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feat(physics): Enhance physics bridge service with new functionalities
- Added SetGravity method to adjust the gravity in the physics world. - Introduced AddSphereRigidBody method for creating sphere rigid bodies. - Implemented RemoveRigidBody method to delete existing rigid bodies. - Added SetRigidBodyTransform method to update the position and rotation of rigid bodies. - Included ApplyForce and ApplyImpulse methods for applying forces and impulses to rigid bodies. - Added SetLinearVelocity method to set the linear velocity of rigid bodies. - Enhanced StepSimulation method to accept a maxSubSteps parameter. - Implemented GetBodyCount method to retrieve the number of rigid bodies in the world. - Added Clear method to remove all rigid bodies from the physics world. - Updated the script engine service to bind new physics methods to Lua. - Enhanced material configuration handling in shader script service. - Introduced MaterialXMaterialConfig structure for better material management. - Added texture binding support in ShaderPaths structure. - Included stb_image implementation for image loading support.
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@@ -316,7 +316,7 @@ local vertex_color_source = [[
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 3) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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@@ -391,7 +391,7 @@ local shadow_vertex_source = [[
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 3) in vec3 inColor;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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@@ -596,7 +596,7 @@ local vertex_world_color_source = [[
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 3) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragWorldPos;
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@@ -1030,7 +1030,7 @@ local pbr_vertex_source = [[
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 3) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragWorldPos;
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