@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: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Geometry/AABox.h>
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JPH_NAMESPACE_BEGIN
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/// Clip inPolygonToClip against the positive halfspace of plane defined by inPlaneOrigin and inPlaneNormal.
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/// inPlaneNormal does not need to be normalized.
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template <class VERTEX_ARRAY>
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void ClipPolyVsPlane(const VERTEX_ARRAY &inPolygonToClip, Vec3Arg inPlaneOrigin, Vec3Arg inPlaneNormal, VERTEX_ARRAY &outClippedPolygon)
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{
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JPH_ASSERT(inPolygonToClip.size() >= 2);
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JPH_ASSERT(outClippedPolygon.empty());
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// Determine state of last point
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Vec3 e1 = inPolygonToClip[inPolygonToClip.size() - 1];
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float prev_num = (inPlaneOrigin - e1).Dot(inPlaneNormal);
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bool prev_inside = prev_num < 0.0f;
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// Loop through all vertices
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for (typename VERTEX_ARRAY::size_type j = 0; j < inPolygonToClip.size(); ++j)
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{
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// Check if second point is inside
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Vec3Arg e2 = inPolygonToClip[j];
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float num = (inPlaneOrigin - e2).Dot(inPlaneNormal);
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bool cur_inside = num < 0.0f;
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// In -> Out or Out -> In: Add point on clipping plane
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if (cur_inside != prev_inside)
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{
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// Solve: (X - inPlaneOrigin) . inPlaneNormal = 0 and X = e1 + t * (e2 - e1) for X
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Vec3 e12 = e2 - e1;
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float denom = e12.Dot(inPlaneNormal);
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if (denom != 0.0f)
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outClippedPolygon.push_back(e1 + (prev_num / denom) * e12);
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else
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cur_inside = prev_inside; // Edge is parallel to plane, treat point as if it were on the same side as the last point
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}
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// Point inside, add it
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if (cur_inside)
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outClippedPolygon.push_back(e2);
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// Update previous state
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prev_num = num;
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prev_inside = cur_inside;
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e1 = e2;
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}
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}
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/// Clip polygon versus polygon.
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/// Both polygons are assumed to be in counter clockwise order.
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/// @param inClippingPolygonNormal is used to create planes of all edges in inClippingPolygon against which inPolygonToClip is clipped, inClippingPolygonNormal does not need to be normalized
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/// @param inClippingPolygon is the polygon which inClippedPolygon is clipped against
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/// @param inPolygonToClip is the polygon that is clipped
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/// @param outClippedPolygon will contain clipped polygon when function returns
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template <class VERTEX_ARRAY>
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void ClipPolyVsPoly(const VERTEX_ARRAY &inPolygonToClip, const VERTEX_ARRAY &inClippingPolygon, Vec3Arg inClippingPolygonNormal, VERTEX_ARRAY &outClippedPolygon)
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{
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JPH_ASSERT(inPolygonToClip.size() >= 2);
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JPH_ASSERT(inClippingPolygon.size() >= 3);
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VERTEX_ARRAY tmp_vertices[2];
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int tmp_vertices_idx = 0;
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for (typename VERTEX_ARRAY::size_type i = 0; i < inClippingPolygon.size(); ++i)
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{
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// Get edge to clip against
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Vec3 clip_e1 = inClippingPolygon[i];
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Vec3 clip_e2 = inClippingPolygon[(i + 1) % inClippingPolygon.size()];
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Vec3 clip_normal = inClippingPolygonNormal.Cross(clip_e2 - clip_e1); // Pointing inward to the clipping polygon
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// Get source and target polygon
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const VERTEX_ARRAY &src_polygon = (i == 0)? inPolygonToClip : tmp_vertices[tmp_vertices_idx];
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tmp_vertices_idx ^= 1;
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VERTEX_ARRAY &tgt_polygon = (i == inClippingPolygon.size() - 1)? outClippedPolygon : tmp_vertices[tmp_vertices_idx];
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tgt_polygon.clear();
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// Clip against the edge
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ClipPolyVsPlane(src_polygon, clip_e1, clip_normal, tgt_polygon);
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// Break out if no polygon left
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if (tgt_polygon.size() < 3)
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{
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outClippedPolygon.clear();
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break;
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}
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}
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}
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/// Clip inPolygonToClip against an edge, the edge is projected on inPolygonToClip using inClippingEdgeNormal.
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/// The positive half space (the side on the edge in the direction of inClippingEdgeNormal) is cut away.
