@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.
- package/package.json +4 -11
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/build.gradle +0 -51
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/AndroidManifest.xml +0 -20
- package/native/third_party/JoltPhysics/Build/Android/PerformanceTest/src/main/cpp/CMakeLists.txt +0 -20
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/build.gradle +0 -51
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/AndroidManifest.xml +0 -20
- package/native/third_party/JoltPhysics/Build/Android/UnitTests/src/main/cpp/CMakeLists.txt +0 -20
- package/native/third_party/JoltPhysics/Build/Android/build.gradle +0 -17
- package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.jar +0 -0
- package/native/third_party/JoltPhysics/Build/Android/gradle/wrapper/gradle-wrapper.properties +0 -5
- package/native/third_party/JoltPhysics/Build/Android/gradle.properties +0 -21
- package/native/third_party/JoltPhysics/Build/Android/gradlew +0 -185
- package/native/third_party/JoltPhysics/Build/Android/gradlew.bat +0 -89
- package/native/third_party/JoltPhysics/Build/Android/settings.gradle +0 -10
- package/native/third_party/JoltPhysics/Build/CMakeLists.txt +0 -449
- package/native/third_party/JoltPhysics/Build/README.md +0 -250
- package/native/third_party/JoltPhysics/Build/cmake_linux_clang_gcc.sh +0 -28
- package/native/third_party/JoltPhysics/Build/cmake_linux_emscripten.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_linux_mingw.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_32bit.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_arm_32bit.bat +0 -4
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_cross_platform_deterministic.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_double.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_cl_no_object_stream.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_cross_platform_deterministic.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_clang_double.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp.bat +0 -5
- package/native/third_party/JoltPhysics/Build/cmake_vs2022_uwp_arm.bat +0 -5
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_cross_platform_deterministic.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_cl_double.bat +0 -3
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_cross_platform_deterministic.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_vs2026_clang_double.bat +0 -10
- package/native/third_party/JoltPhysics/Build/cmake_windows_mingw.sh +0 -19
- package/native/third_party/JoltPhysics/Build/cmake_xcode_ios.sh +0 -4
- package/native/third_party/JoltPhysics/Build/cmake_xcode_macos.sh +0 -4
- package/native/third_party/JoltPhysics/Build/iOS/JoltViewerInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/iOS/SamplesInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/iOS/UnitTestsInfo.plist +0 -34
- package/native/third_party/JoltPhysics/Build/macOS/icon.icns +0 -0
- package/native/third_party/JoltPhysics/Build/macos_install_vulkan_sdk.sh +0 -13
- package/native/third_party/JoltPhysics/Build/ubuntu24_install_vulkan_sdk.sh +0 -4
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.cpp +0 -242
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeBuilder.h +0 -121
- package/native/third_party/JoltPhysics/Jolt/AABBTree/AABBTreeToBuffer.h +0 -296
- package/native/third_party/JoltPhysics/Jolt/AABBTree/NodeCodec/NodeCodecQuadTreeHalfFloat.h +0 -323
- package/native/third_party/JoltPhysics/Jolt/AABBTree/TriangleCodec/TriangleCodecIndexed8BitPackSOA4Flags.h +0 -555
- package/native/third_party/JoltPhysics/Jolt/ConfigurationString.h +0 -112
- package/native/third_party/JoltPhysics/Jolt/Core/ARMNeon.h +0 -94
- package/native/third_party/JoltPhysics/Jolt/Core/Array.h +0 -713
- package/native/third_party/JoltPhysics/Jolt/Core/Atomics.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Core/BinaryHeap.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Core/ByteBuffer.h +0 -74
- package/native/third_party/JoltPhysics/Jolt/Core/Color.cpp +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/Color.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Core/Core.h +0 -652
- package/native/third_party/JoltPhysics/Jolt/Core/FPControlWord.h +0 -143
- package/native/third_party/JoltPhysics/Jolt/Core/FPException.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Core/FPFlushDenormals.h +0 -43
- package/native/third_party/JoltPhysics/Jolt/Core/Factory.cpp +0 -92
- package/native/third_party/JoltPhysics/Jolt/Core/Factory.h +0 -54
- package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.h +0 -122
- package/native/third_party/JoltPhysics/Jolt/Core/FixedSizeFreeList.inl +0 -215
- package/native/third_party/JoltPhysics/Jolt/Core/HashCombine.h +0 -234
- package/native/third_party/JoltPhysics/Jolt/Core/HashTable.h +0 -876
- package/native/third_party/JoltPhysics/Jolt/Core/InsertionSort.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.cpp +0 -27
- package/native/third_party/JoltPhysics/Jolt/Core/IssueReporting.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.h +0 -311
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystem.inl +0 -56
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.cpp +0 -65
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemSingleThreaded.h +0 -62
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.cpp +0 -364
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemThreadPool.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.cpp +0 -230
- package/native/third_party/JoltPhysics/Jolt/Core/JobSystemWithBarrier.h +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.cpp +0 -51
- package/native/third_party/JoltPhysics/Jolt/Core/LinearCurve.h +0 -67
- package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.h +0 -182
- package/native/third_party/JoltPhysics/Jolt/Core/LockFreeHashMap.inl +0 -351
- package/native/third_party/JoltPhysics/Jolt/Core/Memory.cpp +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/Memory.h +0 -85
- package/native/third_party/JoltPhysics/Jolt/Core/Mutex.h +0 -223
- package/native/third_party/JoltPhysics/Jolt/Core/MutexArray.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Core/NonCopyable.h +0 -18
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.cpp +0 -677
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.h +0 -301
- package/native/third_party/JoltPhysics/Jolt/Core/Profiler.inl +0 -90
- package/native/third_party/JoltPhysics/Jolt/Core/QuickSort.h +0 -137
- package/native/third_party/JoltPhysics/Jolt/Core/RTTI.cpp +0 -149
- package/native/third_party/JoltPhysics/Jolt/Core/RTTI.h +0 -436
- package/native/third_party/JoltPhysics/Jolt/Core/Reference.h +0 -244
- package/native/third_party/JoltPhysics/Jolt/Core/Result.h +0 -174
- package/native/third_party/JoltPhysics/Jolt/Core/STLAlignedAllocator.h +0 -72
- package/native/third_party/JoltPhysics/Jolt/Core/STLAllocator.h +0 -127
- package/native/third_party/JoltPhysics/Jolt/Core/STLLocalAllocator.h +0 -170
- package/native/third_party/JoltPhysics/Jolt/Core/STLTempAllocator.h +0 -80
- package/native/third_party/JoltPhysics/Jolt/Core/ScopeExit.h +0 -49
- package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.cpp +0 -135
- package/native/third_party/JoltPhysics/Jolt/Core/Semaphore.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Core/StaticArray.h +0 -329
- package/native/third_party/JoltPhysics/Jolt/Core/StreamIn.h +0 -120
