@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
@@ -1,1501 +0,0 @@
1
- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
3
- // SPDX-License-Identifier: MIT
4
-
5
- #include <Jolt/Jolt.h>
6
-
7
- #include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
8
- #include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
9
- #include <Jolt/Physics/SoftBody/SoftBodyContactListener.h>
10
- #include <Jolt/Physics/SoftBody/SoftBodyManifold.h>
11
- #include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
12
- #include <Jolt/Physics/Collision/SimShapeFilterWrapper.h>
13
- #include <Jolt/Physics/PhysicsSystem.h>
14
- #include <Jolt/Physics/Body/BodyManager.h>
15
- #include <Jolt/Core/ScopeExit.h>
16
- #ifdef JPH_DEBUG_RENDERER
17
- #include <Jolt/Renderer/DebugRenderer.h>
18
- #endif // JPH_DEBUG_RENDERER
19
-
20
- JPH_NAMESPACE_BEGIN
21
-
22
- using namespace JPH::literals;
23
-
24
- void SoftBodyMotionProperties::CalculateMassAndInertia()
25
- {
26
- MassProperties mp;
27
-
28
- for (const Vertex &v : mVertices)
29
- if (v.mInvMass > 0.0f)
30
- {
31
- Vec3 pos = v.mPosition;
32
-
33
- // Accumulate mass
34
- float mass = 1.0f / v.mInvMass;
35
- mp.mMass += mass;
36
-
37
- // Inertia tensor, diagonal
38
- // See equations https://en.wikipedia.org/wiki/Moment_of_inertia section 'Inertia Tensor'
39
- for (int i = 0; i < 3; ++i)
40
- mp.mInertia(i, i) += mass * (Square(pos[(i + 1) % 3]) + Square(pos[(i + 2) % 3]));
41
-
42
- // Inertia tensor off diagonal
43
- for (int i = 0; i < 3; ++i)
44
- for (int j = 0; j < 3; ++j)
45
- if (i != j)
46
- mp.mInertia(i, j) -= mass * pos[i] * pos[j];
47
- }
48
- else
49
- {
50
- // If one vertex is kinematic, the entire body will have infinite mass and inertia
51
- SetInverseMass(0.0f);
52
- SetInverseInertia(Vec3::sZero(), Quat::sIdentity());
53
- return;
54
- }
55
-
56
- SetMassProperties(EAllowedDOFs::All, mp);
57
- }
58
-
59
- void SoftBodyMotionProperties::Initialize(const SoftBodyCreationSettings &inSettings)
60
- {
61
- // Store settings
62
- mSettings = inSettings.mSettings;
63
- mNumIterations = inSettings.mNumIterations;
64
- mPressure = inSettings.mPressure;
65
- mUpdatePosition = inSettings.mUpdatePosition;
66
- mFacesDoubleSided = inSettings.mFacesDoubleSided;
67
- SetVertexRadius(inSettings.mVertexRadius);
68
-
69
- // Initialize vertices
70
- mVertices.resize(inSettings.mSettings->mVertices.size());
71
- Mat44 rotation = inSettings.mMakeRotationIdentity? Mat44::sRotation(inSettings.mRotation) : Mat44::sIdentity();
72
- for (Array<Vertex>::size_type v = 0, s = mVertices.size(); v < s; ++v)
73
- {
74
- const SoftBodySharedSettings::Vertex &in_vertex = inSettings.mSettings->mVertices[v];
75
- Vertex &out_vertex = mVertices[v];
76
- out_vertex.mPreviousPosition = out_vertex.mPosition = rotation * Vec3(in_vertex.mPosition);
77
- out_vertex.mVelocity = rotation.Multiply3x3(Vec3(in_vertex.mVelocity));
78
- out_vertex.ResetCollision();
79
- out_vertex.mInvMass = in_vertex.mInvMass;
80
- mLocalBounds.Encapsulate(out_vertex.mPosition);
81
- }
82
-
83
- // Initialize rods
84
- if (!inSettings.mSettings->mRodStretchShearConstraints.empty())
85
- {
86
- mRodStates.resize(inSettings.mSettings->mRodStretchShearConstraints.size());
87
- Quat rotation_q = rotation.GetQuaternion();
88
- for (Array<RodState>::size_type r = 0, s = mRodStates.size(); r < s; ++r)
89
- {
90
- const SoftBodySharedSettings::RodStretchShear &in_rod = inSettings.mSettings->mRodStretchShearConstraints[r];
91
- RodState &out_rod = mRodStates[r];
92
- out_rod.mRotation = rotation_q * in_rod.mBishop;
93
- out_rod.mAngularVelocity = Vec3::sZero();
94
- }
95
- }
96
-
97
- // Allocate space for skinned vertices
98
- if (!inSettings.mSettings->mSkinnedConstraints.empty())
99
- mSkinState.resize(mVertices.size());
100
-
101
- // We don't know delta time yet, so we can't predict the bounds and use the local bounds as the predicted bounds
102
- mLocalPredictedBounds = mLocalBounds;
103
-
104
- CalculateMassAndInertia();
105
- }
106
-
107
- float SoftBodyMotionProperties::GetVolumeTimesSix() const
108
- {
109
- float six_volume = 0.0f;
110
- for (const Face &f : mSettings->mFaces)
111
- {
112
- Vec3 x1 = mVertices[f.mVertex[0]].mPosition;
113
- Vec3 x2 = mVertices[f.mVertex[1]].mPosition;
114
- Vec3 x3 = mVertices[f.mVertex[2]].mPosition;
115
- six_volume += x1.Cross(x2).Dot(x3); // We pick zero as the origin as this is the center of the bounding box so should give good accuracy
116
- }
117
- return six_volume;
118
- }
119
-
120
- void SoftBodyMotionProperties::DetermineCollidingShapes(const SoftBodyUpdateContext &inContext, const PhysicsSystem &inSystem, const BodyLockInterface &inBodyLockInterface)
121
- {
122
- JPH_PROFILE_FUNCTION();
123
-
124
- // Reset flag prior to collision detection
125
- mNeedContactCallback.store(false, memory_order_relaxed);
126
-
127
- struct Collector : public CollideShapeBodyCollector
128
- {
129
- Collector(const SoftBodyUpdateContext &inContext, const PhysicsSystem &inSystem, const BodyLockInterface &inBodyLockInterface, const AABox &inLocalBounds, SimShapeFilterWrapper &inShapeFilter, Array<CollidingShape> &ioHits, Array<CollidingSensor> &ioSensors) :
130
- mContext(inContext),
131
- mInverseTransform(inContext.mCenterOfMassTransform.InversedRotationTranslation()),
132
- mLocalBounds(inLocalBounds),
133
- mBodyLockInterface(inBodyLockInterface),
134
- mCombineFriction(inSystem.GetCombineFriction()),
135
- mCombineRestitution(inSystem.GetCombineRestitution()),
136
- mShapeFilter(inShapeFilter),
137
- mHits(ioHits),
138
- mSensors(ioSensors)
139
- {
140
- }
141
-
142
- virtual void AddHit(const BodyID &inResult) override
143
- {
144
- BodyLockRead lock(mBodyLockInterface, inResult);
145
- if (lock.Succeeded())
146
- {
147
- const Body &soft_body = *mContext.mBody;
148
- const Body &body = lock.GetBody();
149
- if (body.IsRigidBody() // TODO: We should support soft body vs soft body
150
- && soft_body.GetCollisionGroup().CanCollide(body.GetCollisionGroup()))
151
- {
152
- SoftBodyContactSettings settings;
153
- settings.mIsSensor = body.IsSensor();
154
-
155
- if (mContext.mContactListener == nullptr)
156
- {
157
- // If we have no contact listener, we can ignore sensors
158
- if (settings.mIsSensor)
159
- return;
160
- }
161
- else
162
- {
163
- // Call the contact listener to see if we should accept this contact
164
- if (mContext.mContactListener->OnSoftBodyContactValidate(soft_body, body, settings) != SoftBodyValidateResult::AcceptContact)
165
- return;
166
-
167
- // Check if there will be any interaction
168
- if (!settings.mIsSensor
169
- && settings.mInvMassScale1 == 0.0f
170
- && (body.GetMotionType() != EMotionType::Dynamic || settings.mInvMassScale2 == 0.0f))
171
- return;
172
- }
173
-
174
- // Calculate transform of this body relative to the soft body
175
- Mat44 com = (mInverseTransform * body.GetCenterOfMassTransform()).ToMat44();
176
-
177
- // Collect leaf shapes
178
- mShapeFilter.SetBody2(&body);
179
- struct LeafShapeCollector : public TransformedShapeCollector
180
- {
181
- virtual void AddHit(const TransformedShape &inResult) override
182
- {
183
- mHits.emplace_back(Mat44::sRotationTranslation(inResult.mShapeRotation, Vec3(inResult.mShapePositionCOM)), inResult.GetShapeScale(), inResult.mShape);
184
- }
185
-
186
- Array<LeafShape> mHits;
187
- };
188
- LeafShapeCollector collector;
189
- body.GetShape()->CollectTransformedShapes(mLocalBounds, com.GetTranslation(), com.GetQuaternion(), Vec3::sOne(), SubShapeIDCreator(), collector, mShapeFilter.GetFilter());
190
- if (collector.mHits.empty())
191
- return;
192
-
193
- if (settings.mIsSensor)
194
- {
195
- CollidingSensor cs;
196
- cs.mCenterOfMassTransform = com;
197
- cs.mShapes = std::move(collector.mHits);
198
- cs.mBodyID = inResult;
199
- mSensors.push_back(cs);
200
- }
201
- else
202
- {
203
- CollidingShape cs;
204
- cs.mCenterOfMassTransform = com;
205
- cs.mShapes = std::move(collector.mHits);
206
- cs.mBodyID = inResult;
207
- cs.mMotionType = body.GetMotionType();
208
- cs.mUpdateVelocities = false;
209
- cs.mFriction = mCombineFriction(soft_body, SubShapeID(), body, SubShapeID());
210
- cs.mRestitution = mCombineRestitution(soft_body, SubShapeID(), body, SubShapeID());
211
- cs.mSoftBodyInvMassScale = settings.mInvMassScale1;
212
- if (cs.mMotionType == EMotionType::Dynamic)
213
- {
214
- const MotionProperties *mp = body.GetMotionProperties();
215
- cs.mInvMass = settings.mInvMassScale2 * mp->GetInverseMass();
216
- cs.mInvInertia = settings.mInvInertiaScale2 * mp->GetInverseInertiaForRotation(cs.mCenterOfMassTransform.GetRotation());
217
- cs.mOriginalLinearVelocity = cs.mLinearVelocity = mInverseTransform.Multiply3x3(mp->GetLinearVelocity());
218
- cs.mOriginalAngularVelocity = cs.mAngularVelocity = mInverseTransform.Multiply3x3(mp->GetAngularVelocity());
219
- }
220
- mHits.push_back(cs);
221
- }
222
- }
223
- }
224
- }
225
-
226
- private:
227
- const SoftBodyUpdateContext &mContext;
228
- RMat44 mInverseTransform;
229
- AABox mLocalBounds;
230
- const BodyLockInterface & mBodyLockInterface;
231
- ContactConstraintManager::CombineFunction mCombineFriction;
232
- ContactConstraintManager::CombineFunction mCombineRestitution;
233
- SimShapeFilterWrapper & mShapeFilter;
234
- Array<CollidingShape> & mHits;
235
- Array<CollidingSensor> & mSensors;
236
- };
237
-
238
- // Calculate local bounding box
239
- AABox local_bounds = mLocalBounds;
240
- local_bounds.Encapsulate(mLocalPredictedBounds);
241
- local_bounds.ExpandBy(Vec3::sReplicate(mVertexRadius));
242
-
243
- // Calculate world space bounding box
244
- AABox world_bounds = local_bounds.Transformed(inContext.mCenterOfMassTransform);
245
-
246
- // Create shape filter
247
- SimShapeFilterWrapper shape_filter(inContext.mSimShapeFilter, inContext.mBody);
248
-
249
- Collector collector(inContext, inSystem, inBodyLockInterface, local_bounds, shape_filter, mCollidingShapes, mCollidingSensors);
250
- ObjectLayer layer = inContext.mBody->GetObjectLayer();
251
- DefaultBroadPhaseLayerFilter broadphase_layer_filter = inSystem.GetDefaultBroadPhaseLayerFilter(layer);
252
- DefaultObjectLayerFilter object_layer_filter = inSystem.GetDefaultLayerFilter(layer);
253
- inSystem.GetBroadPhaseQuery().CollideAABox(world_bounds, collector, broadphase_layer_filter, object_layer_filter);
254
- mNumSensors = uint(mCollidingSensors.size()); // Workaround for TSAN false positive: store mCollidingSensors.size() in a separate variable.
255
- }
256
-
257
- void SoftBodyMotionProperties::DetermineCollisionPlanes(uint inVertexStart, uint inNumVertices)
258
- {
259
- JPH_PROFILE_FUNCTION();
260
-
261
- // Generate collision planes
262
- for (const CollidingShape &cs : mCollidingShapes)
263
- for (const LeafShape &shape : cs.mShapes)
264
- shape.mShape->CollideSoftBodyVertices(shape.mTransform, shape.mScale, CollideSoftBodyVertexIterator(mVertices.data() + inVertexStart), inNumVertices, int(&cs - mCollidingShapes.data()));
265
- }
266
-
267
- void SoftBodyMotionProperties::DetermineSensorCollisions(CollidingSensor &ioSensor)
268
- {
269
- JPH_PROFILE_FUNCTION();
270
-
271
- Plane collision_plane;
272
- float largest_penetration = -FLT_MAX;
273
- int colliding_shape_idx = -1;
274
-
275
- // Collide sensor against all vertices
276
- CollideSoftBodyVertexIterator vertex_iterator(
277
- StridedPtr<const Vec3>(&mVertices[0].mPosition, sizeof(SoftBodyVertex)), // The position and mass come from the soft body vertex
278
- StridedPtr<const float>(&mVertices[0].mInvMass, sizeof(SoftBodyVertex)),
279
- StridedPtr<Plane>(&collision_plane, 0), // We want all vertices to result in a single collision so we pass stride 0
280
- StridedPtr<float>(&largest_penetration, 0),
281
- StridedPtr<int>(&colliding_shape_idx, 0));
282
- for (const LeafShape &shape : ioSensor.mShapes)
283
- shape.mShape->CollideSoftBodyVertices(shape.mTransform, shape.mScale, vertex_iterator, uint(mVertices.size()), 0);
284
- ioSensor.mHasContact = largest_penetration > 0.0f;
285
-
286
- // We need a contact callback if one of the sensors collided
287
- if (ioSensor.mHasContact)
288
- mNeedContactCallback.store(true, memory_order_relaxed);
289
- }
290
-
291
- void SoftBodyMotionProperties::ApplyPressure(const SoftBodyUpdateContext &inContext)
292
- {
293
- JPH_PROFILE_FUNCTION();
294
-
295
- float dt = inContext.mSubStepDeltaTime;
296
- float pressure_coefficient = mPressure;
297
- if (pressure_coefficient > 0.0f)
298
- {
299
- // Calculate total volume
300
- float six_volume = GetVolumeTimesSix();
301
- if (six_volume > 0.0f)
302
- {
303
- // Apply pressure
304
- // p = F / A = n R T / V (see https://en.wikipedia.org/wiki/Pressure)
305
- // Our pressure coefficient is n R T so the impulse is:
306
- // P = F dt = pressure_coefficient / V * A * dt
307
- float coefficient = pressure_coefficient * dt / six_volume; // Need to still multiply by 6 for the volume
308
- for (const Face &f : mSettings->mFaces)
309
- {
310
- Vec3 x1 = mVertices[f.mVertex[0]].mPosition;
311
- Vec3 x2 = mVertices[f.mVertex[1]].mPosition;
312
- Vec3 x3 = mVertices[f.mVertex[2]].mPosition;
313
-
314
- Vec3 impulse = coefficient * (x2 - x1).Cross(x3 - x1); // Area is half the cross product so need to still divide by 2
315
- for (uint32 i : f.mVertex)
316
- {
317
- Vertex &v = mVertices[i];
318
- v.mVelocity += v.mInvMass * impulse; // Want to divide by 3 because we spread over 3 vertices
319
- }
320
- }
321
- }
322
- }
323
- }
324
-
325
- void SoftBodyMotionProperties::IntegratePositions(const SoftBodyUpdateContext &inContext)
326
- {
327
- JPH_PROFILE_FUNCTION();
328
-
329
- float dt = inContext.mSubStepDeltaTime;
330
- float linear_damping = max(0.0f, 1.0f - GetLinearDamping() * dt); // See: MotionProperties::ApplyForceTorqueAndDragInternal
331
-
332
- // Integrate
333
- Vec3 sub_step_gravity = inContext.mGravity * dt;
334
- Vec3 sub_step_impulse = GetAccumulatedForce() * dt / max(float(mVertices.size()), 1.0f);
335
- for (Vertex &v : mVertices)
336
- {
337
- if (v.mInvMass > 0.0f)
338
- {
339
- // Gravity
340
- v.mVelocity += sub_step_gravity + sub_step_impulse * v.mInvMass;
341
-
342
- // Damping
343
- v.mVelocity *= linear_damping;
344
- }
345
-
346
- // Integrate
347
- Vec3 position = v.mPosition;
348
- v.mPreviousPosition = position;
349
- v.mPosition = position + v.mVelocity * dt;
350
- }
351
-
352
- // Integrate rod orientations
353
- float half_dt = 0.5f * dt;
354
- for (RodState &r : mRodStates)
355
- {
356
- // Damping
357
- r.mAngularVelocity *= linear_damping;
358
-
359
- // Integrate
360