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template <class VERTEX_ARRAY>
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void ClipPolyVsEdge(const VERTEX_ARRAY &inPolygonToClip, Vec3Arg inEdgeVertex1, Vec3Arg inEdgeVertex2, Vec3Arg inClippingEdgeNormal, VERTEX_ARRAY &outClippedPolygon)
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{
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JPH_ASSERT(inPolygonToClip.size() >= 3);
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JPH_ASSERT(outClippedPolygon.empty());
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// Get normal that is perpendicular to the edge and the clipping edge normal
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Vec3 edge = inEdgeVertex2 - inEdgeVertex1;
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Vec3 edge_normal = inClippingEdgeNormal.Cross(edge);
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// Project vertices of edge on inPolygonToClip
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Vec3 polygon_normal = (inPolygonToClip[2] - inPolygonToClip[0]).Cross(inPolygonToClip[1] - inPolygonToClip[0]);
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float polygon_normal_len_sq = polygon_normal.LengthSq();
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Vec3 v1 = inEdgeVertex1 + polygon_normal.Dot(inPolygonToClip[0] - inEdgeVertex1) * polygon_normal / polygon_normal_len_sq;
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Vec3 v2 = inEdgeVertex2 + polygon_normal.Dot(inPolygonToClip[0] - inEdgeVertex2) * polygon_normal / polygon_normal_len_sq;
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Vec3 v12 = v2 - v1;
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float v12_len_sq = v12.LengthSq();
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// Determine state of last point
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Vec3 e1 = inPolygonToClip[inPolygonToClip.size() - 1];
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float prev_num = (inEdgeVertex1 - e1).Dot(edge_normal);
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bool prev_inside = prev_num < 0.0f;
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// Loop through all vertices
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for (typename VERTEX_ARRAY::size_type j = 0; j < inPolygonToClip.size(); ++j)
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{
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// Check if second point is inside
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Vec3 e2 = inPolygonToClip[j];
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float num = (inEdgeVertex1 - e2).Dot(edge_normal);
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bool cur_inside = num < 0.0f;
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// In -> Out or Out -> In: Add point on clipping plane
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if (cur_inside != prev_inside)
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{
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// Solve: (inEdgeVertex1 - X) . edge_normal = 0 and X = e1 + t * (e2 - e1) for X
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Vec3 e12 = e2 - e1;
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float denom = e12.Dot(edge_normal);
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Vec3 clipped_point = denom != 0.0f? e1 + (prev_num / denom) * e12 : e1;
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// Project point on line segment v1, v2 so see if it falls outside if the edge
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float projection = (clipped_point - v1).Dot(v12);
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if (projection < 0.0f)
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outClippedPolygon.push_back(v1);
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else if (projection > v12_len_sq)
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outClippedPolygon.push_back(v2);
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else
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outClippedPolygon.push_back(clipped_point);
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}
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// Update previous state
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prev_num = num;
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prev_inside = cur_inside;
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e1 = e2;
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}
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}
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/// Clip polygon vs axis aligned box, inPolygonToClip is assume to be in counter clockwise order.
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/// Output will be stored in outClippedPolygon. Everything inside inAABox will be kept.
