else
325
- mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inStiffness, inDamping, mEffectiveMass);
326
- }
327
-
328
- /// Selects one of the above functions based on the spring settings
329
- inline void CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings)
330
- {
331
- float inv_effective_mass = CalculateInverseEffectiveMass(inBody1, inR1PlusU, inBody2, inR2, inWorldSpaceAxis);
332
-
333
- if (inv_effective_mass == 0.0f)
334
- Deactivate();
335
- else if (inSpringSettings.mMode == ESpringMode::FrequencyAndDamping)
336
- mSpringPart.CalculateSpringPropertiesWithFrequencyAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mFrequency, inSpringSettings.mDamping, mEffectiveMass);
337
- else
338
- mSpringPart.CalculateSpringPropertiesWithStiffnessAndDamping(inDeltaTime, inv_effective_mass, inBias, inC, inSpringSettings.mStiffness, inSpringSettings.mDamping, mEffectiveMass);
339
- }
340
-
341
- /// Deactivate this constraint
342
- inline void Deactivate()
343
- {
344
- mEffectiveMass = 0.0f;
345
- mTotalLambda = 0.0f;
346
- }
347
-
348
- /// Check if constraint is active
349
- inline bool IsActive() const
350
- {
351
- return mEffectiveMass != 0.0f;
352
- }
353
-
354
- /// Templated form of WarmStart with the motion types baked in
355
- template <EMotionType Type1, EMotionType Type2>
356
- inline void TemplatedWarmStart(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
357
- {
358
- mTotalLambda *= inWarmStartImpulseRatio;
359
-
360
- ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, mTotalLambda);
361
- }
362
-
363
- /// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
364
- /// @param ioBody1 The first body that this constraint is attached to
365
- /// @param ioBody2 The second body that this constraint is attached to
366
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
367
- /// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
368
- inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)
369
- {
370
- EMotionType motion_type1 = ioBody1.GetMotionType();
371
- MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
372
-
373
- EMotionType motion_type2 = ioBody2.GetMotionType();
374
- MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
375
-
376
- // Dispatch to the correct templated form
377
- // Note: Warm starting doesn't differentiate between kinematic/static bodies so we handle both as static bodies
378
- if (motion_type1 == EMotionType::Dynamic)
379
- {
380
- if (motion_type2 == EMotionType::Dynamic)
381
- TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
382
- else
383
- TemplatedWarmStart<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inWarmStartImpulseRatio);
384
- }
385
- else
386
- {
387
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
388
- TemplatedWarmStart<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inWarmStartImpulseRatio);
389
- }
390
- }
391
-
392
- /// Templated form of SolveVelocityConstraint with the motion types baked in, part 1: get the total lambda
393
- template <EMotionType Type1, EMotionType Type2>
394
- JPH_INLINE float TemplatedSolveVelocityConstraintGetTotalLambda(const MotionProperties *ioMotionProperties1, const MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis) const
395
- {
396
- // Calculate jacobian multiplied by linear velocity
397
- float jv;
398
- if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
399
- jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity() - ioMotionProperties2->GetLinearVelocity());
400
- else if constexpr (Type1 != EMotionType::Static)
401
- jv = inWorldSpaceAxis.Dot(ioMotionProperties1->GetLinearVelocity());
402
- else if constexpr (Type2 != EMotionType::Static)
403
- jv = inWorldSpaceAxis.Dot(-ioMotionProperties2->GetLinearVelocity());
404
- else
405
- JPH_ASSERT(false); // Static vs static is nonsensical!