- Quat rotation = r.mRotation;
361
- Quat delta_rotation = half_dt * Quat::sMultiplyImaginary(r.mAngularVelocity, rotation);
362
- r.mPreviousRotationInternal = rotation; // Overwrites mAngularVelocity
363
- r.mRotation = (rotation + delta_rotation).Normalized();
364
- }
365
- }
366
-
367
- void SoftBodyMotionProperties::ApplyDihedralBendConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
368
- {
369
- JPH_PROFILE_FUNCTION();
370
-
371
- float inv_dt_sq = 1.0f / Square(inContext.mSubStepDeltaTime);
372
-
373
- for (const DihedralBend *b = mSettings->mDihedralBendConstraints.data() + inStartIndex, *b_end = mSettings->mDihedralBendConstraints.data() + inEndIndex; b < b_end; ++b)
374
- {
375
- Vertex &v0 = mVertices[b->mVertex[0]];
376
- Vertex &v1 = mVertices[b->mVertex[1]];
377
- Vertex &v2 = mVertices[b->mVertex[2]];
378
- Vertex &v3 = mVertices[b->mVertex[3]];
379
-
380
- // Get positions
381
- Vec3 x0 = v0.mPosition;
382
- Vec3 x1 = v1.mPosition;
383
- Vec3 x2 = v2.mPosition;
384
- Vec3 x3 = v3.mPosition;
385
-
386
- /*
387
- x2
388
- e1/ \e3
389
- / \
390
- x0----x1
391
- \ e0 /
392
- e2\ /e4
393
- x3
394
- */
395
-
396
- // Calculate the shared edge of the triangles
397
- Vec3 e = x1 - x0;
398
- float e_len = e.Length();
399
- if (e_len < 1.0e-6f)
400
- continue;
401
-
402
- // Calculate the normals of the triangles
403
- Vec3 x1x2 = x2 - x1;
404
- Vec3 x1x3 = x3 - x1;
405
- Vec3 n1 = (x2 - x0).Cross(x1x2);
406
- Vec3 n2 = x1x3.Cross(x3 - x0);
407
- float n1_len_sq = n1.LengthSq();
408
- float n2_len_sq = n2.LengthSq();
409
- float n1_len_sq_n2_len_sq = n1_len_sq * n2_len_sq;
410
- if (n1_len_sq_n2_len_sq < 1.0e-24f)
411
- continue;
412
-
413
- // Calculate constraint equation
414
- // As per "Strain Based Dynamics" Appendix A we need to negate the gradients when (n1 x n2) . e > 0, instead we make sure that the sign of the constraint equation is correct
415
- float sign = Sign(n2.Cross(n1).Dot(e));
416
- float d = n1.Dot(n2) / sqrt(n1_len_sq_n2_len_sq);
417
- float c = sign * ACosApproximate(d) - b->mInitialAngle;
418
-
419
- // Ensure the range is -PI to PI
420
- if (c > JPH_PI)
421
- c -= 2.0f * JPH_PI;
422
- else if (c < -JPH_PI)
423
- c += 2.0f * JPH_PI;
424
-
425
- // Calculate gradient of constraint equation
426
- // Taken from "Strain Based Dynamics" - Matthias Muller et al. (Appendix A)
427
- // with p1 = x2, p2 = x3, p3 = x0 and p4 = x1
428
- // which in turn is based on "Simulation of Clothing with Folds and Wrinkles" - R. Bridson et al. (Section 4)
429
- n1 /= n1_len_sq;
430
- n2 /= n2_len_sq;
431
- Vec3 d0c = (x1x2.Dot(e) * n1 + x1x3.Dot(e) * n2) / e_len;
432
- Vec3 d2c = e_len * n1;
433
- Vec3 d3c = e_len * n2;
434
-
435
- // The sum of the gradients must be zero (see "Strain Based Dynamics" section 4)
436
- Vec3 d1c = -d0c - d2c - d3c;
437
-
438
- // Get masses
439
- float w0 = v0.mInvMass;
440
- float w1 = v1.mInvMass;
441
- float w2 = v2.mInvMass;
442
- float w3 = v3.mInvMass;
443
-
444
- // Calculate -lambda
445
- float denom = w0 * d0c.LengthSq() + w1 * d1c.LengthSq() + w2 * d2c.LengthSq() + w3 * d3c.LengthSq() + b->mCompliance * inv_dt_sq;
446
- if (denom < 1.0e-12f)
447
- continue;
448
- float minus_lambda = c / denom;
449
-
450
- // Apply correction
451
- v0.mPosition = x0 - minus_lambda * w0 * d0c;
452
- v1.mPosition = x1 - minus_lambda * w1 * d1c;
453
- v2.mPosition = x2 - minus_lambda * w2 * d2c;
454
- v3.mPosition = x3 - minus_lambda * w3 * d3c;
455
- }
456
- }
457
-
458
- void SoftBodyMotionProperties::ApplyVolumeConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
459
- {
460
- JPH_PROFILE_FUNCTION();
461
-
462
- float inv_dt_sq = 1.0f / Square(inContext.mSubStepDeltaTime);
463
-
464
- // Satisfy volume constraints
465
- for (const Volume *v = mSettings->mVolumeConstraints.data() + inStartIndex, *v_end = mSettings->mVolumeConstraints.data() + inEndIndex; v < v_end; ++v)
466
- {
467
- Vertex &v1 = mVertices[v->mVertex[0]];
468
- Vertex &v2 = mVertices[v->mVertex[1]];
469
- Vertex &v3 = mVertices[v->mVertex[2]];
470
- Vertex &v4 = mVertices[v->mVertex[3]];
471
-
472
- Vec3 x1 = v1.mPosition;
473
- Vec3 x2 = v2.mPosition;
474
- Vec3 x3 = v3.mPosition;
475
- Vec3 x4 = v4.mPosition;
476
-
477
- // Calculate constraint equation
478
- Vec3 x1x2 = x2 - x1;
479
- Vec3 x1x3 = x3 - x1;
480
- Vec3 x1x4 = x4 - x1;
481
- float c = abs(x1x2.Cross(x1x3).Dot(x1x4)) - v->mSixRestVolume;
482
-
483
- // Calculate gradient of constraint equation
484
- Vec3 d1c = (x4 - x2).Cross(x3 - x2);
485
- Vec3 d2c = x1x3.Cross(x1x4);
486
- Vec3 d3c = x1x4.Cross(x1x2);
487
- Vec3 d4c = x1x2.Cross(x1x3);
488
-
489
- // Get masses
490
- float w1 = v1.mInvMass;
491
- float w2 = v2.mInvMass;
492
- float w3 = v3.mInvMass;
493
- float w4 = v4.mInvMass;
494
-
495
- // Calculate -lambda
496
- float denom = w1 * d1c.LengthSq() + w2 * d2c.LengthSq() + w3 * d3c.LengthSq() + w4 * d4c.LengthSq() + v->mCompliance * inv_dt_sq;
497
- if (denom < 1.0e-12f)
498
- continue;
499
- float minus_lambda = c / denom;
500
-
501
- // Apply correction
502
- v1.mPosition = x1 - minus_lambda * w1 * d1c;
503
- v2.mPosition = x2 - minus_lambda * w2 * d2c;
504
- v3.mPosition = x3 - minus_lambda * w3 * d3c;
505
- v4.mPosition = x4 - minus_lambda * w4 * d4c;
506
- }
507
- }
508
-
509
- void SoftBodyMotionProperties::ApplySkinConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
510
- {
511
- // Early out if nothing to do
512
- if (mSettings->mSkinnedConstraints.empty() || !mEnableSkinConstraints)
513
- return;
514
-
515
- JPH_PROFILE_FUNCTION();
516
-
517
- // We're going to iterate multiple times over the skin constraints, update the skinned position accordingly.
518
- // If we don't do this, the simulation will see a big jump and the first iteration will cause a big velocity change in the system.
519
- float factor = mSkinStatePreviousPositionValid? inContext.mNextIteration.load(std::memory_order_relaxed) / float(mNumIterations) : 1.0f;
520
- float prev_factor = 1.0f - factor;
521
-
522
- // Apply the constraints
523
- Vertex *vertices = mVertices.data();
524
- const SkinState *skin_states = mSkinState.data();
525
- for (const Skinned *s = mSettings->mSkinnedConstraints.data() + inStartIndex, *s_end = mSettings->mSkinnedConstraints.data() + inEndIndex; s < s_end; ++s)
526
- {
527
- Vertex &vertex = vertices[s->mVertex];
528
- const SkinState &skin_state = skin_states[s->mVertex];
529
- float max_distance = s->mMaxDistance * mSkinnedMaxDistanceMultiplier;
530
-
531
- // Calculate the skinned position by interpolating from previous to current position
532
- Vec3 skin_pos = prev_factor * skin_state.mPreviousPosition + factor * skin_state.mPosition;
533
-
534
- if (max_distance > 0.0f)
535
- {
536
- // Move vertex if it violated the back stop
537
- if (s->mBackStopDistance < max_distance)
538
- {
539
- // Center of the back stop sphere
540
- Vec3 center = skin_pos - skin_state.mNormal * (s->mBackStopDistance + s->mBackStopRadius);
541
-
542
- // Check if we're inside the back stop sphere
543
- Vec3 delta = vertex.mPosition - center;
544
- float delta_len_sq = delta.LengthSq();
545
- if (delta_len_sq < Square(s->mBackStopRadius))
546
- {
547
- // Push the vertex to the surface of the back stop sphere
548
- float delta_len = sqrt(delta_len_sq);
549
- vertex.mPosition = delta_len > 0.0f?