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template <class VERTEX_ARRAY>
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void ClipPolyVsAABox(const VERTEX_ARRAY &inPolygonToClip, const AABox &inAABox, VERTEX_ARRAY &outClippedPolygon)
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{
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JPH_ASSERT(inPolygonToClip.size() >= 2);
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VERTEX_ARRAY tmp_vertices[2];
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int tmp_vertices_idx = 0;
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for (int coord = 0; coord < 3; ++coord)
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for (int side = 0; side < 2; ++side)
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{
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// Get plane to clip against
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Vec3 origin = Vec3::sZero(), normal = Vec3::sZero();
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if (side == 0)
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{
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normal.SetComponent(coord, 1.0f);
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origin.SetComponent(coord, inAABox.mMin[coord]);
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}
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else
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{
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normal.SetComponent(coord, -1.0f);
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origin.SetComponent(coord, inAABox.mMax[coord]);
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}
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// Get source and target polygon
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const VERTEX_ARRAY &src_polygon = tmp_vertices_idx == 0? inPolygonToClip : tmp_vertices[tmp_vertices_idx & 1];
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tmp_vertices_idx++;
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VERTEX_ARRAY &tgt_polygon = tmp_vertices_idx == 6? outClippedPolygon : tmp_vertices[tmp_vertices_idx & 1];
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tgt_polygon.clear();
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// Clip against the edge
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ClipPolyVsPlane(src_polygon, origin, normal, tgt_polygon);
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// Break out if no polygon left
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if (tgt_polygon.size() < 3)
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{
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outClippedPolygon.clear();
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return;
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}
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// Flip normal
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normal = -normal;
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}
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}
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JPH_NAMESPACE_END
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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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JPH_NAMESPACE_BEGIN
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// Turn off fused multiply add instruction because it makes the equations of the form a * b - c * d inaccurate below
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JPH_PRECISE_MATH_ON
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/// Helper utils to find the closest point to a line segment, triangle or tetrahedron
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namespace ClosestPoint
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{
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/// Compute barycentric coordinates of closest point to origin for infinite line defined by (inA, inB)
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/// Point can then be computed as inA * outU + inB * outV
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/// Returns false if the points inA, inB do not form a line (are at the same point)
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inline bool GetBaryCentricCoordinates(Vec3Arg inA, Vec3Arg inB, float &outU, float &outV)
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{
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Vec3 ab = inB - inA;
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float denominator = ab.LengthSq();
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if (denominator < Square(FLT_EPSILON))
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{
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// Degenerate line segment, fallback to points
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if (inA.LengthSq() < inB.LengthSq())