- package/native/third_party/JoltPhysics/Jolt/Core/StreamOut.h +0 -97
- package/native/third_party/JoltPhysics/Jolt/Core/StreamUtils.h +0 -168
- package/native/third_party/JoltPhysics/Jolt/Core/StreamWrapper.h +0 -53
- package/native/third_party/JoltPhysics/Jolt/Core/StridedPtr.h +0 -63
- package/native/third_party/JoltPhysics/Jolt/Core/StringTools.cpp +0 -101
- package/native/third_party/JoltPhysics/Jolt/Core/StringTools.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Core/TempAllocator.h +0 -209
- package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.cpp +0 -37
- package/native/third_party/JoltPhysics/Jolt/Core/TickCounter.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Core/UnorderedMap.h +0 -80
- package/native/third_party/JoltPhysics/Jolt/Core/UnorderedSet.h +0 -32
- package/native/third_party/JoltPhysics/Jolt/Geometry/AABox.h +0 -313
- package/native/third_party/JoltPhysics/Jolt/Geometry/AABox4.h +0 -224
- package/native/third_party/JoltPhysics/Jolt/Geometry/ClipPoly.h +0 -200
- package/native/third_party/JoltPhysics/Jolt/Geometry/ClosestPoint.h +0 -498
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.cpp +0 -1467
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder.h +0 -276
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.cpp +0 -335
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexHullBuilder2D.h +0 -105
- package/native/third_party/JoltPhysics/Jolt/Geometry/ConvexSupport.h +0 -188
- package/native/third_party/JoltPhysics/Jolt/Geometry/EPAConvexHullBuilder.h +0 -845
- package/native/third_party/JoltPhysics/Jolt/Geometry/EPAPenetrationDepth.h +0 -557
- package/native/third_party/JoltPhysics/Jolt/Geometry/Ellipse.h +0 -77
- package/native/third_party/JoltPhysics/Jolt/Geometry/GJKClosestPoint.h +0 -945
- package/native/third_party/JoltPhysics/Jolt/Geometry/IndexedTriangle.h +0 -130
- package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.cpp +0 -222
- package/native/third_party/JoltPhysics/Jolt/Geometry/Indexify.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Geometry/MortonCode.h +0 -40
- package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.cpp +0 -178
- package/native/third_party/JoltPhysics/Jolt/Geometry/OrientedBox.h +0 -39
- package/native/third_party/JoltPhysics/Jolt/Geometry/Plane.h +0 -104
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayAABox.h +0 -241
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayCapsule.h +0 -37
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayCylinder.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Geometry/RaySphere.h +0 -96
- package/native/third_party/JoltPhysics/Jolt/Geometry/RayTriangle.h +0 -158
- package/native/third_party/JoltPhysics/Jolt/Geometry/Sphere.h +0 -72
- package/native/third_party/JoltPhysics/Jolt/Geometry/Triangle.h +0 -34
- package/native/third_party/JoltPhysics/Jolt/Jolt.cmake +0 -703
- package/native/third_party/JoltPhysics/Jolt/Jolt.h +0 -16
- package/native/third_party/JoltPhysics/Jolt/Jolt.natvis +0 -116
- package/native/third_party/JoltPhysics/Jolt/Math/BVec16.h +0 -99
- package/native/third_party/JoltPhysics/Jolt/Math/BVec16.inl +0 -177
- package/native/third_party/JoltPhysics/Jolt/Math/DMat44.h +0 -158
- package/native/third_party/JoltPhysics/Jolt/Math/DMat44.inl +0 -310
- package/native/third_party/JoltPhysics/Jolt/Math/DVec3.h +0 -291
- package/native/third_party/JoltPhysics/Jolt/Math/DVec3.inl +0 -941
- package/native/third_party/JoltPhysics/Jolt/Math/Double3.h +0 -48
- package/native/third_party/JoltPhysics/Jolt/Math/DynMatrix.h +0 -31
- package/native/third_party/JoltPhysics/Jolt/Math/EigenValueSymmetric.h +0 -177
- package/native/third_party/JoltPhysics/Jolt/Math/FindRoot.h +0 -42
- package/native/third_party/JoltPhysics/Jolt/Math/Float2.h +0 -36
- package/native/third_party/JoltPhysics/Jolt/Math/Float3.h +0 -50
- package/native/third_party/JoltPhysics/Jolt/Math/Float4.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Math/GaussianElimination.h +0 -102
- package/native/third_party/JoltPhysics/Jolt/Math/HalfFloat.h +0 -208
- package/native/third_party/JoltPhysics/Jolt/Math/Mat44.h +0 -243
- package/native/third_party/JoltPhysics/Jolt/Math/Mat44.inl +0 -952
- package/native/third_party/JoltPhysics/Jolt/Math/Math.h +0 -208
- package/native/third_party/JoltPhysics/Jolt/Math/MathTypes.h +0 -32
- package/native/third_party/JoltPhysics/Jolt/Math/Matrix.h +0 -259
- package/native/third_party/JoltPhysics/Jolt/Math/Quat.h +0 -268
- package/native/third_party/JoltPhysics/Jolt/Math/Quat.inl +0 -406
- package/native/third_party/JoltPhysics/Jolt/Math/Real.h +0 -44
- package/native/third_party/JoltPhysics/Jolt/Math/Swizzle.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Math/Trigonometry.h +0 -79
- package/native/third_party/JoltPhysics/Jolt/Math/UVec4.h +0 -232
- package/native/third_party/JoltPhysics/Jolt/Math/UVec4.inl +0 -636
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.cpp +0 -71
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.h +0 -308
- package/native/third_party/JoltPhysics/Jolt/Math/Vec3.inl +0 -942
- package/native/third_party/JoltPhysics/Jolt/Math/Vec4.h +0 -320
- package/native/third_party/JoltPhysics/Jolt/Math/Vec4.inl +0 -1152
- package/native/third_party/JoltPhysics/Jolt/Math/Vector.h +0 -211
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/GetPrimitiveTypeOfType.h +0 -54
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.cpp +0 -38
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStream.h +0 -337
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.cpp +0 -252
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryIn.h +0 -57
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.cpp +0 -165
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamBinaryOut.h +0 -57
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.cpp +0 -635
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamIn.h +0 -148
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.cpp +0 -166
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamOut.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.cpp +0 -418
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextIn.h +0 -55
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.cpp +0 -255
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTextOut.h +0 -62
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/ObjectStreamTypes.h +0 -26
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttribute.h +0 -111
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeEnum.h +0 -67
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableAttributeTyped.h +0 -60
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.cpp +0 -15
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/SerializableObject.h +0 -170
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.cpp +0 -70
- package/native/third_party/JoltPhysics/Jolt/ObjectStream/TypeDeclarations.h +0 -45
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/AllowedDOFs.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.cpp +0 -426
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.h +0 -452
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/Body.inl +0 -197
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyAccess.h +0 -68
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyActivationListener.h +0 -28
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.cpp +0 -234
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyCreationSettings.h +0 -124
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyFilter.h +0 -130
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyID.h +0 -101
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.cpp +0 -1099
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyInterface.h +0 -324
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLock.h +0 -111
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockInterface.h +0 -134
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyLockMulti.h +0 -120
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.cpp +0 -1220
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyManager.h +0 -403
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyPair.h +0 -36
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/BodyType.h +0 -19
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.cpp +0 -185
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MassProperties.h +0 -58
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.cpp +0 -92
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.h +0 -308
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionProperties.inl +0 -178
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionQuality.h +0 -31
- package/native/third_party/JoltPhysics/Jolt/Physics/Body/MotionType.h +0 -17
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.cpp +0 -354
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/Character.h +0 -159
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.cpp +0 -59
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterBase.h +0 -157
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterID.h +0 -98
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.cpp +0 -1933
- package/native/third_party/JoltPhysics/Jolt/Physics/Character/CharacterVirtual.h +0 -752
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/AABoxCast.h +0 -20
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h +0 -17
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/ActiveEdges.h +0 -114
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BackFaceMode.h +0 -16
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.cpp +0 -16
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhase.h +0 -109
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.cpp +0 -313
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseBruteForce.h +0 -38
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h +0 -148
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayerInterfaceMask.h +0 -92
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseLayerInterfaceTable.h +0 -64
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuadTree.cpp +0 -629
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuadTree.h +0 -108
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuery.h +0 -56
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/ObjectVsBroadPhaseLayerFilterMask.h +0 -35
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/ObjectVsBroadPhaseLayerFilterTable.h +0 -66
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/QuadTree.cpp +0 -1768
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/BroadPhase/QuadTree.h +0 -389
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/CastConvexVsTriangles.cpp +0 -107
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/CastConvexVsTriangles.h +0 -46
- package/native/third_party/JoltPhysics/Jolt/Physics/Collision/CastResult.h +0 -37
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- package/native/third_party/JoltPhysics/README.md +0 -173
- package/native/third_party/bloom_jolt/CMakeLists.txt +0 -87
- package/native/third_party/bloom_jolt/include/bloom_jolt.h +0 -519
- package/native/third_party/bloom_jolt/src/bloom_jolt.cpp +0 -1780
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Body/Body.h>
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#include <Jolt/Physics/StateRecorder.h>
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JPH_NAMESPACE_BEGIN
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/// Constraint part to an AxisConstraintPart but both bodies have an independent axis on which the force is applied.
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///
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/// Constraint equation:
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///
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/// \f[C = (x_1 + r_1 - f_1) . n_1 + r (x_2 + r_2 - f_2) \cdot n_2\f]
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///
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/// Calculating the Jacobian:
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///
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/// \f[dC/dt = (v_1 + w_1 \times r_1) \cdot n_1 + (x_1 + r_1 - f_1) \cdot d n_1/dt + r (v_2 + w_2 \times r_2) \cdot n_2 + r (x_2 + r_2 - f_2) \cdot d n_2/dt\f]
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///
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/// Assuming that d n1/dt and d n2/dt are small this becomes:
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///
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/// \f[(v_1 + w_1 \times r_1) \cdot n_1 + r (v_2 + w_2 \times r_2) \cdot n_2\f]
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/// \f[= v_1 \cdot n_1 + r_1 \times n_1 \cdot w_1 + r v_2 \cdot n_2 + r r_2 \times n_2 \cdot w_2\f]
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///
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/// Jacobian:
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///
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/// \f[J = \begin{bmatrix}n_1 & r_1 \times n_1 & r n_2 & r r_2 \times n_2\end{bmatrix}\f]
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///
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/// Effective mass:
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///
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/// \f[K = m_1^{-1} + r_1 \times n_1 I_1^{-1} r_1 \times n_1 + r^2 m_2^{-1} + r^2 r_2 \times n_2 I_2^{-1} r_2 \times n_2\f]
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///
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/// Used terms (here and below, everything in world space):\n
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/// n1 = (x1 + r1 - f1) / |x1 + r1 - f1|, axis along which the force is applied for body 1\n
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/// n2 = (x2 + r2 - f2) / |x2 + r2 - f2|, axis along which the force is applied for body 2\n
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/// r = ratio how forces are applied between bodies.\n
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/// x1, x2 = center of mass for the bodies.\n
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/// v = [v1, w1, v2, w2].\n
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/// v1, v2 = linear velocity of body 1 and 2.\n
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/// w1, w2 = angular velocity of body 1 and 2.\n
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/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
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/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
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/// b = velocity bias.\n
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/// \f$\beta\f$ = baumgarte constant.