406
-
407
- // Calculate jacobian multiplied by angular velocity
408
- if constexpr (Type1 != EMotionType::Static)
409
- jv += Vec3::sLoadFloat3Unsafe(mR1PlusUxAxis).Dot(ioMotionProperties1->GetAngularVelocity());
410
- if constexpr (Type2 != EMotionType::Static)
411
- jv -= Vec3::sLoadFloat3Unsafe(mR2xAxis).Dot(ioMotionProperties2->GetAngularVelocity());
412
-
413
- // Lagrange multiplier is:
414
- //
415
- // lambda = -K^-1 (J v + b)
416
- float lambda = mEffectiveMass * (jv - mSpringPart.GetBias(mTotalLambda));
417
-
418
- // Return the total accumulated lambda
419
- return mTotalLambda + lambda;
420
- }
421
-
422
- /// Templated form of SolveVelocityConstraint with the motion types baked in, part 2: apply new lambda
423
- template <EMotionType Type1, EMotionType Type2>
424
- JPH_INLINE bool TemplatedSolveVelocityConstraintApplyLambda(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda)
425
- {
426
- float delta_lambda = inTotalLambda - mTotalLambda; // Calculate change in lambda
427
- mTotalLambda = inTotalLambda; // Store accumulated impulse
428
-
429
- return ApplyVelocityStep<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, delta_lambda);
430
- }
431
-
432
- /// Templated form of SolveVelocityConstraint with the motion types baked in
433
- template <EMotionType Type1, EMotionType Type2>
434
- inline bool TemplatedSolveVelocityConstraint(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
435
- {
436
- float total_lambda = TemplatedSolveVelocityConstraintGetTotalLambda<Type1, Type2>(ioMotionProperties1, ioMotionProperties2, inWorldSpaceAxis);
437
-
438
- // Clamp impulse to specified range
439
- total_lambda = Clamp(total_lambda, inMinLambda, inMaxLambda);
440
-
441
- return TemplatedSolveVelocityConstraintApplyLambda<Type1, Type2>(ioMotionProperties1, inInvMass1, ioMotionProperties2, inInvMass2, inWorldSpaceAxis, total_lambda);
442
- }
443
-
444
- /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
445
- /// @param ioBody1 The first body that this constraint is attached to
446
- /// @param ioBody2 The second body that this constraint is attached to
447
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
448
- /// @param inMinLambda Minimum value of constraint impulse to apply (N s)
449
- /// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
450
- inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
451
- {
452
- EMotionType motion_type1 = ioBody1.GetMotionType();
453
- MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
454
-
455
- EMotionType motion_type2 = ioBody2.GetMotionType();
456
- MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
457
-
458
- // Dispatch to the correct templated form
459
- switch (motion_type1)
460
- {
461
- case EMotionType::Dynamic:
462
- switch (motion_type2)
463
- {
464
- case EMotionType::Dynamic:
465
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
466
-
467
- case EMotionType::Kinematic:
468
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
469
-
470
- case EMotionType::Static:
471
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, motion_properties1->GetInverseMass(), motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
472
-
473
- default:
474
- JPH_ASSERT(false);
475
- break;
476
- }
477
- break;
478
-
479
- case EMotionType::Kinematic:
480
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
481
- return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
482
-
483
- case EMotionType::Static:
484
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
485
- return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, motion_properties2->GetInverseMass(), inWorldSpaceAxis, inMinLambda, inMaxLambda);
486
-
487
- default:
488
- JPH_ASSERT(false);
489
- break;
490
- }
491
-
492
- return false;
493
- }
494
-
495
- /// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
496
- /// @param ioBody1 The first body that this constraint is attached to
497
- /// @param ioBody2 The second body that this constraint is attached to
498
- /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
499
- /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
500
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
501
- /// @param inMinLambda Minimum value of constraint impulse to apply (N s)
502
- /// @param inMaxLambda Maximum value of constraint impulse to apply (N s)
503
- inline bool SolveVelocityConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
504
- {
505
- EMotionType motion_type1 = ioBody1.GetMotionType();
506
- MotionProperties *motion_properties1 = ioBody1.GetMotionPropertiesUnchecked();
507
-
508
- EMotionType motion_type2 = ioBody2.GetMotionType();
509
- MotionProperties *motion_properties2 = ioBody2.GetMotionPropertiesUnchecked();
510
-
511
- // Dispatch to the correct templated form
512
- switch (motion_type1)
513
- {
514
- case EMotionType::Dynamic:
515
- switch (motion_type2)
516
- {
517
- case EMotionType::Dynamic:
518
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Dynamic>(motion_properties1, inInvMass1, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
519
-
520
- case EMotionType::Kinematic:
521
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Kinematic>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
522
-
523
- case EMotionType::Static:
524
- return TemplatedSolveVelocityConstraint<EMotionType::Dynamic, EMotionType::Static>(motion_properties1, inInvMass1, motion_properties2, 0.0f /* Unused */, inWorldSpaceAxis, inMinLambda, inMaxLambda);
525
-
526
- default:
527
- JPH_ASSERT(false);
528
- break;
529
- }
530
- break;
531
-
532
- case EMotionType::Kinematic:
533
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
534
- return TemplatedSolveVelocityConstraint<EMotionType::Kinematic, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
535
-
536
- case EMotionType::Static:
537
- JPH_ASSERT(motion_type2 == EMotionType::Dynamic);
538
- return TemplatedSolveVelocityConstraint<EMotionType::Static, EMotionType::Dynamic>(motion_properties1, 0.0f /* Unused */, motion_properties2, inInvMass2, inWorldSpaceAxis, inMinLambda, inMaxLambda);
539
-
540
- default:
541
- JPH_ASSERT(false);
542
- break;
543
- }
544
-
545
- return false;
546
- }
547
-
548
- /// Iteratively update the position constraint. Makes sure C(...) = 0.
549
- /// @param ioBody1 The first body that this constraint is attached to
550
- /// @param ioBody2 The second body that this constraint is attached to
551
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
552
- /// @param inC Value of the constraint equation (C)
553
- /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
554
- inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const
555
- {
556
- // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
557
- if (inC != 0.0f && !mSpringPart.IsActive())
558
- {
559
- // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
560
- //
561
- // lambda = -K^-1 * beta / dt * C
562
- //
563
- // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
564
- float lambda = -mEffectiveMass * inBaumgarte * inC;
565
-
566
- // Directly integrate velocity change for one time step
567
- //
568
- // Euler velocity integration:
569
- // dv = M^-1 P
570
- //
571
- // Impulse:
572
- // P = J^T lambda
573
- //
574
- // Euler position integration:
575
- // x' = x + dv * dt
576
- //
577
- // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
578
- // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
579
- // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
580
- // integrate + a position integrate and then discard the velocity change.
581
- if (ioBody1.IsDynamic())
582
- {
583
- ioBody1.SubPositionStep((lambda * ioBody1.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
584
- ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
585
- }
586
- if (ioBody2.IsDynamic())
587
- {
588
- ioBody2.AddPositionStep((lambda * ioBody2.GetMotionProperties()->GetInverseMass()) * inWorldSpaceAxis);
589
- ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
590
- }
591
- return true;
592
- }
593
-
594
- return false;
595
- }
596
-
597
- /// Iteratively update the position constraint. Makes sure C(...) = 0.
598
- /// @param ioBody1 The first body that this constraint is attached to
599
- /// @param ioBody2 The second body that this constraint is attached to
600
- /// @param inInvMass1 The inverse mass of body 1 (only used when body 1 is dynamic)
601
- /// @param inInvMass2 The inverse mass of body 2 (only used when body 2 is dynamic)
602
- /// @param inWorldSpaceAxis Axis along which the constraint acts (normalized)
603
- /// @param inC Value of the constraint equation (C)
604
- /// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
605
- inline bool SolvePositionConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const
606
- {
607
- // Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
608
- if (inC != 0.0f && !mSpringPart.IsActive())
609
- {
610
- // Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
611
- //
612
- // lambda = -K^-1 * beta / dt * C
613
- //
614
- // We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
615
- float lambda = -mEffectiveMass * inBaumgarte * inC;
616
-
617
- // Directly integrate velocity change for one time step
618
- //
619
- // Euler velocity integration:
620
- // dv = M^-1 P
621
- //
622
- // Impulse:
623
- // P = J^T lambda
624
- //
625
- // Euler position integration:
626
- // x' = x + dv * dt
627
- //
628
- // Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
629
- // Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
630
- // stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
631
- // integrate + a position integrate and then discard the velocity change.
632
- if (ioBody1.IsDynamic())
633
- {
634
- ioBody1.SubPositionStep((lambda * inInvMass1) * inWorldSpaceAxis);
635
- ioBody1.SubRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI1_R1PlusUxAxis));
636
- }
637
- if (ioBody2.IsDynamic())
638
- {
639
- ioBody2.AddPositionStep((lambda * inInvMass2) * inWorldSpaceAxis);
640
- ioBody2.AddRotationStep(lambda * Vec3::sLoadFloat3Unsafe(mInvI2_R2xAxis));
641
- }
642
- return true;
643
- }
644
-
645
- return false;
646
- }
647
-
648
- /// Override total lagrange multiplier, can be used to set the initial value for warm starting
649
- inline void SetTotalLambda(float inLambda)
650
- {
651
- mTotalLambda = inLambda;
652
- }
653
-
654
- /// Return lagrange multiplier
655
- inline float GetTotalLambda() const
656
- {
657
- return mTotalLambda;
658
- }
659
-
660
- /// Save state of this constraint part
661
- void SaveState(StateRecorder &inStream) const
662
- {
663
- inStream.Write(mTotalLambda);
664
- }
665
-
666
- /// Restore state of this constraint part
667
- void RestoreState(StateRecorder &inStream)
668
- {
669
- inStream.Read(mTotalLambda);
670
- }
671
-
672
- private:
673
- Float3 mR1PlusUxAxis;
674
- Float3 mR2xAxis;
675
- Float3 mInvI1_R1PlusUxAxis;
676
- Float3 mInvI2_R2xAxis;
677
- float mEffectiveMass = 0.0f;
678
- SpringPart mSpringPart;
679
- float mTotalLambda = 0.0f;
680
- };
681
-
682
- JPH_NAMESPACE_END