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{
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// A closest
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outU = 1.0f;
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outV = 0.0f;
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}
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else
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{
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// B closest
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outU = 0.0f;
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outV = 1.0f;
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}
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return false;
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}
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else
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{
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outV = -inA.Dot(ab) / denominator;
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outU = 1.0f - outV;
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}
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return true;
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}
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/// Compute barycentric coordinates of closest point to origin for plane defined by (inA, inB, inC)
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/// Point can then be computed as inA * outU + inB * outV + inC * outW
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/// Returns false if the points inA, inB, inC do not form a plane (are on the same line or at the same point)
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inline bool GetBaryCentricCoordinates(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, float &outU, float &outV, float &outW)
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{
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// Taken from: Real-Time Collision Detection - Christer Ericson (Section: Barycentric Coordinates)
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// With p = 0
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// Adjusted to always include the shortest edge of the triangle in the calculation to improve numerical accuracy
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// First calculate the three edges
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Vec3 v0 = inB - inA;
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Vec3 v1 = inC - inA;
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Vec3 v2 = inC - inB;
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// Make sure that the shortest edge is included in the calculation to keep the products a * b - c * d as small as possible to preserve accuracy
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float d00 = v0.LengthSq();
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float d11 = v1.LengthSq();
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float d22 = v2.LengthSq();
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if (d00 <= d22)
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{
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// Use v0 and v1 to calculate barycentric coordinates
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float d01 = v0.Dot(v1);
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// Denominator must be positive:
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// |v0|^2 * |v1|^2 - (v0 . v1)^2 = |v0|^2 * |v1|^2 * (1 - cos(angle)^2) >= 0
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float denominator = d00 * d11 - d01 * d01;
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if (denominator < 1.0e-12f)
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{
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// Degenerate triangle, return coordinates along longest edge
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if (d00 > d11)
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{
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GetBaryCentricCoordinates(inA, inB, outU, outV);
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outW = 0.0f;
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}
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else
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{
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GetBaryCentricCoordinates(inA, inC, outU, outW);
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outV = 0.0f;
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}
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return false;
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}
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else
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{
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float a0 = inA.Dot(v0);
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float a1 = inA.Dot(v1);
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outV = (d01 * a1 - d11 * a0) / denominator;
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93
|
-
outW = (d01 * a0 - d00 * a1) / denominator;
|
|
94
|
-
outU = 1.0f - outV - outW;
|
|
95
|
-
}
|
|
96
|
-
}
|
|
97
|
-
else
|
|
98
|
-
{
|
|
99
|
-
// Use v1 and v2 to calculate barycentric coordinates
|
|
100
|
-
float d12 = v1.Dot(v2);
|
|
101
|
-
|
|
102
|
-
float denominator = d11 * d22 - d12 * d12;
|
|
103
|
-
if (denominator < 1.0e-12f)
|
|
104
|
-
{
|
|
105
|
-
// Degenerate triangle, return coordinates along longest edge
|
|
106
|
-
if (d11 > d22)
|
|
107
|
-
{
|
|
108
|
-
GetBaryCentricCoordinates(inA, inC, outU, outW);
|
|
109
|
-
outV = 0.0f;
|
|
110
|
-
}
|
|
111
|
-
else
|
|
112
|
-
{
|
|
113
|
-
GetBaryCentricCoordinates(inB, inC, outV, outW);
|
|
114
|
-
outU = 0.0f;
|
|
115
|
-
}
|
|
116
|
-
return false;
|
|
117
|
-
}
|
|
118
|
-
else
|
|
119
|
-
{
|
|
120
|
-
float c1 = inC.Dot(v1);
|
|
121
|
-
float c2 = inC.Dot(v2);
|
|
122
|
-
outU = (d22 * c1 - d12 * c2) / denominator;
|
|
123
|
-
outV = (d11 * c2 - d12 * c1) / denominator;
|
|
124
|
-
outW = 1.0f - outU - outV;
|
|
125
|
-
}
|
|
126
|
-
}
|
|
127
|
-
return true;
|
|
128
|
-
}
|
|
129
|
-
|
|
130
|
-
/// Get the closest point to the origin of line (inA, inB)
|
|
131
|
-
/// outSet describes which features are closest: 1 = a, 2 = b, 3 = line segment ab
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|
132
|
-
inline Vec3 GetClosestPointOnLine(Vec3Arg inA, Vec3Arg inB, uint32 &outSet)
|
|
133
|
-
{
|
|
134
|
-
float u, v;
|
|
135
|
-
GetBaryCentricCoordinates(inA, inB, u, v);
|
|
136
|
-
if (v <= 0.0f)
|
|
137
|
-
{
|
|
138
|
-
// inA is closest point
|
|
139
|
-
outSet = 0b0001;
|
|
140
|
-
return inA;
|
|
141
|
-
}
|
|
142
|
-
else if (u <= 0.0f)
|
|
143
|
-
{
|
|
144
|
-
// inB is closest point
|
|
145
|
-
outSet = 0b0010;
|
|
146
|
-
return inB;
|
|
147
|
-
}
|
|
148
|
-
else
|
|
149
|
-
{
|
|
150
|
-
// Closest point lies on line inA inB
|
|
151
|
-
outSet = 0b0011;
|
|
152
|
-
return u * inA + v * inB;
|
|
153
|
-
}
|
|
154
|
-
}
|
|
155
|
-
|
|
156
|
-
/// Get the closest point to the origin of triangle (inA, inB, inC)
|
|
157
|
-
/// outSet describes which features are closest: 1 = a, 2 = b, 4 = c, 5 = line segment ac, 7 = triangle interior etc.
|
|
158
|
-
/// If MustIncludeC is true, the function assumes that C is part of the closest feature (vertex, edge, face) and does less work, if the assumption is not true then a closest point to the other features is returned.
|
|
159
|
-
template <bool MustIncludeC = false>
|
|
160
|
-
inline Vec3 GetClosestPointOnTriangle(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, uint32 &outSet)
|
|
161
|
-
{
|
|
162
|
-
// Taken from: Real-Time Collision Detection - Christer Ericson (Section: Closest Point on Triangle to Point)
|
|
163
|
-
// With p = 0
|
|
164
|
-
|
|
165
|
-
// The most accurate normal is calculated by using the two shortest edges
|
|
166
|
-
// See: https://box2d.org/posts/2014/01/troublesome-triangle/
|
|
167
|
-
// The difference in normals is most pronounced when one edge is much smaller than the others (in which case the other 2 must have roughly the same length).
|
|
168
|
-
// Therefore we can suffice by just picking the shortest from 2 edges and use that with the 3rd edge to calculate the normal.
|
|
169
|
-
// We first check which of the edges is shorter and if bc is shorter than ac then we swap a with c to a is always on the shortest edge
|
|
170
|
-
UVec4 swap_ac;
|
|
171
|
-
{
|
|
172
|
-
Vec3 ac = inC - inA;
|
|
173
|
-
Vec3 bc = inC - inB;
|
|
174
|
-
swap_ac = Vec4::sLess(bc.DotV4(bc), ac.DotV4(ac));
|
|
175
|
-
}
|
|
176
|
-
Vec3 a = Vec3::sSelect(inA, inC, swap_ac);
|
|
177
|
-
Vec3 c = Vec3::sSelect(inC, inA, swap_ac);
|
|
178
|
-
|
|
179
|
-
// Calculate normal
|
|
180
|
-
Vec3 ab = inB - a;
|
|
181
|
-
Vec3 ac = c - a;
|
|
182
|
-
Vec3 n = ab.Cross(ac);
|
|
183
|
-
float n_len_sq = n.LengthSq();
|
|
184
|
-
|
|
185
|
-
// Check degenerate
|
|
186
|
-
if (n_len_sq < 1.0e-10f) // Square(FLT_EPSILON) was too small and caused numerical problems, see test case TestCollideParallelTriangleVsCapsule
|
|
187
|
-
{
|
|
188
|
-
// Degenerate, fallback to vertices and edges
|
|
189
|
-
|
|
190
|
-
// Start with vertex C being the closest
|
|
191
|
-
uint32 closest_set = 0b0100;
|
|
192
|
-
Vec3 closest_point = inC;
|
|
193
|
-
float best_dist_sq = inC.LengthSq();
|
|
194
|
-
|
|
195
|
-
// If the closest point must include C then A or B cannot be closest
|
|
196
|
-
// Note that we test vertices first because we want to prefer a closest vertex over a closest edge (this results in an outSet with fewer bits set)
|
|
197
|
-
if constexpr (!MustIncludeC)
|
|
198
|
-
{
|
|
199
|
-
// Try vertex A
|
|
200
|
-
float a_len_sq = inA.LengthSq();
|
|
201
|
-
if (a_len_sq < best_dist_sq)
|
|
202
|
-
{
|
|
203
|
-
closest_set = 0b0001;
|
|
204
|
-