550
- center + delta * (s->mBackStopRadius / delta_len)
551
- : center + skin_state.mNormal * s->mBackStopRadius;
552
- }
553
- }
554
-
555
- // Clamp vertex distance to max distance from skinned position
556
- if (max_distance < FLT_MAX)
557
- {
558
- Vec3 delta = vertex.mPosition - skin_pos;
559
- float delta_len_sq = delta.LengthSq();
560
- float max_distance_sq = Square(max_distance);
561
- if (delta_len_sq > max_distance_sq)
562
- vertex.mPosition = skin_pos + delta * sqrt(max_distance_sq / delta_len_sq);
563
- }
564
- }
565
- else
566
- {
567
- // Kinematic: Just update the vertex position
568
- vertex.mPosition = skin_pos;
569
- }
570
- }
571
- }
572
-
573
- void SoftBodyMotionProperties::ApplyEdgeConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
574
- {
575
- JPH_PROFILE_FUNCTION();
576
-
577
- float inv_dt_sq = 1.0f / Square(inContext.mSubStepDeltaTime);
578
-
579
- // Satisfy edge constraints
580
- for (const Edge *e = mSettings->mEdgeConstraints.data() + inStartIndex, *e_end = mSettings->mEdgeConstraints.data() + inEndIndex; e < e_end; ++e)
581
- {
582
- Vertex &v0 = mVertices[e->mVertex[0]];
583
- Vertex &v1 = mVertices[e->mVertex[1]];
584
-
585
- // Get positions
586
- Vec3 x0 = v0.mPosition;
587
- Vec3 x1 = v1.mPosition;
588
-
589
- // Calculate current length
590
- Vec3 delta = x1 - x0;
591
- float length = delta.Length();
592
-
593
- // Apply correction
594
- float denom = length * (v0.mInvMass + v1.mInvMass + e->mCompliance * inv_dt_sq);
595
- if (denom < 1.0e-12f)
596
- continue;
597
- Vec3 correction = delta * (length - e->mRestLength) / denom;
598
- v0.mPosition = x0 + v0.mInvMass * correction;
599
- v1.mPosition = x1 - v1.mInvMass * correction;
600
- }
601
- }
602
-
603
- void SoftBodyMotionProperties::ApplyRodStretchShearConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
604
- {
605
- JPH_PROFILE_FUNCTION();
606
-
607
- float inv_dt_sq = 1.0f / Square(inContext.mSubStepDeltaTime);
608
-
609
- RodState *rod_state = mRodStates.data() + inStartIndex;
610
- for (const RodStretchShear *r = mSettings->mRodStretchShearConstraints.data() + inStartIndex, *r_end = mSettings->mRodStretchShearConstraints.data() + inEndIndex; r < r_end; ++r, ++rod_state)
611
- {
612
- // Get positions
613
- Vertex &v0 = mVertices[r->mVertex[0]];
614
- Vertex &v1 = mVertices[r->mVertex[1]];
615
-
616
- // Apply stretch and shear constraint
617
- // Equation 37 from "Position and Orientation Based Cosserat Rods" - Kugelstadt and Schoemer - SIGGRAPH 2016
618
- float denom = v0.mInvMass + v1.mInvMass + 4.0f * r->mInvMass * Square(r->mLength) + r->mCompliance * inv_dt_sq;
619
- if (denom < 1.0e-12f)
620
- continue;
621
- Vec3 x0 = v0.mPosition;
622
- Vec3 x1 = v1.mPosition;
623
- Quat rotation = rod_state->mRotation;
624
- Vec3 d3 = rotation.RotateAxisZ();
625
- Vec3 delta = (x1 - x0 - d3 * r->mLength) / denom;
626
- v0.mPosition = x0 + v0.mInvMass * delta;
627
- v1.mPosition = x1 - v1.mInvMass * delta;
628
- // q * e3_bar = q * (0, 0, -1, 0) = [-qy, qx, -qw, qz]
629
- Quat q_e3_bar(rotation.GetXYZW().Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>().FlipSign<-1, 1, -1, 1>());
630
- rotation += (2.0f * r->mInvMass * r->mLength) * Quat::sMultiplyImaginary(delta, q_e3_bar);
631
-
632
- // Renormalize
633
- rod_state->mRotation = rotation.Normalized();
634
- }
635
- }
636
-
637
- void SoftBodyMotionProperties::ApplyRodBendTwistConstraints(const SoftBodyUpdateContext &inContext, uint inStartIndex, uint inEndIndex)
638
- {
639
- JPH_PROFILE_FUNCTION();
640
-
641
- float inv_dt_sq = 1.0f / Square(inContext.mSubStepDeltaTime);
642
-
643
- const Array<RodStretchShear> &rods = mSettings->mRodStretchShearConstraints;
644
-
645
- for (const RodBendTwist *r = mSettings->mRodBendTwistConstraints.data() + inStartIndex, *r_end = mSettings->mRodBendTwistConstraints.data() + inEndIndex; r < r_end; ++r)
646
- {
647
- uint32 rod1_index = r->mRod[0];
648
- uint32 rod2_index = r->mRod[1];
649
- const RodStretchShear &rod1 = rods[rod1_index];
650
- const RodStretchShear &rod2 = rods[rod2_index];
651
- RodState &rod1_state = mRodStates[rod1_index];
652
- RodState &rod2_state = mRodStates[rod2_index];
653
-
654
- // Apply bend and twist constraint
655
- // Equation 40 from "Position and Orientation Based Cosserat Rods" - Kugelstadt and Schoemer - SIGGRAPH 2016
656
- float denom = rod1.mInvMass + rod2.mInvMass + r->mCompliance * inv_dt_sq;
657
- if (denom < 1.0e-12f)
658
- continue;
659
- Quat rotation1 = rod1_state.mRotation;
660
- Quat rotation2 = rod2_state.mRotation;
661
- Quat omega = rotation1.Conjugated() * rotation2;
662
- Quat omega0 = r->mOmega0;
663
- Vec4 omega_min_omega0 = (omega - omega0).GetXYZW();
664
- Vec4 omega_plus_omega0 = (omega + omega0).GetXYZW();
665
- // Take the shortest of the two rotations
666
- Quat delta_omega(Vec4::sSelect(omega_min_omega0, omega_plus_omega0, Vec4::sLess(omega_plus_omega0.DotV(omega_plus_omega0), omega_min_omega0.DotV(omega_min_omega0))));
667
- delta_omega /= denom;
668
- delta_omega.SetW(0.0f); // Scalar part needs to be zero because the real part of the Darboux vector doesn't vanish, see text between eq. 39 and 40.
669
- Quat delta_rod2 = rod2.mInvMass * rotation1 * delta_omega;
670
- rotation1 += rod1.mInvMass * rotation2 * delta_omega;
671
- rotation2 -= delta_rod2;
672
-
673
- // Renormalize
674
- rod1_state.mRotation = rotation1.Normalized();
675
- rod2_state.mRotation = rotation2.Normalized();
676
- }
677
- }
678
-
679
- void SoftBodyMotionProperties::ApplyLRAConstraints(uint inStartIndex, uint inEndIndex)
680
- {
681
- JPH_PROFILE_FUNCTION();
682
-
683
- // Satisfy LRA constraints
684
- Vertex *vertices = mVertices.data();
685
- for (const LRA *lra = mSettings->mLRAConstraints.data() + inStartIndex, *lra_end = mSettings->mLRAConstraints.data() + inEndIndex; lra < lra_end; ++lra)
686
- {
687
- JPH_ASSERT(lra->mVertex[0] < mVertices.size());
688
- JPH_ASSERT(lra->mVertex[1] < mVertices.size());
689
- const Vertex &vertex0 = vertices[lra->mVertex[0]];
690
- Vertex &vertex1 = vertices[lra->mVertex[1]];
691
-
692
- Vec3 x0 = vertex0.mPosition;
693
- Vec3 delta = vertex1.mPosition - x0;
694
- float delta_len_sq = delta.LengthSq();
695
- if (delta_len_sq > Square(lra->mMaxDistance))
696
- vertex1.mPosition = x0 + delta * lra->mMaxDistance / sqrt(delta_len_sq);
697
- }
698
- }
699
-
700
- void SoftBodyMotionProperties::ApplyCollisionConstraintsAndUpdateVelocities(const SoftBodyUpdateContext &inContext)
701
- {
702
- JPH_PROFILE_FUNCTION();
703
-
704
- float dt = inContext.mSubStepDeltaTime;
705
- float restitution_threshold = -2.0f * inContext.mGravity.Length() * dt;
706
- float vertex_radius = mVertexRadius;
707
- for (Vertex &v : mVertices)
708
- if (v.mInvMass > 0.0f)
709
- {
710
- // Remember previous velocity for restitution calculations
711
- Vec3 prev_v = v.mVelocity;
712
-
713
- // XPBD velocity update
714
- v.mVelocity = (v.mPosition - v.mPreviousPosition) / dt;
715
-
716
- // Satisfy collision constraint
717
- if (v.mCollidingShapeIndex >= 0)
718
- {
719
- // Check if there is a collision
720
- float projected_distance = -v.mCollisionPlane.SignedDistance(v.mPosition) + vertex_radius;
721
- if (projected_distance > 0.0f)
722
- {
723
- // Remember that there was a collision
724
- v.mHasContact = true;
725
-
726
- // We need a contact callback if one of the vertices collided
727
- mNeedContactCallback.store(true, memory_order_relaxed);
728
-
729
- // Note that we already calculated the velocity, so this does not affect the velocity (next iteration starts by setting previous position to current position)
730
- CollidingShape &cs = mCollidingShapes[v.mCollidingShapeIndex];
731
- Vec3 contact_normal = v.mCollisionPlane.GetNormal();
732
- v.mPosition += contact_normal * projected_distance;
733
-
734
- // Apply friction as described in Detailed Rigid Body Simulation with Extended Position Based Dynamics - Matthias Muller et al.