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class IndependentAxisConstraintPart
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{
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/// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
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JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inLambda) const
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{
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// Apply impulse if delta is not zero
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if (inLambda != 0.0f)
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{
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// Calculate velocity change due to constraint
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//
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// Impulse:
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// P = J^T lambda
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//
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// Euler velocity integration:
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// v' = v + M^-1 P
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if (ioBody1.IsDynamic())
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{
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MotionProperties *mp1 = ioBody1.GetMotionProperties();
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mp1->AddLinearVelocityStep((mp1->GetInverseMass() * inLambda) * inN1);
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mp1->AddAngularVelocityStep(mInvI1_R1xN1 * inLambda);
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}
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if (ioBody2.IsDynamic())
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{
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MotionProperties *mp2 = ioBody2.GetMotionProperties();
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mp2->AddLinearVelocityStep((inRatio * mp2->GetInverseMass() * inLambda) * inN2);
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mp2->AddAngularVelocityStep(mInvI2_RatioR2xN2 * inLambda);
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}
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return true;
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}
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return false;
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}
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public:
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/// Calculate properties used during the functions below
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/// @param inBody1 The first body that this constraint is attached to
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/// @param inBody2 The second body that this constraint is attached to
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/// @param inR1 The position on which the constraint operates on body 1 relative to COM
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/// @param inN1 The world space normal in which the constraint operates for body 1
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/// @param inR2 The position on which the constraint operates on body 1 relative to COM
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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inline void CalculateConstraintProperties(const Body &inBody1, const Body &inBody2, Vec3Arg inR1, Vec3Arg inN1, Vec3Arg inR2, Vec3Arg inN2, float inRatio)
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{
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JPH_ASSERT(inN1.IsNormalized(1.0e-4f) && inN2.IsNormalized(1.0e-4f));
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float inv_effective_mass = 0.0f;
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if (!inBody1.IsStatic())
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{
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const MotionProperties *mp1 = inBody1.GetMotionProperties();
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mR1xN1 = inR1.Cross(inN1);
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mInvI1_R1xN1 = mp1->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), mR1xN1);
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inv_effective_mass += mp1->GetInverseMass() + mInvI1_R1xN1.Dot(mR1xN1);
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}
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if (!inBody2.IsStatic())
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{
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const MotionProperties *mp2 = inBody2.GetMotionProperties();
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mRatioR2xN2 = inRatio * inR2.Cross(inN2);
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mInvI2_RatioR2xN2 = mp2->MultiplyWorldSpaceInverseInertiaByVector(inBody2.GetRotation(), mRatioR2xN2);
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inv_effective_mass += Square(inRatio) * mp2->GetInverseMass() + mInvI2_RatioR2xN2.Dot(mRatioR2xN2);
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}
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// Calculate inverse effective mass: K = J M^-1 J^T
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if (inv_effective_mass == 0.0f)
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Deactivate();
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else
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mEffectiveMass = 1.0f / inv_effective_mass;
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}
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/// Deactivate this constraint
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inline void Deactivate()
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{
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mEffectiveMass = 0.0f;
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mTotalLambda = 0.0f;
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}
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/// Check if constraint is active
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inline bool IsActive() const
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{
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return mEffectiveMass != 0.0f;
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}
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/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
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/// @param ioBody1 The first body that this constraint is attached to
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/// @param ioBody2 The second body that this constraint is attached to
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/// @param inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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/// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
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inline void WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inWarmStartImpulseRatio)
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{
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mTotalLambda *= inWarmStartImpulseRatio;
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ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, mTotalLambda);
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}
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/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
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/// @param ioBody1 The first body that this constraint is attached to
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/// @param ioBody2 The second body that this constraint is attached to
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/// @param inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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/// @param inMinLambda Minimum angular impulse to apply (N m s)
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/// @param inMaxLambda Maximum angular impulse to apply (N m s)
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inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inMinLambda, float inMaxLambda)
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{
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// Lagrange multiplier is:
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//
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// lambda = -K^-1 (J v + b)
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float lambda = -mEffectiveMass * (inN1.Dot(ioBody1.GetLinearVelocity()) + mR1xN1.Dot(ioBody1.GetAngularVelocity()) + inRatio * inN2.Dot(ioBody2.GetLinearVelocity()) + mRatioR2xN2.Dot(ioBody2.GetAngularVelocity()));
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float new_lambda = Clamp(mTotalLambda + lambda, inMinLambda, inMaxLambda); // Clamp impulse
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lambda = new_lambda - mTotalLambda; // Lambda potentially got clamped, calculate the new impulse to apply
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mTotalLambda = new_lambda; // Store accumulated impulse
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return ApplyVelocityStep(ioBody1, ioBody2, inN1, inN2, inRatio, lambda);
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}
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/// Return lagrange multiplier
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float GetTotalLambda() const
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{
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return mTotalLambda;
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}
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/// Iteratively update the position constraint. Makes sure C(...) == 0.
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/// @param ioBody1 The first body that this constraint is attached to
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/// @param ioBody2 The second body that this constraint is attached to
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/// @param inN1 The world space normal in which the constraint operates for body 1
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/// @param inN2 The world space normal in which the constraint operates for body 2
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/// @param inRatio The ratio how forces are applied between bodies
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/// @param inC Value of the constraint equation (C)
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/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
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inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inN1, Vec3Arg inN2, float inRatio, float inC, float inBaumgarte) const
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{
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if (inC != 0.0f)
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{
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// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
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//
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// lambda = -K^-1 * beta / dt * C
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//
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// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
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float lambda = -mEffectiveMass * inBaumgarte * inC;
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// Directly integrate velocity change for one time step
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//
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// Euler velocity integration:
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// dv = M^-1 P
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//
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// Impulse:
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// P = J^T lambda
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//
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// Euler position integration:
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// x' = x + dv * dt
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//
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// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
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// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
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// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
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// integrate + a position integrate and then discard the velocity change.