closest_point = inA;
|
|
205
|
-
best_dist_sq = a_len_sq;
|
|
206
|
-
}
|
|
207
|
-
|
|
208
|
-
// Try vertex B
|
|
209
|
-
float b_len_sq = inB.LengthSq();
|
|
210
|
-
if (b_len_sq < best_dist_sq)
|
|
211
|
-
{
|
|
212
|
-
closest_set = 0b0010;
|
|
213
|
-
closest_point = inB;
|
|
214
|
-
best_dist_sq = b_len_sq;
|
|
215
|
-
}
|
|
216
|
-
}
|
|
217
|
-
|
|
218
|
-
// Edge AC
|
|
219
|
-
float ac_len_sq = ac.LengthSq();
|
|
220
|
-
if (ac_len_sq > Square(FLT_EPSILON))
|
|
221
|
-
{
|
|
222
|
-
float v = Clamp(-a.Dot(ac) / ac_len_sq, 0.0f, 1.0f);
|
|
223
|
-
Vec3 q = a + v * ac;
|
|
224
|
-
float dist_sq = q.LengthSq();
|
|
225
|
-
if (dist_sq < best_dist_sq)
|
|
226
|
-
{
|
|
227
|
-
closest_set = 0b0101;
|
|
228
|
-
closest_point = q;
|
|
229
|
-
best_dist_sq = dist_sq;
|
|
230
|
-
}
|
|
231
|
-
}
|
|
232
|
-
|
|
233
|
-
// Edge BC
|
|
234
|
-
Vec3 bc = inC - inB;
|
|
235
|
-
float bc_len_sq = bc.LengthSq();
|
|
236
|
-
if (bc_len_sq > Square(FLT_EPSILON))
|
|
237
|
-
{
|
|
238
|
-
float v = Clamp(-inB.Dot(bc) / bc_len_sq, 0.0f, 1.0f);
|
|
239
|
-
Vec3 q = inB + v * bc;
|
|
240
|
-
float dist_sq = q.LengthSq();
|
|
241
|
-
if (dist_sq < best_dist_sq)
|
|
242
|
-
{
|
|
243
|
-
closest_set = 0b0110;
|
|
244
|
-
closest_point = q;
|
|
245
|
-
best_dist_sq = dist_sq;
|
|
246
|
-
}
|
|
247
|
-
}
|
|
248
|
-
|
|
249
|
-
// If the closest point must include C then AB cannot be closest
|
|
250
|
-
if constexpr (!MustIncludeC)
|
|
251
|
-
{
|
|
252
|
-
// Edge AB
|
|
253
|
-
ab = inB - inA;
|
|
254
|
-
float ab_len_sq = ab.LengthSq();
|
|
255
|
-
if (ab_len_sq > Square(FLT_EPSILON))
|
|
256
|
-
{
|
|
257
|
-
float v = Clamp(-inA.Dot(ab) / ab_len_sq, 0.0f, 1.0f);
|
|
258
|
-
Vec3 q = inA + v * ab;
|
|
259
|
-
float dist_sq = q.LengthSq();
|
|
260
|
-
if (dist_sq < best_dist_sq)
|
|
261
|
-
{
|
|
262
|
-
closest_set = 0b0011;
|
|
263
|
-
closest_point = q;
|
|
264
|
-
best_dist_sq = dist_sq;
|
|
265
|
-
}
|
|
266
|
-
}
|
|
267
|
-
}
|
|
268
|
-
|
|
269
|
-
outSet = closest_set;
|
|
270
|
-
return closest_point;
|
|
271
|
-
}
|
|
272
|
-
|
|
273
|
-
// Check if P in vertex region outside A
|
|
274
|
-
Vec3 ap = -a;
|
|
275
|
-
float d1 = ab.Dot(ap);
|
|
276
|
-
float d2 = ac.Dot(ap);
|
|
277
|
-
if (d1 <= 0.0f && d2 <= 0.0f)
|
|
278
|
-
{
|
|
279
|
-
outSet = swap_ac.GetX()? 0b0100 : 0b0001;
|
|
280
|
-
return a; // barycentric coordinates (1,0,0)
|
|
281
|
-
}
|
|
282
|
-
|
|
283
|
-
// Check if P in vertex region outside B
|
|
284
|
-
Vec3 bp = -inB;
|
|
285
|
-
float d3 = ab.Dot(bp);
|
|
286
|
-
float d4 = ac.Dot(bp);
|
|
287
|
-
if (d3 >= 0.0f && d4 <= d3)
|
|
288
|
-
{
|
|
289
|
-
outSet = 0b0010;
|
|
290
|
-
return inB; // barycentric coordinates (0,1,0)
|
|
291
|
-
}
|
|
292
|
-
|
|
293
|
-
// Check if P in edge region of AB, if so return projection of P onto AB
|
|
294
|
-
if (d1 * d4 <= d3 * d2 && d1 >= 0.0f && d3 <= 0.0f)
|
|
295
|
-
{
|
|
296
|
-
float v = d1 / (d1 - d3);
|
|
297
|
-
outSet = swap_ac.GetX()? 0b0110 : 0b0011;
|
|
298
|
-
return a + v * ab; // barycentric coordinates (1-v,v,0)
|
|
299
|
-
}
|
|
300
|
-
|
|
301
|
-
// Check if P in vertex region outside C
|
|
302
|
-
Vec3 cp = -c;
|
|
303
|
-
float d5 = ab.Dot(cp);
|
|
304
|
-
float d6 = ac.Dot(cp);
|
|
305
|
-
if (d6 >= 0.0f && d5 <= d6)
|
|
306
|
-
{
|
|
307
|
-
outSet = swap_ac.GetX()? 0b0001 : 0b0100;
|
|
308
|
-
return c; // barycentric coordinates (0,0,1)
|
|
309
|
-
}
|
|
310
|
-
|
|
311
|
-
// Check if P in edge region of AC, if so return projection of P onto AC
|
|
312
|
-
if (d5 * d2 <= d1 * d6 && d2 >= 0.0f && d6 <= 0.0f)
|
|
313
|
-
{
|
|
314
|
-
float w = d2 / (d2 - d6);
|
|
315
|
-
outSet = 0b0101;
|
|
316
|
-
return a + w * ac; // barycentric coordinates (1-w,0,w)
|
|
317
|
-
}
|
|
318
|
-
|
|
319
|
-
// Check if P in edge region of BC, if so return projection of P onto BC
|
|
320
|
-
float d4_d3 = d4 - d3;
|
|
321
|
-
float d5_d6 = d5 - d6;
|
|
322
|
-
if (d3 * d6 <= d5 * d4 && d4_d3 >= 0.0f && d5_d6 >= 0.0f)
|
|
323
|
-
{
|
|
324
|
-
float w = d4_d3 / (d4_d3 + d5_d6);
|
|
325
|
-
outSet = swap_ac.GetX()? 0b0011 : 0b0110;
|
|
326
|
-
return inB + w * (c - inB); // barycentric coordinates (0,1-w,w)
|
|
327
|
-
}
|
|
328
|
-
|
|
329
|
-
// P inside face region.
|
|
330
|
-
// Here we deviate from Christer Ericson's article to improve accuracy.
|
|
331
|
-
// Determine distance between triangle and origin: distance = (centroid - origin) . normal / |normal|
|
|
332
|
-
// Closest point to origin is then: distance . normal / |normal|
|
|
333
|
-
// Note that this way of calculating the closest point is much more accurate than first calculating barycentric coordinates
|
|
334
|
-
// and then calculating the closest point based on those coordinates.
|
|
335
|
-
outSet = 0b0111;
|
|
336
|
-
return n * (a + inB + c).Dot(n) / (3.0f * n_len_sq);
|
|
337
|
-
}
|
|
338
|
-
|
|
339
|
-
/// Check if the origin is outside the plane of triangle (inA, inB, inC). inD specifies the front side of the plane.