735
- // See section 3.6:
736
- // Inverse mass: w1 = 1 / m1, w2 = 1 / m2 + (r2 x n)^T I^-1 (r2 x n) = 0 for a static object
737
- // r2 are the contact point relative to the center of mass of body 2
738
- // Lagrange multiplier for contact: lambda = -c / (w1 + w2)
739
- // Where c is the constraint equation (the distance to the plane, negative because penetrating)
740
- // Contact normal force: fn = lambda / dt^2
741
- // Delta velocity due to friction dv = -vt / |vt| * min(dt * friction * fn * (w1 + w2), |vt|) = -vt * min(-friction * c / (|vt| * dt), 1)
742
- // Note that I think there is an error in the paper, I added a mass term, see: https://github.com/matthias-research/pages/issues/29
743
- // Relative velocity: vr = v1 - v2 - omega2 x r2
744
- // Normal velocity: vn = vr . contact_normal
745
- // Tangential velocity: vt = vr - contact_normal * vn
746
- // Impulse: p = dv / (w1 + w2)
747
- // Changes in particle velocities:
748
- // v1 = v1 + p / m1
749
- // v2 = v2 - p / m2 (no change when colliding with a static body)
750
- // w2 = w2 - I^-1 (r2 x p) (no change when colliding with a static body)
751
- if (cs.mMotionType == EMotionType::Dynamic)
752
- {
753
- // Calculate normal and tangential velocity (equation 30)
754
- Vec3 r2 = v.mPosition - cs.mCenterOfMassTransform.GetTranslation();
755
- Vec3 v2 = cs.GetPointVelocity(r2);
756
- Vec3 relative_velocity = v.mVelocity - v2;
757
- Vec3 v_normal = contact_normal * contact_normal.Dot(relative_velocity);
758
- Vec3 v_tangential = relative_velocity - v_normal;
759
- float v_tangential_length = v_tangential.Length();
760
-
761
- // Calculate resulting inverse mass of vertex
762
- float vertex_inv_mass = cs.mSoftBodyInvMassScale * v.mInvMass;
763
-
764
- // Calculate inverse effective mass
765
- Vec3 r2_cross_n = r2.Cross(contact_normal);
766
- float w2 = cs.mInvMass + r2_cross_n.Dot(cs.mInvInertia * r2_cross_n);
767
- float w1_plus_w2 = vertex_inv_mass + w2;
768
- if (w1_plus_w2 > 0.0f)
769
- {
770
- // Calculate delta relative velocity due to friction (modified equation 31)
771
- Vec3 dv;
772
- if (v_tangential_length > 0.0f)
773
- dv = v_tangential * min(cs.mFriction * projected_distance / (v_tangential_length * dt), 1.0f);
774
- else
775
- dv = Vec3::sZero();
776
-
777
- // Calculate delta relative velocity due to restitution (equation 35)
778
- dv += v_normal;
779
- float prev_v_normal = (prev_v - v2).Dot(contact_normal);
780
- if (prev_v_normal < restitution_threshold)
781
- dv += cs.mRestitution * prev_v_normal * contact_normal;
782
-
783
- // Calculate impulse
784
- Vec3 p = dv / w1_plus_w2;
785
-
786
- // Apply impulse to particle
787
- v.mVelocity -= p * vertex_inv_mass;
788
-
789
- // Apply impulse to rigid body
790
- cs.mLinearVelocity += p * cs.mInvMass;
791
- cs.mAngularVelocity += cs.mInvInertia * r2.Cross(p);
792
-
793
- // Mark that the velocities of the body we hit need to be updated
794
- cs.mUpdateVelocities = true;
795
- }
796
- }
797
- else if (cs.mSoftBodyInvMassScale > 0.0f)
798
- {
799
- // Body is not movable, equations are simpler
800
-
801
- // Calculate normal and tangential velocity (equation 30)
802
- Vec3 v_normal = contact_normal * contact_normal.Dot(v.mVelocity);
803
- Vec3 v_tangential = v.mVelocity - v_normal;
804
- float v_tangential_length = v_tangential.Length();
805
-
806
- // Apply friction (modified equation 31)
807
- if (v_tangential_length > 0.0f)
808
- v.mVelocity -= v_tangential * min(cs.mFriction * projected_distance / (v_tangential_length * dt), 1.0f);
809
-
810
- // Apply restitution (equation 35)
811
- v.mVelocity -= v_normal;
812
- float prev_v_normal = prev_v.Dot(contact_normal);
813
- if (prev_v_normal < restitution_threshold)
814
- v.mVelocity -= cs.mRestitution * prev_v_normal * contact_normal;
815
- }
816
- }
817
- }
818
- }
819
-
820
- // Calculate the new angular velocity for all rods
821
- float two_div_dt = 2.0f / dt;
822
- for (RodState &r : mRodStates)
823
- r.mAngularVelocity = two_div_dt * (r.mRotation * r.mPreviousRotationInternal.Conjugated()).GetXYZ(); // Overwrites mPreviousRotationInternal
824
- }
825
-
826
- void SoftBodyMotionProperties::UpdateSoftBodyState(SoftBodyUpdateContext &ioContext, const PhysicsSettings &inPhysicsSettings)
827
- {
828
- JPH_PROFILE_FUNCTION();
829
-
830
- // Contact callback
831
- if (mNeedContactCallback.load(memory_order_relaxed) && ioContext.mContactListener != nullptr)
832
- {
833
- // Remove non-colliding sensors from the list
834
- for (int i = int(mCollidingSensors.size()) - 1; i >= 0; --i)
835
- if (!mCollidingSensors[i].mHasContact)
836
- {
837
- mCollidingSensors[i] = std::move(mCollidingSensors.back());
838
- mCollidingSensors.pop_back();
839
- }
840
-
841
- ioContext.mContactListener->OnSoftBodyContactAdded(*ioContext.mBody, SoftBodyManifold(this));
842
- }
843
-
844
- // Loop through vertices once more to update the global state
845
- float dt = ioContext.mDeltaTime;
846
- float max_linear_velocity_sq = Square(GetMaxLinearVelocity());
847
- float max_v_sq = 0.0f;
848
- Vec3 linear_velocity = Vec3::sZero(), angular_velocity = Vec3::sZero();
849
- mLocalPredictedBounds = mLocalBounds = { };
850
- for (Vertex &v : mVertices)
851
- {
852
- // Calculate max square velocity
853
- float v_sq = v.mVelocity.LengthSq();
854
- max_v_sq = max(max_v_sq, v_sq);
855
-
856
- // Clamp if velocity is too high
857
- if (v_sq > max_linear_velocity_sq)
858
- v.mVelocity *= sqrt(max_linear_velocity_sq / v_sq);
859
-
860
- // Calculate local linear/angular velocity
861
- linear_velocity += v.mVelocity;
862
- angular_velocity += v.mPosition.Cross(v.mVelocity);
863
-
864
- // Update local bounding box
865
- mLocalBounds.Encapsulate(v.mPosition);
866
-
867
- // Create predicted position for the next frame in order to detect collisions before they happen
868
- mLocalPredictedBounds.Encapsulate(v.mPosition + v.mVelocity * dt + ioContext.mDisplacementDueToGravity);
869
-
870
- // Reset collision data for the next iteration
871
- v.ResetCollision();
872
- }
873
-
874
- // Calculate linear/angular velocity of the body by averaging all vertices and bringing the value to world space
875
- float num_vertices_divider = float(max(int(mVertices.size()), 1));
876
- SetLinearVelocityClamped(ioContext.mCenterOfMassTransform.Multiply3x3(linear_velocity / num_vertices_divider));
877
- SetAngularVelocity(ioContext.mCenterOfMassTransform.Multiply3x3(angular_velocity / num_vertices_divider));
878
-
879
- if (mUpdatePosition)
880
- {
881
- // Shift the body so that the position is the center of the local bounds
882
- Vec3 delta = mLocalBounds.GetCenter();
883
- ioContext.mDeltaPosition = ioContext.mCenterOfMassTransform.Multiply3x3(delta);
884
- for (Vertex &v : mVertices)
885
- v.mPosition -= delta;
886
-
887
- // Update the skin state too since we will use this position as the previous position in the next update
888
- for (SkinState &s : mSkinState)
889
- s.mPosition -= delta;
890
- JPH_IF_DEBUG_RENDERER(mSkinStateTransform.SetTranslation(mSkinStateTransform.GetTranslation() + ioContext.mDeltaPosition);)
891
-
892
- // Offset bounds to match new position
893
- mLocalBounds.Translate(-delta);
894
- mLocalPredictedBounds.Translate(-delta);
895
- }
896
- else
897
- ioContext.mDeltaPosition = Vec3::sZero();
898
-
899
- // Test if we should go to sleep
900
- if (GetAllowSleeping())
901
- {
902
- if (max_v_sq > inPhysicsSettings.mPointVelocitySleepThreshold)
903
- {
904
- ResetSleepTestTimer();
905
- ioContext.mCanSleep = ECanSleep::CannotSleep;
906
- }
907
- else
908
- ioContext.mCanSleep = AccumulateSleepTime(dt, inPhysicsSettings.mTimeBeforeSleep);
909
- }
910
- else
911
- ioContext.mCanSleep = ECanSleep::CannotSleep;
912
-
913
- // If SkinVertices is not called after this then don't use the previous position as the skin is static
914
- mSkinStatePreviousPositionValid = false;
915
-
916
- // Reset force accumulator
917
- ResetForce();
918
- }
919
-
920
- void SoftBodyMotionProperties::UpdateRigidBodyVelocities(const SoftBodyUpdateContext &inContext, BodyInterface &inBodyInterface)
921
- {
922
- JPH_PROFILE_FUNCTION();
923
-
924
- // Write back velocity deltas
925
- for (const CollidingShape &cs : mCollidingShapes)
926
- if (cs.mUpdateVelocities)
927
- inBodyInterface.AddLinearAndAngularVelocity(cs.mBodyID, inContext.mCenterOfMassTransform.Multiply3x3(cs.mLinearVelocity - cs.mOriginalLinearVelocity), inContext.mCenterOfMassTransform.Multiply3x3(cs.mAngularVelocity - cs.mOriginalAngularVelocity));
928
-
929
- // Clear colliding shapes/sensors to avoid hanging on to references to shapes
930
- mCollidingShapes.clear();
931
- mCollidingSensors.clear();
932
- }
933
-
934
- void SoftBodyMotionProperties::InitializeUpdateContext(float inDeltaTime, Body &inSoftBody, const PhysicsSystem &inSystem, SoftBodyUpdateContext &ioContext)
935
- {
936
- JPH_PROFILE_FUNCTION();
937
-
938
- // Store body
939
- ioContext.mBody = &inSoftBody;
940
- ioContext.mMotionProperties = this;
941
- ioContext.mContactListener = inSystem.GetSoftBodyContactListener();
942
- ioContext.mSimShapeFilter = inSystem.GetSimShapeFilter();
943
-
944
- // Convert gravity to local space
945
- ioContext.mCenterOfMassTransform = inSoftBody.GetCenterOfMassTransform();
946
- ioContext.mGravity = ioContext.mCenterOfMassTransform.Multiply3x3Transposed(GetGravityFactor() * inSystem.GetGravity());
947
-
948
- // Calculate delta time for sub step
949
- ioContext.mDeltaTime = inDeltaTime;
950
- ioContext.mSubStepDeltaTime = inDeltaTime / mNumIterations;
951
-
952
- // Calculate total displacement we'll have due to gravity over all sub steps
953
- // The total displacement as produced by our integrator can be written as: Sum(i * g * dt^2, i = 0..mNumIterations).