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if (ioBody1.IsDynamic())
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{
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ioBody1.AddPositionStep((lambda * ioBody1.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN1);
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ioBody1.AddRotationStep(lambda * mInvI1_R1xN1);
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}
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if (ioBody2.IsDynamic())
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{
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ioBody2.AddPositionStep((lambda * inRatio * ioBody2.GetMotionPropertiesUnchecked()->GetInverseMass()) * inN2);
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ioBody2.AddRotationStep(lambda * mInvI2_RatioR2xN2);
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}
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return true;
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}
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return false;
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}
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/// Save state of this constraint part
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void SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTotalLambda);
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}
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/// Restore state of this constraint part
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void RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTotalLambda);
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}
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private:
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Vec3 mR1xN1;
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Vec3 mInvI1_R1xN1;
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Vec3 mRatioR2xN2;
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Vec3 mInvI2_RatioR2xN2;
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float mEffectiveMass = 0.0f;
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float mTotalLambda = 0.0f;
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};
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JPH_NAMESPACE_END
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package/native/third_party/JoltPhysics/Jolt/Physics/Constraints/ConstraintPart/PointConstraintPart.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Body/Body.h>
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#include <Jolt/Physics/StateRecorder.h>
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JPH_NAMESPACE_BEGIN
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/// Constrains movement along 3 axis
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///
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/// @see "Constraints Derivation for Rigid Body Simulation in 3D" - Daniel Chappuis, section 2.2.1
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///
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/// Constraint equation (eq 45):
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///
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/// \f[C = p_2 - p_1\f]
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///
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/// Jacobian (transposed) (eq 47):
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///
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/// \f[J^T = \begin{bmatrix}-E & r1x & E & -r2x^T\end{bmatrix}
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/// = \begin{bmatrix}-E^T \\ r1x^T \\ E^T \\ -r2x^T\end{bmatrix}
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/// = \begin{bmatrix}-E \\ -r1x \\ E \\ r2x\end{bmatrix}\f]
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///
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/// Used terms (here and below, everything in world space):\n
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/// p1, p2 = constraint points.\n
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/// r1 = p1 - x1.\n
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/// r2 = p2 - x2.\n
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/// r1x = 3x3 matrix for which r1x v = r1 x v (cross product).\n
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/// x1, x2 = center of mass for the bodies.\n
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/// v = [v1, w1, v2, w2].\n
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/// v1, v2 = linear velocity of body 1 and 2.\n
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-
/// w1, w2 = angular velocity of body 1 and 2.\n
|
|
35
|
-
/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
|
|
36
|
-
/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
|
|
37
|
-
/// b = velocity bias.\n
|
|
38
|
-
/// \f$\beta\f$ = baumgarte constant.\n
|
|
39
|
-
/// E = identity matrix.
|
|
40
|
-
class PointConstraintPart
|
|
41
|
-
{
|
|
42
|
-
JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, Vec3Arg inLambda) const
|
|
43
|
-
{
|
|
44
|
-
// Apply impulse if delta is not zero
|
|
45
|
-
if (inLambda != Vec3::sZero())
|
|
46
|
-
{
|
|
47
|
-
// Calculate velocity change due to constraint
|
|
48
|
-
//
|
|
49
|
-
// Impulse:
|
|
50
|
-
// P = J^T lambda
|
|
51
|
-
//
|
|
52
|
-
// Euler velocity integration:
|
|
53
|
-
// v' = v + M^-1 P
|
|
54
|
-
if (ioBody1.IsDynamic())
|
|
55
|
-
{
|
|
56
|
-
MotionProperties *mp1 = ioBody1.GetMotionProperties();
|
|
57
|
-
mp1->SubLinearVelocityStep(mp1->GetInverseMass() * inLambda);
|
|
58
|
-
mp1->SubAngularVelocityStep(mInvI1_R1X * inLambda);
|
|
59
|
-
}
|
|
60
|
-
if (ioBody2.IsDynamic())
|
|
61
|
-
{
|
|
62
|
-
MotionProperties *mp2 = ioBody2.GetMotionProperties();
|
|
63
|
-
mp2->AddLinearVelocityStep(mp2->GetInverseMass() * inLambda);
|
|
64
|
-
mp2->AddAngularVelocityStep(mInvI2_R2X * inLambda);
|
|
65
|
-
}
|
|
66
|
-
return true;
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
return false;
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
public:
|
|
73
|
-
/// Calculate properties used during the functions below
|
|
74
|
-
/// @param inBody1 The first body that this constraint is attached to
|
|
75
|
-
/// @param inBody2 The second body that this constraint is attached to
|
|
76
|
-
/// @param inRotation1 The 3x3 rotation matrix for body 1 (translation part is ignored)
|
|
77
|
-
/// @param inRotation2 The 3x3 rotation matrix for body 2 (translation part is ignored)
|
|
78
|
-
/// @param inR1 Local space vector from center of mass to constraint point for body 1
|
|
79
|
-
/// @param inR2 Local space vector from center of mass to constraint point for body 2
|
|
80
|
-
inline void CalculateConstraintProperties(const Body &inBody1, Mat44Arg inRotation1, Vec3Arg inR1, const Body &inBody2, Mat44Arg inRotation2, Vec3Arg inR2)
|
|
81
|
-
{
|
|
82
|
-
// Positions where the point constraint acts on (middle point between center of masses) in world space
|
|
83
|
-
mR1 = inRotation1.Multiply3x3(inR1);
|
|
84
|
-
mR2 = inRotation2.Multiply3x3(inR2);
|
|
85
|
-
|
|
86
|
-
// Calculate effective mass: K^-1 = (J M^-1 J^T)^-1
|
|
87
|
-
// Using: I^-1 = R * Ibody^-1 * R^T
|
|
88
|
-
float summed_inv_mass;
|
|
89
|
-
Mat44 inv_effective_mass;
|
|
90
|
-
if (inBody1.IsDynamic())
|
|
91
|
-
{
|
|
92
|
-
const MotionProperties *mp1 = inBody1.GetMotionProperties();
|
|
93
|
-
Mat44 inv_i1 = mp1->GetInverseInertiaForRotation(inRotation1);
|
|
94
|
-
summed_inv_mass = mp1->GetInverseMass();
|
|
95
|
-
|
|
96
|
-
Mat44 r1x = Mat44::sCrossProduct(mR1);
|
|
97
|
-
mInvI1_R1X = inv_i1.Multiply3x3(r1x);
|
|
98
|
-
inv_effective_mass = r1x.Multiply3x3(inv_i1).Multiply3x3RightTransposed(r1x);
|
|
99
|
-
}
|
|
100
|
-
else
|
|
101
|
-
{
|
|
102
|
-
JPH_IF_DEBUG(mInvI1_R1X = Mat44::sNaN();)
|
|
103
|
-
|
|
104
|
-
summed_inv_mass = 0.0f;
|
|
105
|
-
inv_effective_mass = Mat44::sZero();
|
|
106
|
-
}
|
|
107
|
-
|
|
108
|
-
if (inBody2.IsDynamic())
|
|
109
|
-
{
|
|
110
|
-
const MotionProperties *mp2 = inBody2.GetMotionProperties();
|
|
111
|
-
Mat44 inv_i2 = mp2->GetInverseInertiaForRotation(inRotation2);
|
|
112
|
-
summed_inv_mass += mp2->GetInverseMass();
|
|
113
|
-
|
|
114
|
-
Mat44 r2x = Mat44::sCrossProduct(mR2);
|
|
115
|
-
mInvI2_R2X = inv_i2.Multiply3x3(r2x);
|
|
116
|
-
inv_effective_mass += r2x.Multiply3x3(inv_i2).Multiply3x3RightTransposed(r2x);
|
|
117
|
-
}
|
|
118
|
-
else
|
|
119
|
-
{
|
|
120
|
-
JPH_IF_DEBUG(mInvI2_R2X = Mat44::sNaN();)
|
|
121
|
-
}
|
|
122
|
-
|
|
123
|
-
inv_effective_mass += Mat44::sScale(summed_inv_mass);
|
|
124
|
-
if (!mEffectiveMass.SetInversed3x3(inv_effective_mass))
|
|
125
|
-
Deactivate();
|
|
126
|
-
}
|
|
127
|
-
|
|
128
|
-
/// Deactivate this constraint
|
|
129
|
-
inline void Deactivate()
|
|
130
|
-
{
|
|
131
|
-
mEffectiveMass = Mat44::sZero();
|
|
132
|
-
mTotalLambda = Vec3::sZero();
|
|
133
|
-
}
|
|
134
|
-
|
|
135
|
-
/// Check if constraint is active
|
|
136
|
-
inline bool IsActive() const
|
|
137
|
-
{
|
|
138
|
-
return mEffectiveMass(3, 3) != 0.0f;
|
|
139
|
-
}
|
|
140
|
-
|
|
141
|
-
/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
|
|
142
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
143
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
144
|
-
/// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
|
|
145
|
-
inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
|
|
146
|
-
{
|
|
147
|
-
mTotalLambda *= inWarmStartImpulseRatio;
|
|
148
|
-
ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
|
|
149
|
-
}
|
|
150
|
-
|
|
151
|
-
/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
|
|
152
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
153
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
154
|
-
inline bool SolveVelocityConstraint(Body &ioBody1, Body &ioBody2)
|
|
155
|
-
{
|
|
156
|
-
// Calculate lagrange multiplier:
|
|
157
|
-
//
|
|
158
|
-
// lambda = -K^-1 (J v + b)
|
|
159
|
-
Vec3 lambda = mEffectiveMass * (ioBody1.GetLinearVelocity() - mR1.Cross(ioBody1.GetAngularVelocity()) - ioBody2.GetLinearVelocity() + mR2.Cross(ioBody2.GetAngularVelocity()));
|
|
160
|
-
mTotalLambda += lambda; // Store accumulated lambda
|
|
161
|
-
return ApplyVelocityStep(ioBody1, ioBody2, lambda);
|
|
162
|
-
}
|
|
163
|
-
|
|
164
|
-
/// Iteratively update the position constraint. Makes sure C(...) = 0.
|
|
165
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
166
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
167
|
-
/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
|
|
168
|
-
inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inBaumgarte) const
|
|
169
|
-
{
|
|
170
|
-
Vec3 separation = (Vec3(ioBody2.GetCenterOfMassPosition() - ioBody1.GetCenterOfMassPosition()) + mR2 - mR1);
|
|
171
|
-
if (separation != Vec3::sZero())
|
|
172
|
-
{
|
|
173
|
-
// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
|
|
174
|
-
//
|
|
175
|
-
// lambda = -K^-1 * beta / dt * C
|
|
176
|
-
//
|
|
177
|
-
// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
|
|
178
|
-
Vec3 lambda = mEffectiveMass * -inBaumgarte * separation;
|
|
179
|
-
|
|
180
|
-
// Directly integrate velocity change for one time step
|
|
181
|
-
//
|
|
182
|
-
// Euler velocity integration:
|
|
183
|
-
// dv = M^-1 P
|
|
184
|
-
//
|
|
185
|
-
// Impulse:
|
|
186
|
-
// P = J^T lambda
|
|
187
|
-
//
|
|
188
|
-
// Euler position integration:
|
|
189
|
-
// x' = x + dv * dt
|
|
190
|
-
//
|
|
191
|
-
// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
|
|
192
|
-
// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
|
|
193
|
-
// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
|
|
194
|
-
// integrate + a position integrate and then discard the velocity change.
|
|
195
|
-
if (ioBody1.IsDynamic())
|
|
196
|
-
{
|
|
197
|
-
ioBody1.SubPositionStep(ioBody1.GetMotionProperties()->GetInverseMass() * lambda);
|
|
198
|
-
ioBody1.SubRotationStep(mInvI1_R1X * lambda);
|
|
199
|
-
}
|
|
200
|
-
if (ioBody2.IsDynamic())
|
|
201
|
-
{
|
|
202
|
-
ioBody2.AddPositionStep(ioBody2.GetMotionProperties()->GetInverseMass() * lambda);
|
|
203
|
-
ioBody2.AddRotationStep(mInvI2_R2X * lambda);
|
|
204
|
-
}
|
|
205
|
-
|
|
206
|
-
return true;
|
|
207
|
-
}
|
|
208
|
-
|
|
209
|
-
return false;
|
|
210
|
-
}
|
|
211
|
-
|
|
212
|
-
/// Return lagrange multiplier
|
|
213
|
-
Vec3 GetTotalLambda() const
|
|
214
|
-
{
|
|
215
|
-
return mTotalLambda;
|
|
216
|
-
}
|
|
217
|
-
|
|
218
|
-
/// Save state of this constraint part
|
|
219
|
-
void SaveState(StateRecorder &inStream) const
|
|
220
|
-
{
|
|
221
|
-
inStream.Write(mTotalLambda);
|
|
222
|
-
}
|
|
223
|
-
|
|
224
|
-
/// Restore state of this constraint part
|
|
225
|
-
void RestoreState(StateRecorder &inStream)
|
|
226
|
-
{
|
|
227
|
-
inStream.Read(mTotalLambda);
|
|
228
|
-
}
|
|
229
|
-
|
|
230
|
-
private:
|
|
231
|
-
Vec3 mR1;
|
|
232
|
-
Vec3 mR2;
|
|
233
|
-
Mat44 mInvI1_R1X;
|
|
234
|
-
Mat44 mInvI2_R2X;
|
|
235
|
-
Mat44 mEffectiveMass;
|
|
236
|
-
Vec3 mTotalLambda { Vec3::sZero() };
|
|
237
|
-
};
|
|
238
|
-
|
|
239
|
-
JPH_NAMESPACE_END
|
|
@@ -1,196 +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/StateRecorder.h>
|
|
9
|
-
|
|
10
|
-
JPH_NAMESPACE_BEGIN
|
|
11
|
-
|
|
12
|
-
/// Constraint that constrains a rotation to a translation
|
|
13
|
-
///
|
|
14
|
-
/// Constraint equation:
|
|
15
|
-
///
|
|
16
|
-
/// C = Theta(t) - r d(t)
|
|
17
|
-
///
|
|
18
|
-
/// Derivative:
|
|
19
|
-
///
|
|
20
|
-
/// d/dt C = 0
|
|
21
|
-
/// <=> w1 . a - r v2 . b = 0
|
|
22
|
-
///
|
|
23
|
-
/// Jacobian:
|
|
24
|
-
///
|
|
25
|
-
/// \f[J = \begin{bmatrix}0 & a^T & -r b^T & 0\end{bmatrix}\f]
|
|
26
|
-
///
|
|
27
|
-
/// Used terms (here and below, everything in world space):\n
|
|
28
|
-
/// a = axis around which body 1 rotates (normalized).\n
|
|
29
|
-
/// b = axis along which body 2 slides (normalized).\n
|
|
30
|
-
/// Theta(t) = rotation around a of body 1.\n
|
|
31
|
-
/// d(t) = distance body 2 slides.\n
|
|
32
|
-
/// r = ratio between rotation and translation.\n
|
|
33
|
-
/// v = [v1, w1, v2, w2].\n
|
|
34
|
-
/// v1, v2 = linear velocity of body 1 and 2.\n
|
|
35
|
-
/// w1, w2 = angular velocity of body 1 and 2.\n
|
|
36
|
-
/// M = mass matrix, a diagonal matrix of the mass and inertia with diagonal [m1, I1, m2, I2].\n
|
|
37
|
-
/// \f$K^{-1} = \left( J M^{-1} J^T \right)^{-1}\f$ = effective mass.\n
|
|
38
|
-
/// \f$\beta\f$ = baumgarte constant.
|
|
39
|
-
class RackAndPinionConstraintPart
|
|
40
|
-
{
|
|
41
|
-
/// Internal helper function to update velocities of bodies after Lagrange multiplier is calculated
|
|
42
|
-
JPH_INLINE bool ApplyVelocityStep(Body &ioBody1, Body &ioBody2, float inLambda) const
|
|
43
|
-
{
|
|
44
|
-
// Apply impulse if delta is not zero
|
|
45
|
-
if (inLambda != 0.0f)
|
|
46
|
-
{
|
|
47
|
-
// Calculate velocity change due to constraint
|
|
48
|
-
//
|
|
49
|
-
// Impulse:
|
|
50
|
-
// P = J^T lambda
|
|
51
|
-
//
|
|
52
|
-
// Euler velocity integration:
|
|
53
|
-
// v' = v + M^-1 P
|
|
54
|
-
ioBody1.GetMotionProperties()->AddAngularVelocityStep(inLambda * mInvI1_A);
|
|
55
|
-
ioBody2.GetMotionProperties()->SubLinearVelocityStep(inLambda * mRatio_InvM2_B);
|
|
56
|
-
return true;
|
|
57
|
-
}
|
|
58
|
-
|
|
59
|
-
return false;
|
|
60
|
-
}
|
|
61
|
-
|
|
62
|
-
public:
|
|
63
|
-
/// Calculate properties used during the functions below
|
|
64
|
-
/// @param inBody1 The first body that this constraint is attached to
|
|
65
|
-
/// @param inBody2 The second body that this constraint is attached to
|
|
66
|
-
/// @param inWorldSpaceHingeAxis The axis around which body 1 rotates
|
|
67
|
-
/// @param inWorldSpaceSliderAxis The axis along which body 2 slides
|
|
68
|
-
/// @param inRatio The ratio between rotation and translation
|
|
69
|
-
inline void CalculateConstraintProperties(const Body &inBody1, Vec3Arg inWorldSpaceHingeAxis, const Body &inBody2, Vec3Arg inWorldSpaceSliderAxis, float inRatio)
|
|
70
|
-
{
|
|
71
|
-
JPH_ASSERT(inWorldSpaceHingeAxis.IsNormalized(1.0e-4f));
|
|
72
|
-
JPH_ASSERT(inWorldSpaceSliderAxis.IsNormalized(1.0e-4f));
|
|
73
|
-
|
|
74
|
-
// Calculate: I1^-1 a
|
|
75
|
-
mInvI1_A = inBody1.GetMotionProperties()->MultiplyWorldSpaceInverseInertiaByVector(inBody1.GetRotation(), inWorldSpaceHingeAxis);
|
|
76
|
-
|
|
77
|
-
// Calculate: r/m2 b
|
|
78
|
-
float inv_m2 = inBody2.GetMotionProperties()->GetInverseMass();
|
|
79
|
-
mRatio_InvM2_B = inRatio * inv_m2 * inWorldSpaceSliderAxis;
|
|
80
|
-
|
|
81
|
-
// K^-1 = 1 / (J M^-1 J^T) = 1 / (a^T I1^-1 a + 1/m2 * r^2 * b . b)
|
|
82
|
-
float inv_effective_mass = (inWorldSpaceHingeAxis.Dot(mInvI1_A) + inv_m2 * Square(inRatio));
|
|
83
|
-
if (inv_effective_mass == 0.0f)
|
|
84
|
-
Deactivate();
|
|
85
|
-
else
|
|
86
|
-
mEffectiveMass = 1.0f / inv_effective_mass;
|
|
87
|
-
}
|
|
88
|
-
|
|
89
|
-
/// Deactivate this constraint
|
|
90
|
-
inline void Deactivate()
|
|
91
|
-
{
|
|
92
|
-
mEffectiveMass = 0.0f;
|
|
93
|
-
mTotalLambda = 0.0f;
|
|
94
|
-
}
|
|
95
|
-
|
|
96
|
-
/// Check if constraint is active
|
|
97
|
-
inline bool IsActive() const
|
|
98
|
-
{
|
|
99
|
-
return mEffectiveMass != 0.0f;
|
|
100
|
-
}
|
|
101
|
-
|
|
102
|
-
/// Must be called from the WarmStartVelocityConstraint call to apply the previous frame's impulses
|
|
103
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
104
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
105
|
-
/// @param inWarmStartImpulseRatio Ratio of new step to old time step (dt_new / dt_old) for scaling the lagrange multiplier of the previous frame
|
|
106
|
-
inline void WarmStart(Body &ioBody1, Body &ioBody2, float inWarmStartImpulseRatio)
|
|
107
|
-
{
|
|
108
|
-
mTotalLambda *= inWarmStartImpulseRatio;
|
|
109
|
-
ApplyVelocityStep(ioBody1, ioBody2, mTotalLambda);
|
|
110
|
-
}
|
|
111
|
-
|
|
112
|
-
/// Iteratively update the velocity constraint. Makes sure d/dt C(...) = 0, where C is the constraint equation.