|
|
340
|
-
inline bool OriginOutsideOfPlane(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD)
|
|
341
|
-
{
|
|
342
|
-
// Taken from: Real-Time Collision Detection - Christer Ericson (Section: Closest Point on Tetrahedron to Point)
|
|
343
|
-
// With p = 0
|
|
344
|
-
|
|
345
|
-
// Test if point p and d lie on opposite sides of plane through abc
|
|
346
|
-
Vec3 n = (inB - inA).Cross(inC - inA);
|
|
347
|
-
float signp = inA.Dot(n); // [AP AB AC]
|
|
348
|
-
float signd = (inD - inA).Dot(n); // [AD AB AC]
|
|
349
|
-
|
|
350
|
-
// Points on opposite sides if expression signs are the same
|
|
351
|
-
// Note that we left out the minus sign in signp so we need to check > 0 instead of < 0 as in Christer's book
|
|
352
|
-
// We compare against a small negative value to allow for a little bit of slop in the calculations
|
|
353
|
-
return signp * signd > -FLT_EPSILON;
|
|
354
|
-
}
|
|
355
|
-
|
|
356
|
-
/// Returns for each of the planes of the tetrahedron if the origin is inside it
|
|
357
|
-
/// Roughly equivalent to:
|
|
358
|
-
/// [OriginOutsideOfPlane(inA, inB, inC, inD),
|
|
359
|
-
/// OriginOutsideOfPlane(inA, inC, inD, inB),
|
|
360
|
-
/// OriginOutsideOfPlane(inA, inD, inB, inC),
|
|
361
|
-
/// OriginOutsideOfPlane(inB, inD, inC, inA)]
|
|
362
|
-
inline UVec4 OriginOutsideOfTetrahedronPlanes(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD)
|
|
363
|
-
{
|
|
364
|
-
Vec3 ab = inB - inA;
|
|
365
|
-
Vec3 ac = inC - inA;
|
|
366
|
-
Vec3 ad = inD - inA;
|
|
367
|
-
Vec3 bd = inD - inB;
|
|
368
|
-
Vec3 bc = inC - inB;
|
|
369
|
-
|
|
370
|
-
Vec3 ab_cross_ac = ab.Cross(ac);
|
|
371
|
-
Vec3 ac_cross_ad = ac.Cross(ad);
|
|
372
|
-
Vec3 ad_cross_ab = ad.Cross(ab);
|
|
373
|
-
Vec3 bd_cross_bc = bd.Cross(bc);
|
|
374
|
-
|
|
375
|
-
// For each plane get the side on which the origin is
|
|
376
|
-
float signp0 = inA.Dot(ab_cross_ac); // ABC
|
|
377
|
-
float signp1 = inA.Dot(ac_cross_ad); // ACD
|
|
378
|
-
float signp2 = inA.Dot(ad_cross_ab); // ADB
|
|
379
|
-
float signp3 = inB.Dot(bd_cross_bc); // BDC
|
|
380
|
-
Vec4 signp(signp0, signp1, signp2, signp3);
|
|
381
|
-
|
|
382
|
-
// For each plane get the side that is outside (determined by the 4th point)
|
|
383
|
-
float signd0 = ad.Dot(ab_cross_ac); // D
|
|
384
|
-
float signd1 = ab.Dot(ac_cross_ad); // B
|
|
385
|
-
float signd2 = ac.Dot(ad_cross_ab); // C
|
|
386
|
-
float signd3 = -ab.Dot(bd_cross_bc); // A
|
|
387
|
-
Vec4 signd(signd0, signd1, signd2, signd3);
|
|
388
|
-
|
|
389
|
-
// The winding of all triangles has been chosen so that signd should have the
|
|
390
|
-
// same sign for all components. If this is not the case the tetrahedron
|
|
391
|
-
// is degenerate and we return that the origin is in front of all sides
|
|
392
|
-
int sign_bits = signd.GetSignBits();
|
|
393
|
-
switch (sign_bits)
|
|
394
|
-
{
|
|
395
|
-
case 0:
|
|
396
|
-
// All positive
|
|
397
|
-
return Vec4::sGreaterOrEqual(signp, Vec4::sReplicate(-FLT_EPSILON));
|
|
398
|
-
|
|
399
|
-
case 0xf:
|
|
400
|
-
// All negative
|
|
401
|
-
return Vec4::sLessOrEqual(signp, Vec4::sReplicate(FLT_EPSILON));
|
|
402
|
-
|
|
403
|
-
default:
|
|
404
|
-
// Mixed signs, degenerate tetrahedron
|
|
405
|
-
return UVec4::sReplicate(0xffffffff);
|
|
406
|
-
}
|
|
407
|
-
}
|
|
408
|
-
|
|
409
|
-
/// Get the closest point between tetrahedron (inA, inB, inC, inD) to the origin
|
|
410
|
-
/// outSet specifies which feature was closest, 1 = a, 2 = b, 4 = c, 8 = d. Edges have 2 bits set, triangles 3 and if the point is in the interior 4 bits are set.
|
|
411
|
-
/// If MustIncludeD is true, the function assumes that D is part of the closest feature (vertex, edge, face, tetrahedron) and does less work, if the assumption is not true then a closest point to the other features is returned.