954
- // This is bigger than 0.5 * g * dt^2 because we first increment the velocity and then update the position
955
- // Using Sum(i, i = 0..n) = n * (n + 1) / 2 we can write this as:
956
- ioContext.mDisplacementDueToGravity = (0.5f * mNumIterations * (mNumIterations + 1) * Square(ioContext.mSubStepDeltaTime)) * ioContext.mGravity;
957
- }
958
-
959
- void SoftBodyMotionProperties::StartNextIteration(const SoftBodyUpdateContext &ioContext)
960
- {
961
- ApplyPressure(ioContext);
962
-
963
- IntegratePositions(ioContext);
964
- }
965
-
966
- void SoftBodyMotionProperties::StartFirstIteration(SoftBodyUpdateContext &ioContext)
967
- {
968
- // Start the first iteration
969
- JPH_IF_ENABLE_ASSERTS(uint iteration =) ioContext.mNextIteration.fetch_add(1, memory_order_relaxed);
970
- JPH_ASSERT(iteration == 0);
971
- StartNextIteration(ioContext);
972
- ioContext.mState.store(SoftBodyUpdateContext::EState::ApplyConstraints, memory_order_release);
973
- }
974
-
975
- SoftBodyMotionProperties::EStatus SoftBodyMotionProperties::ParallelDetermineCollisionPlanes(SoftBodyUpdateContext &ioContext)
976
- {
977
- // Do a relaxed read first to see if there is any work to do (this prevents us from doing expensive atomic operations and also prevents us from continuously incrementing the counter and overflowing it)
978
- uint num_vertices = (uint)mVertices.size();
979
- if (ioContext.mNextCollisionVertex.load(memory_order_relaxed) < num_vertices)
980
- {
981
- // Fetch next batch of vertices to process
982
- uint next_vertex = ioContext.mNextCollisionVertex.fetch_add(SoftBodyUpdateContext::cVertexCollisionBatch, memory_order_acquire);
983
- if (next_vertex < num_vertices)
984
- {
985
- // Process collision planes
986
- uint num_vertices_to_process = min(SoftBodyUpdateContext::cVertexCollisionBatch, num_vertices - next_vertex);
987
- DetermineCollisionPlanes(next_vertex, num_vertices_to_process);
988
- uint vertices_processed = ioContext.mNumCollisionVerticesProcessed.fetch_add(SoftBodyUpdateContext::cVertexCollisionBatch, memory_order_acq_rel) + num_vertices_to_process;
989
- if (vertices_processed >= num_vertices)
990
- {
991
- // Determine next state
992
- if (mCollidingSensors.empty())
993
- StartFirstIteration(ioContext);
994
- else
995
- ioContext.mState.store(SoftBodyUpdateContext::EState::DetermineSensorCollisions, memory_order_release);
996
- }
997
- return EStatus::DidWork;
998
- }
999
- }
1000
-
1001
- return EStatus::NoWork;
1002
- }
1003
-
1004
- SoftBodyMotionProperties::EStatus SoftBodyMotionProperties::ParallelDetermineSensorCollisions(SoftBodyUpdateContext &ioContext)
1005
- {
1006
- // Do a relaxed read to see if there are more sensors to process
1007
- if (ioContext.mNextSensorIndex.load(memory_order_relaxed) < mNumSensors)
1008
- {
1009
- // Fetch next sensor to process
1010
- uint sensor_index = ioContext.mNextSensorIndex.fetch_add(1, memory_order_acquire);
1011
- if (sensor_index < mNumSensors)
1012
- {
1013
- // Process this sensor
1014
- DetermineSensorCollisions(mCollidingSensors[sensor_index]);
1015
-
1016
- // Determine next state
1017
- uint sensors_processed = ioContext.mNumSensorsProcessed.fetch_add(1, memory_order_acq_rel) + 1;
1018
- if (sensors_processed >= mNumSensors)
1019
- StartFirstIteration(ioContext);
1020
- return EStatus::DidWork;
1021
- }
1022
- }
1023
-
1024
- return EStatus::NoWork;
1025
- }
1026
-
1027
- void SoftBodyMotionProperties::ProcessGroup(const SoftBodyUpdateContext &ioContext, uint inGroupIndex)
1028
- {
1029
- // Determine start and end
1030
- SoftBodySharedSettings::UpdateGroup start { 0, 0, 0, 0, 0, 0, 0 };
1031
- const SoftBodySharedSettings::UpdateGroup &prev = inGroupIndex > 0? mSettings->mUpdateGroups[inGroupIndex - 1] : start;
1032
- const SoftBodySharedSettings::UpdateGroup &current = mSettings->mUpdateGroups[inGroupIndex];
1033
-
1034
- // Process volume constraints
1035
- ApplyVolumeConstraints(ioContext, prev.mVolumeEndIndex, current.mVolumeEndIndex);
1036
-
1037
- // Process bend constraints
1038
- ApplyDihedralBendConstraints(ioContext, prev.mDihedralBendEndIndex, current.mDihedralBendEndIndex);
1039
-
1040
- // Process skinned constraints
1041
- ApplySkinConstraints(ioContext, prev.mSkinnedEndIndex, current.mSkinnedEndIndex);
1042
-
1043
- // Process edges
1044
- ApplyEdgeConstraints(ioContext, prev.mEdgeEndIndex, current.mEdgeEndIndex);
1045
-
1046
- // Process rods
1047
- ApplyRodStretchShearConstraints(ioContext, prev.mRodStretchShearEndIndex, current.mRodStretchShearEndIndex);
1048
- ApplyRodBendTwistConstraints(ioContext, prev.mRodBendTwistEndIndex, current.mRodBendTwistEndIndex);
1049
-
1050
- // Process LRA constraints
1051
- ApplyLRAConstraints(prev.mLRAEndIndex, current.mLRAEndIndex);
1052
- }
1053
-
1054
- SoftBodyMotionProperties::EStatus SoftBodyMotionProperties::ParallelApplyConstraints(SoftBodyUpdateContext &ioContext, const PhysicsSettings &inPhysicsSettings)
1055
- {
1056
- uint num_groups = (uint)mSettings->mUpdateGroups.size();
1057
- JPH_ASSERT(num_groups > 0, "SoftBodySharedSettings::Optimize should have been called!");
1058
- --num_groups; // Last group is the non-parallel group, we don't want to execute it in parallel
1059
-
1060
- // Do a relaxed read first to see if there is any work to do (this prevents us from doing expensive atomic operations and also prevents us from continuously incrementing the counter and overflowing it)
1061
- uint next_group = ioContext.mNextConstraintGroup.load(memory_order_relaxed);
1062
- if (next_group < num_groups || (num_groups == 0 && next_group == 0))
1063
- {
1064
- // Fetch the next group process
1065
- next_group = ioContext.mNextConstraintGroup.fetch_add(1, memory_order_acquire);
1066
- if (next_group < num_groups || (num_groups == 0 && next_group == 0))
1067
- {
1068
- uint num_groups_processed = 0;
1069
- if (num_groups > 0)
1070
- {
1071
- // Process this group
1072
- ProcessGroup(ioContext, next_group);
1073
-
1074
- // Increment total number of groups processed
1075
- num_groups_processed = ioContext.mNumConstraintGroupsProcessed.fetch_add(1, memory_order_acq_rel) + 1;
1076
- }
1077
-
1078
- if (num_groups_processed >= num_groups)
1079
- {
1080
- // Finish the iteration
1081
- JPH_PROFILE("FinishIteration");
1082
-
1083
- // Process non-parallel group
1084
- ProcessGroup(ioContext, num_groups);
1085
-
1086
- ApplyCollisionConstraintsAndUpdateVelocities(ioContext);
1087
-
1088
- uint iteration = ioContext.mNextIteration.fetch_add(1, memory_order_relaxed);
1089
- if (iteration < mNumIterations)
1090
- {
1091
- // Start a new iteration
1092
- StartNextIteration(ioContext);
1093
-
1094
- // Reset group logic
1095
- ioContext.mNumConstraintGroupsProcessed.store(0, memory_order_release);
1096
- ioContext.mNextConstraintGroup.store(0, memory_order_release);
1097
- }
1098
- else
1099
- {
1100
- // On final iteration we update the state
1101
- UpdateSoftBodyState(ioContext, inPhysicsSettings);
1102
-
1103
- ioContext.mState.store(SoftBodyUpdateContext::EState::Done, memory_order_release);
1104
- return EStatus::Done;
1105
- }
1106
- }
1107
-
1108
- return EStatus::DidWork;
1109
- }
1110
- }
1111
- return EStatus::NoWork;
1112
- }
1113
-
1114
- SoftBodyMotionProperties::EStatus SoftBodyMotionProperties::ParallelUpdate(SoftBodyUpdateContext &ioContext, const PhysicsSettings &inPhysicsSettings)
1115
- {
1116
- switch (ioContext.mState.load(memory_order_acquire))
1117
- {
1118
- case SoftBodyUpdateContext::EState::DetermineCollisionPlanes:
1119
- return ParallelDetermineCollisionPlanes(ioContext);
1120
-
1121
- case SoftBodyUpdateContext::EState::DetermineSensorCollisions:
1122
- return ParallelDetermineSensorCollisions(ioContext);
1123
-
1124
- case SoftBodyUpdateContext::EState::ApplyConstraints:
1125
- return ParallelApplyConstraints(ioContext, inPhysicsSettings);
1126
-
1127
- case SoftBodyUpdateContext::EState::Done:
1128
- return EStatus::Done;
1129
-
1130
- default:
1131
- JPH_ASSERT(false);
1132
- return EStatus::NoWork;
1133
- }
1134
- }
1135
-
1136
- void SoftBodyMotionProperties::SkinVertices([[maybe_unused]] RMat44Arg inCenterOfMassTransform, const Mat44 *inJointMatrices, [[maybe_unused]] uint inNumJoints, bool inHardSkinAll, TempAllocator &ioTempAllocator)
1137
- {
1138
- // Calculate the skin matrices
1139
- uint num_skin_matrices = uint(mSettings->mInvBindMatrices.size());
1140
- uint skin_matrices_size = num_skin_matrices * sizeof(Mat44);
1141
- Mat44 *skin_matrices = (Mat44 *)ioTempAllocator.Allocate(skin_matrices_size);
1142
- JPH_SCOPE_EXIT([&ioTempAllocator, skin_matrices, skin_matrices_size]{ ioTempAllocator.Free(skin_matrices, skin_matrices_size); });
1143
- const Mat44 *skin_matrices_end = skin_matrices + num_skin_matrices;
1144
- const InvBind *inv_bind_matrix = mSettings->mInvBindMatrices.data();
1145
- for (Mat44 *s = skin_matrices; s < skin_matrices_end; ++s, ++inv_bind_matrix)
1146
- {
1147
- JPH_ASSERT(inv_bind_matrix->mJointIndex < inNumJoints);
1148
- *s = inJointMatrices[inv_bind_matrix->mJointIndex] * inv_bind_matrix->mInvBind;
1149
- }
1150
-
1151
- // Skin the vertices
1152
- JPH_IF_DEBUG_RENDERER(mSkinStateTransform = inCenterOfMassTransform;)
1153
- JPH_IF_ENABLE_ASSERTS(uint num_vertices = uint(mSettings->mVertices.size());)
1154
- JPH_ASSERT(mSkinState.size() == num_vertices);
1155
- const SoftBodySharedSettings::Vertex *in_vertices = mSettings->mVertices.data();
1156
- for (const Skinned &s : mSettings->mSkinnedConstraints)
1157
- {
1158
- // Get bind pose
1159
- JPH_ASSERT(s.mVertex < num_vertices);
1160
- Vec3 bind_pos = Vec3::sLoadFloat3Unsafe(in_vertices[s.mVertex].mPosition);
1161
-
1162
- // Skin vertex
1163
- Vec3 pos = Vec3::sZero();
1164
- for (const SkinWeight &w : s.mWeights)
1165
- {
1166
- // We assume that the first zero weight is the end of the list
1167
- if (w.mWeight == 0.0f)
1168
- break;
1169
-
1170
- JPH_ASSERT(w.mInvBindIndex < num_skin_matrices);
1171
- pos += w.mWeight * (skin_matrices[w.mInvBindIndex] * bind_pos);
1172
- }
1173
- SkinState &skin_state = mSkinState[s.mVertex];
1174
- skin_state.mPreviousPosition = skin_state.mPosition;
1175
- skin_state.mPosition = pos;
1176
- }
1177
-
1178
- // Calculate the normals
1179
- for (const Skinned &s : mSettings->mSkinnedConstraints)
1180
- {
1181
- Vec3 normal = Vec3::sZero();
1182
- uint32 num_faces = s.mNormalInfo >> 24;
1183
- if (num_faces > 0)
1184
- {
1185
- // Calculate normal
1186
- const uint32 *f = &mSettings->mSkinnedConstraintNormals[s.mNormalInfo & 0xffffff];
1187
- const uint32 *f_end = f + num_faces;
1188
- while (f < f_end)
1189
- {
1190
- const Face &face = mSettings->mFaces[*f];
1191
- Vec3 v0 = mSkinState[face.mVertex[0]].mPosition;
1192
- Vec3 v1 = mSkinState[face.mVertex[1]].mPosition;
1193
- Vec3 v2 = mSkinState[face.mVertex[2]].mPosition;
1194
- normal += (v1 - v0).Cross(v2 - v0).NormalizedOr(Vec3::sZero());
1195
- ++f;
1196
- }
1197
- normal = normal.NormalizedOr(Vec3::sZero());
1198
- }
1199
- mSkinState[s.mVertex].mNormal = normal;
1200
- }
1201
-
1202
- if (inHardSkinAll)
1203
- {
1204
- // Hard skin all vertices and reset their velocities
1205
- for (const Skinned &s : mSettings->mSkinnedConstraints)
1206
- {
1207
- Vertex &vertex = mVertices[s.mVertex];
1208
- SkinState &skin_state = mSkinState[s.mVertex];
1209
- skin_state.mPreviousPosition = skin_state.mPosition;
1210
- vertex.mPosition = skin_state.mPosition;
1211
- vertex.mVelocity = Vec3::sZero();
1212
- }
1213
- }
1214
- else if (!mEnableSkinConstraints)
1215
- {
1216
- // Hard skin only the kinematic vertices as we will not solve the skin constraints later
1217
- for (const Skinned &s : mSettings->mSkinnedConstraints)
1218
- if (s.mMaxDistance == 0.0f)
1219
- {
1220
- Vertex &vertex = mVertices[s.mVertex];
1221
- vertex.mPosition = mSkinState[s.mVertex].mPosition;
1222
- }
1223
- }
1224
-
1225
- // Indicate that the previous positions are valid for the coming update
1226
- mSkinStatePreviousPositionValid = true;
1227
- }
1228
-
1229
- void SoftBodyMotionProperties::CustomUpdate(float inDeltaTime, Body &ioSoftBody, PhysicsSystem &inSystem)
1230
- {
1231
- JPH_PROFILE_FUNCTION();
1232
-
1233
- // Create update context
1234
- SoftBodyUpdateContext context;
1235
- InitializeUpdateContext(inDeltaTime, ioSoftBody, inSystem, context);
1236
-
1237
- // Determine bodies we're colliding with
1238
- DetermineCollidingShapes(context, inSystem, inSystem.GetBodyLockInterface());
1239
-
1240
- // Call the internal update until it finishes
1241
- EStatus status;
1242
- const PhysicsSettings &settings = inSystem.GetPhysicsSettings();
1243
- while ((status = ParallelUpdate(context, settings)) == EStatus::DidWork)
1244
- continue;
1245
- JPH_ASSERT(status == EStatus::Done);
1246
-
1247
- // Update the state of the bodies we've collided with
1248
- UpdateRigidBodyVelocities(context, inSystem.GetBodyInterface());
1249
-
1250
- // Update position of the soft body
1251
- if (mUpdatePosition)
1252
- inSystem.GetBodyInterface().SetPosition(ioSoftBody.GetID(), ioSoftBody.GetPosition() + context.mDeltaPosition, EActivation::DontActivate);
1253
- }
1254
-
1255
- #ifdef JPH_DEBUG_RENDERER
1256
-
1257
- void SoftBodyMotionProperties::DrawVertices(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform) const
1258
- {
1259
- for (const Vertex &v : mVertices)
1260
- inRenderer->DrawMarker(inCenterOfMassTransform * v.mPosition, v.mInvMass > 0.0f? Color::sGreen : Color::sRed, 0.05f);
1261
- }
1262
-
1263
- void SoftBodyMotionProperties::DrawVertexVelocities(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform) const
1264
- {
1265
- for (const Vertex &v : mVertices)
1266
- inRenderer->DrawArrow(inCenterOfMassTransform * v.mPosition, inCenterOfMassTransform * (v.mPosition + v.mVelocity), Color::sYellow, 0.01f);
1267
- }
1268
-
1269
- template <typename GetEndIndex, typename DrawConstraint>
1270
- inline void SoftBodyMotionProperties::DrawConstraints(ESoftBodyConstraintColor inConstraintColor, const GetEndIndex &inGetEndIndex, const DrawConstraint &inDrawConstraint, ColorArg inBaseColor) const
1271
- {
1272
- uint start = 0;
1273
- for (uint i = 0; i < (uint)mSettings->mUpdateGroups.size(); ++i)
1274
- {
1275
- uint end = inGetEndIndex(mSettings->mUpdateGroups[i]);
1276
-
1277
- Color base_color;
1278
- if (inConstraintColor != ESoftBodyConstraintColor::ConstraintType)
1279
- base_color = Color::sGetDistinctColor((uint)mSettings->mUpdateGroups.size() - i - 1); // Ensure that color 0 is always the last group
1280
- else
1281
- base_color = inBaseColor;
1282
-
1283
- for (uint idx = start; idx < end; ++idx)
1284
- {
1285
- Color color = inConstraintColor == ESoftBodyConstraintColor::ConstraintOrder? base_color * (float(idx - start) / (end - start)) : base_color;
1286
- inDrawConstraint(idx, color);
1287
- }
1288
-
1289
- start = end;
1290
- }
1291
- }
1292
-
1293
- void SoftBodyMotionProperties::DrawEdgeConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1294
- {
1295
- DrawConstraints(inConstraintColor,
1296
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1297
- return inGroup.mEdgeEndIndex;
1298
- },
1299
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1300
- const Edge &e = mSettings->mEdgeConstraints[inIndex];
1301
- inRenderer->DrawLine(inCenterOfMassTransform * mVertices[e.mVertex[0]].mPosition, inCenterOfMassTransform * mVertices[e.mVertex[1]].mPosition, inColor);
1302
- },
1303
- Color::sWhite);
1304
- }
1305
-
1306
- void SoftBodyMotionProperties::DrawRods(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1307
- {
1308
- DrawConstraints(inConstraintColor,
1309
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1310
- return inGroup.mRodStretchShearEndIndex;
1311
- },
1312
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1313
- const RodStretchShear &r = mSettings->mRodStretchShearConstraints[inIndex];
1314