|
|
113
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
114
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
115
|
-
/// @param inWorldSpaceHingeAxis The axis around which body 1 rotates
|
|
116
|
-
/// @param inWorldSpaceSliderAxis The axis along which body 2 slides
|
|
117
|
-
/// @param inRatio The ratio between rotation and translation
|
|
118
|
-
inline bool SolveVelocityConstraint(Body &ioBody1, Vec3Arg inWorldSpaceHingeAxis, Body &ioBody2, Vec3Arg inWorldSpaceSliderAxis, float inRatio)
|
|
119
|
-
{
|
|
120
|
-
// Lagrange multiplier is:
|
|
121
|
-
//
|
|
122
|
-
// lambda = -K^-1 (J v + b)
|
|
123
|
-
float lambda = mEffectiveMass * (inRatio * inWorldSpaceSliderAxis.Dot(ioBody2.GetLinearVelocity()) - inWorldSpaceHingeAxis.Dot(ioBody1.GetAngularVelocity()));
|
|
124
|
-
mTotalLambda += lambda; // Store accumulated impulse
|
|
125
|
-
|
|
126
|
-
return ApplyVelocityStep(ioBody1, ioBody2, lambda);
|
|
127
|
-
}
|
|
128
|
-
|
|
129
|
-
/// Return lagrange multiplier
|
|
130
|
-
float GetTotalLambda() const
|
|
131
|
-
{
|
|
132
|
-
return mTotalLambda;
|
|
133
|
-
}
|
|
134
|
-
|
|
135
|
-
/// Iteratively update the position constraint. Makes sure C(...) == 0.
|
|
136
|
-
/// @param ioBody1 The first body that this constraint is attached to
|
|
137
|
-
/// @param ioBody2 The second body that this constraint is attached to
|
|
138
|
-
/// @param inC Value of the constraint equation (C)
|
|
139
|
-
/// @param inBaumgarte Baumgarte constant (fraction of the error to correct)
|
|
140
|
-
inline bool SolvePositionConstraint(Body &ioBody1, Body &ioBody2, float inC, float inBaumgarte) const
|
|
141
|
-
{
|
|
142
|
-
// Only apply position constraint when the constraint is hard, otherwise the velocity bias will fix the constraint
|
|
143
|
-
if (inC != 0.0f)
|
|
144
|
-
{
|
|
145
|
-
// Calculate lagrange multiplier (lambda) for Baumgarte stabilization:
|
|
146
|
-
//
|
|
147
|
-
// lambda = -K^-1 * beta / dt * C
|
|
148
|
-
//
|
|
149
|
-
// We should divide by inDeltaTime, but we should multiply by inDeltaTime in the Euler step below so they're cancelled out
|
|
150
|
-
float lambda = -mEffectiveMass * inBaumgarte * inC;
|
|
151
|
-
|
|
152
|
-
// Directly integrate velocity change for one time step
|
|
153
|
-
//
|
|
154
|
-
// Euler velocity integration:
|
|
155
|
-
// dv = M^-1 P
|
|
156
|
-
//
|
|
157
|
-
// Impulse:
|
|
158
|
-
// P = J^T lambda
|
|
159
|
-
//
|
|
160
|
-
// Euler position integration:
|
|
161
|
-
// x' = x + dv * dt
|
|
162
|
-
//
|
|
163
|
-
// Note we don't accumulate velocities for the stabilization. This is using the approach described in 'Modeling and
|
|
164
|
-
// Solving Constraints' by Erin Catto presented at GDC 2007. On slide 78 it is suggested to split up the Baumgarte
|
|
165
|
-
// stabilization for positional drift so that it does not actually add to the momentum. We combine an Euler velocity
|
|
166
|
-
// integrate + a position integrate and then discard the velocity change.
|
|
167
|
-
if (ioBody1.IsDynamic())
|
|
168
|
-
ioBody1.AddRotationStep(lambda * mInvI1_A);
|
|
169
|
-
if (ioBody2.IsDynamic())
|
|
170
|
-
ioBody2.SubPositionStep(lambda * mRatio_InvM2_B);
|
|
171
|
-
return true;
|
|
172
|
-
}
|
|
173
|
-
|
|
174
|
-
return false;
|
|
175
|
-
}
|
|
176
|
-
|
|
177
|
-
/// Save state of this constraint part
|
|
178
|
-
void SaveState(StateRecorder &inStream) const
|
|
179
|
-
{
|
|
180
|
-
inStream.Write(mTotalLambda);
|
|
181
|
-
}
|
|
182
|
-
|
|
183
|
-
/// Restore state of this constraint part
|
|
184
|
-
void RestoreState(StateRecorder &inStream)
|
|
185
|
-
{
|
|
186
|
-
inStream.Read(mTotalLambda);
|
|
187
|
-
}
|
|
188
|
-
|
|
189
|
-
private:
|
|
190
|
-
Vec3 mInvI1_A;
|
|
191
|
-
Vec3 mRatio_InvM2_B;
|
|
192
|
-
float mEffectiveMass = 0.0f;
|
|
193
|
-
float mTotalLambda = 0.0f;
|
|
194
|
-
};
|
|
195
|
-
|
|
196
|
-
JPH_NAMESPACE_END
|