|
|
412
|
-
template <bool MustIncludeD = false>
|
|
413
|
-
inline Vec3 GetClosestPointOnTetrahedron(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD, uint32 &outSet)
|
|
414
|
-
{
|
|
415
|
-
// Taken from: Real-Time Collision Detection - Christer Ericson (Section: Closest Point on Tetrahedron to Point)
|
|
416
|
-
// With p = 0
|
|
417
|
-
|
|
418
|
-
// Start out assuming point inside all halfspaces, so closest to itself
|
|
419
|
-
uint32 closest_set = 0b1111;
|
|
420
|
-
Vec3 closest_point = Vec3::sZero();
|
|
421
|
-
float best_dist_sq = FLT_MAX;
|
|
422
|
-
|
|
423
|
-
// Determine for each of the faces of the tetrahedron if the origin is in front of the plane
|
|
424
|
-
UVec4 origin_out_of_planes = OriginOutsideOfTetrahedronPlanes(inA, inB, inC, inD);
|
|
425
|
-
|
|
426
|
-
// If point outside face abc then compute closest point on abc
|
|
427
|
-
if (origin_out_of_planes.GetX()) // OriginOutsideOfPlane(inA, inB, inC, inD)
|
|
428
|
-
{
|
|
429
|
-
if constexpr (MustIncludeD)
|
|
430
|
-
{
|
|
431
|
-
// If the closest point must include D then ABC cannot be closest but the closest point
|
|
432
|
-
// cannot be an interior point either so we return A as closest point
|
|
433
|
-
closest_set = 0b0001;
|
|
434
|
-
closest_point = inA;
|
|
435
|
-
}
|
|
436
|
-
else
|
|
437
|
-
{
|
|
438
|
-
// Test the face normally
|
|
439
|
-
closest_point = GetClosestPointOnTriangle<false>(inA, inB, inC, closest_set);
|
|
440
|
-
}
|
|
441
|
-
best_dist_sq = closest_point.LengthSq();
|
|
442
|
-
}
|
|
443
|
-
|
|
444
|
-
// Repeat test for face acd
|
|
445
|
-
if (origin_out_of_planes.GetY()) // OriginOutsideOfPlane(inA, inC, inD, inB)
|
|
446
|
-
{
|
|
447
|
-
uint32 set;
|
|
448
|
-
Vec3 q = GetClosestPointOnTriangle<MustIncludeD>(inA, inC, inD, set);
|
|
449
|
-
float dist_sq = q.LengthSq();
|
|
450
|
-
if (dist_sq < best_dist_sq)
|
|
451
|
-
{
|
|
452
|
-
best_dist_sq = dist_sq;
|
|
453
|
-
closest_point = q;
|
|
454
|
-
closest_set = (set & 0b0001) + ((set & 0b0110) << 1);
|
|
455
|
-
}
|
|
456
|
-
}
|
|
457
|
-
|
|
458
|
-
// Repeat test for face adb
|
|
459
|
-
if (origin_out_of_planes.GetZ()) // OriginOutsideOfPlane(inA, inD, inB, inC)
|
|
460
|
-
{
|
|
461
|
-
// Keep original vertex order, it doesn't matter if the triangle is facing inward or outward
|
|
462
|
-
// and it improves consistency for GJK which will always add a new vertex D and keep the closest
|
|
463
|
-
// feature from the previous iteration in ABC
|
|
464
|
-
uint32 set;
|
|
465
|
-
Vec3 q = GetClosestPointOnTriangle<MustIncludeD>(inA, inB, inD, set);
|
|
466
|
-
float dist_sq = q.LengthSq();
|
|
467
|
-
if (dist_sq < best_dist_sq)
|
|
468
|
-
{
|
|
469
|
-
best_dist_sq = dist_sq;
|
|
470
|
-
closest_point = q;
|
|
471
|
-
closest_set = (set & 0b0011) + ((set & 0b0100) << 1);
|
|
472
|
-
}
|
|
473
|
-
}
|
|
474
|
-
|
|
475
|
-
// Repeat test for face bdc
|
|
476
|
-
if (origin_out_of_planes.GetW()) // OriginOutsideOfPlane(inB, inD, inC, inA)
|
|
477
|
-
{
|
|
478
|
-
// Keep original vertex order, it doesn't matter if the triangle is facing inward or outward
|
|
479
|
-
// and it improves consistency for GJK which will always add a new vertex D and keep the closest
|
|
480
|
-
// feature from the previous iteration in ABC
|
|
481
|
-
uint32 set;
|
|
482
|
-
Vec3 q = GetClosestPointOnTriangle<MustIncludeD>(inB, inC, inD, set);
|
|
483
|
-
float dist_sq = q.LengthSq();
|
|
484
|
-
if (dist_sq < best_dist_sq)
|
|
485
|
-
{
|
|
486
|
-
closest_point = q;
|
|
487
|
-
closest_set = set << 1;
|
|
488
|
-
}
|
|
489
|
-
}
|
|
490
|
-
|
|
491
|
-
outSet = closest_set;
|
|
492
|
-
return closest_point;
|
|
493
|
-
}
|
|
494
|
-
};
|
|
495
|
-
|
|
496
|
-
JPH_PRECISE_MATH_OFF
|
|
497
|
-
|
|
498
|
-
JPH_NAMESPACE_END
|