- inRenderer->DrawLine(inCenterOfMassTransform * mVertices[r.mVertex[0]].mPosition, inCenterOfMassTransform * mVertices[r.mVertex[1]].mPosition, inColor);
1315
- },
1316
- Color::sWhite);
1317
- }
1318
-
1319
- void SoftBodyMotionProperties::DrawRodStates(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1320
- {
1321
- DrawConstraints(inConstraintColor,
1322
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1323
- return inGroup.mRodStretchShearEndIndex;
1324
- },
1325
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1326
- const RodState &state = mRodStates[inIndex];
1327
- const RodStretchShear &rod = mSettings->mRodStretchShearConstraints[inIndex];
1328
-
1329
- RVec3 x0 = inCenterOfMassTransform * mVertices[rod.mVertex[0]].mPosition;
1330
- RVec3 x1 = inCenterOfMassTransform * mVertices[rod.mVertex[1]].mPosition;
1331
-
1332
- RMat44 rod_center = inCenterOfMassTransform;
1333
- rod_center.SetTranslation(0.5_r * (x0 + x1));
1334
- inRenderer->DrawArrow(rod_center.GetTranslation(), rod_center.GetTranslation() + state.mAngularVelocity, inColor, 0.01f * rod.mLength);
1335
-
1336
- RMat44 rod_frame = rod_center * RMat44::sRotation(state.mRotation);
1337
- inRenderer->DrawCoordinateSystem(rod_frame, 0.3f * rod.mLength);
1338
- },
1339
- Color::sOrange);
1340
- }
1341
-
1342
- void SoftBodyMotionProperties::DrawRodBendTwistConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1343
- {
1344
- DrawConstraints(inConstraintColor,
1345
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1346
- return inGroup.mRodBendTwistEndIndex;
1347
- },
1348
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1349
- uint r1 = mSettings->mRodBendTwistConstraints[inIndex].mRod[0];
1350
- uint r2 = mSettings->mRodBendTwistConstraints[inIndex].mRod[1];
1351
- const RodStretchShear &rod1 = mSettings->mRodStretchShearConstraints[r1];
1352
- const RodStretchShear &rod2 = mSettings->mRodStretchShearConstraints[r2];
1353
-
1354
- RVec3 x0 = inCenterOfMassTransform * (0.4f * mVertices[rod1.mVertex[0]].mPosition + 0.6f * mVertices[rod1.mVertex[1]].mPosition);
1355
- RVec3 x1 = inCenterOfMassTransform * (0.6f * mVertices[rod2.mVertex[0]].mPosition + 0.4f * mVertices[rod2.mVertex[1]].mPosition);
1356
-
1357
- inRenderer->DrawLine(x0, x1, inColor);
1358
- },
1359
- Color::sGreen);
1360
- }
1361
-
1362
- void SoftBodyMotionProperties::DrawBendConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1363
- {
1364
- DrawConstraints(inConstraintColor,
1365
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1366
- return inGroup.mDihedralBendEndIndex;
1367
- },
1368
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1369
- const DihedralBend &b = mSettings->mDihedralBendConstraints[inIndex];
1370
-
1371
- RVec3 x0 = inCenterOfMassTransform * mVertices[b.mVertex[0]].mPosition;
1372
- RVec3 x1 = inCenterOfMassTransform * mVertices[b.mVertex[1]].mPosition;
1373
- RVec3 x2 = inCenterOfMassTransform * mVertices[b.mVertex[2]].mPosition;
1374
- RVec3 x3 = inCenterOfMassTransform * mVertices[b.mVertex[3]].mPosition;
1375
- RVec3 c_edge = 0.5_r * (x0 + x1);
1376
- RVec3 c0 = (x0 + x1 + x2) / 3.0_r;
1377
- RVec3 c1 = (x0 + x1 + x3) / 3.0_r;
1378
-
1379
- inRenderer->DrawArrow(0.9_r * x0 + 0.1_r * x1, 0.1_r * x0 + 0.9_r * x1, inColor, 0.01f);
1380
- inRenderer->DrawLine(c_edge, 0.1_r * c_edge + 0.9_r * c0, inColor);
1381
- inRenderer->DrawLine(c_edge, 0.1_r * c_edge + 0.9_r * c1, inColor);
1382
- },
1383
- Color::sGreen);
1384
- }
1385
-
1386
- void SoftBodyMotionProperties::DrawVolumeConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1387
- {
1388
- DrawConstraints(inConstraintColor,
1389
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1390
- return inGroup.mVolumeEndIndex;
1391
- },
1392
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1393
- const Volume &v = mSettings->mVolumeConstraints[inIndex];
1394
-
1395
- RVec3 x1 = inCenterOfMassTransform * mVertices[v.mVertex[0]].mPosition;
1396
- RVec3 x2 = inCenterOfMassTransform * mVertices[v.mVertex[1]].mPosition;
1397
- RVec3 x3 = inCenterOfMassTransform * mVertices[v.mVertex[2]].mPosition;
1398
- RVec3 x4 = inCenterOfMassTransform * mVertices[v.mVertex[3]].mPosition;
1399
-
1400
- inRenderer->DrawTriangle(x1, x3, x2, inColor, DebugRenderer::ECastShadow::On);
1401
- inRenderer->DrawTriangle(x2, x3, x4, inColor, DebugRenderer::ECastShadow::On);
1402
- inRenderer->DrawTriangle(x1, x4, x3, inColor, DebugRenderer::ECastShadow::On);
1403
- inRenderer->DrawTriangle(x1, x2, x4, inColor, DebugRenderer::ECastShadow::On);
1404
- },
1405
- Color::sYellow);
1406
- }
1407
-
1408
- void SoftBodyMotionProperties::DrawSkinConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1409
- {
1410
- DrawConstraints(inConstraintColor,
1411
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1412
- return inGroup.mSkinnedEndIndex;
1413
- },
1414
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1415
- const Skinned &s = mSettings->mSkinnedConstraints[inIndex];
1416
- const SkinState &skin_state = mSkinState[s.mVertex];
1417
- inRenderer->DrawArrow(mSkinStateTransform * skin_state.mPosition, mSkinStateTransform * (skin_state.mPosition + 0.1f * skin_state.mNormal), inColor, 0.01f);
1418
- inRenderer->DrawLine(mSkinStateTransform * skin_state.mPosition, inCenterOfMassTransform * mVertices[s.mVertex].mPosition, Color::sBlue);
1419
- },
1420
- Color::sOrange);
1421
- }
1422
-
1423
- void SoftBodyMotionProperties::DrawLRAConstraints(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, ESoftBodyConstraintColor inConstraintColor) const
1424
- {
1425
- DrawConstraints(inConstraintColor,
1426
- [](const SoftBodySharedSettings::UpdateGroup &inGroup) {
1427
- return inGroup.mLRAEndIndex;
1428
- },
1429
- [this, inRenderer, &inCenterOfMassTransform](uint inIndex, ColorArg inColor) {
1430
- const LRA &l = mSettings->mLRAConstraints[inIndex];
1431
- inRenderer->DrawLine(inCenterOfMassTransform * mVertices[l.mVertex[0]].mPosition, inCenterOfMassTransform * mVertices[l.mVertex[1]].mPosition, inColor);
1432
- },
1433
- Color::sGrey);
1434
- }
1435
-
1436
- void SoftBodyMotionProperties::DrawPredictedBounds(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform) const
1437
- {
1438
- inRenderer->DrawWireBox(inCenterOfMassTransform, mLocalPredictedBounds, Color::sRed);
1439
- }
1440
-
1441
- #endif // JPH_DEBUG_RENDERER
1442
-
1443
- void SoftBodyMotionProperties::SaveState(StateRecorder &inStream) const
1444
- {
1445
- MotionProperties::SaveState(inStream);
1446
-
1447
- for (const Vertex &v : mVertices)
1448
- {
1449
- inStream.Write(v.mPosition);
1450
- inStream.Write(v.mVelocity);
1451
- }
1452
-
1453
- for (const RodState &r : mRodStates)
1454
- {
1455
- inStream.Write(r.mRotation);
1456
- inStream.Write(r.mAngularVelocity);
1457
- }
1458
-
1459
- for (const SkinState &s : mSkinState)
1460
- {
1461
- inStream.Write(s.mPreviousPosition);
1462
- inStream.Write(s.mPosition);
1463
- inStream.Write(s.mNormal);
1464
- }
1465
-
1466
- inStream.Write(mLocalBounds.mMin);
1467
- inStream.Write(mLocalBounds.mMax);
1468
- inStream.Write(mLocalPredictedBounds.mMin);
1469
- inStream.Write(mLocalPredictedBounds.mMax);
1470
- }
1471
-
1472
- void SoftBodyMotionProperties::RestoreState(StateRecorder &inStream)
1473
- {
1474
- MotionProperties::RestoreState(inStream);
1475
-
1476
- for (Vertex &v : mVertices)
1477
- {
1478
- inStream.Read(v.mPosition);
1479
- inStream.Read(v.mVelocity);
1480
- }
1481
-
1482
- for (RodState &r : mRodStates)
1483
- {
1484
- inStream.Read(r.mRotation);
1485
- inStream.Read(r.mAngularVelocity);
1486
- }
1487
-
1488
- for (SkinState &s : mSkinState)
1489
- {
1490
- inStream.Read(s.mPreviousPosition);
1491
- inStream.Read(s.mPosition);
1492
- inStream.Read(s.mNormal);
1493
- }
1494
-
1495
- inStream.Read(mLocalBounds.mMin);
1496
- inStream.Read(mLocalBounds.mMax);
1497
- inStream.Read(mLocalPredictedBounds.mMin);
1498
- inStream.Read(mLocalPredictedBounds.mMax);
1499
- }
1500
-
1501
- JPH_NAMESPACE_END