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.
This commit is contained in:
2026-01-07 00:20:19 +00:00
parent ffeba6c142
commit cb5b58ca9e
42 changed files with 3168 additions and 226 deletions

View File

@@ -316,7 +316,7 @@ local vertex_color_source = [[
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
@@ -391,7 +391,7 @@ local shadow_vertex_source = [[
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec3 inColor;
layout(push_constant) uniform PushConstants {
mat4 model;
@@ -596,7 +596,7 @@ local vertex_world_color_source = [[
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragWorldPos;
@@ -1030,7 +1030,7 @@ local pbr_vertex_source = [[
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragWorldPos;