Improve physics bindings
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@@ -7,6 +7,7 @@
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#include <Jolt/Core/JobSystemThreadPool.h>
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#include <Jolt/Physics/PhysicsSettings.h>
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#include <Jolt/Physics/PhysicsSystem.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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@@ -156,27 +157,22 @@ void _jolt_world_destroy() {
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Factory::sInstance = nullptr;
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}
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void *_jolt_body_create(int shape, float mass, float dimx, float x, float y, float z, void *f32a_triangles) {
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void *_jolt_body_create(int shape, float mass, float dimx, float dimy, float dimz, float x, float y, float z, void *f32a_triangles) {
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BodyInterface &body_interface = physics_system->GetBodyInterface();
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Body *body;
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ShapeSettings::ShapeResult result;
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if (shape == 0) {
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// Box
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BoxShapeSettings shape_settings(RVec3(dimx, dimy, dimz));
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shape_settings.SetEmbedded();
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result = shape_settings.Create();
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}
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else if (shape == 1) {
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// Sphere
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SphereShapeSettings shape_settings(dimx);
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shape_settings.SetEmbedded();
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ShapeSettings::ShapeResult result = shape_settings.Create();
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ShapeRefC shape = result.Get();
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BodyCreationSettings settings(shape, RVec3(x, y, z), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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settings.mMotionQuality = EMotionQuality::LinearCast; // CCD
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MassProperties mass_prop;
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mass_prop.ScaleToMass(mass);
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settings.mMassPropertiesOverride = mass_prop;
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settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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body = body_interface.CreateBody(settings);
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body_interface.AddBody(body->GetID(), EActivation::Activate);
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result = shape_settings.Create();
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}
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else {
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// Mesh
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@@ -191,14 +187,26 @@ void *_jolt_body_create(int shape, float mass, float dimx, float x, float y, flo
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}
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MeshShapeSettings shape_settings(triangles);
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shape_settings.SetEmbedded();
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ShapeSettings::ShapeResult result = shape_settings.Create();
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ShapeRefC shape = result.Get();
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BodyCreationSettings settings(shape, RVec3(x, y, z), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
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body = body_interface.CreateBody(settings);
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body_interface.AddBody(body->GetID(), EActivation::Activate);
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result = shape_settings.Create();
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}
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ShapeRefC shape_c = result.Get();
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BodyCreationSettings settings(shape_c, RVec3(x, y, z), Quat::sIdentity(), mass == 0 ? EMotionType::Static : EMotionType::Dynamic,
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mass == 0 ? Layers::NON_MOVING : Layers::MOVING);
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// if (ccd) {
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if (shape != 2) { // != Mesh
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settings.mMotionQuality = EMotionQuality::LinearCast;
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}
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MassProperties mass_prop;
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mass_prop.ScaleToMass(mass);
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settings.mMassPropertiesOverride = mass_prop;
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settings.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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body = body_interface.CreateBody(settings);
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body_interface.AddBody(body->GetID(), EActivation::Activate);
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return body;
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}
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@@ -246,8 +254,8 @@ extern "C" {
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_jolt_world_destroy();
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}
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void *jolt_body_create(int shape, float mass, float dimx, float x, float y, float z, void *f32a_triangles) {
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return _jolt_body_create(shape, mass, dimx, x, y, z, f32a_triangles);
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void *jolt_body_create(int shape, float mass, float dimx, float dimy, float dimz, float x, float y, float z, void *f32a_triangles) {
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return _jolt_body_create(shape, mass, dimx, dimy, dimz, x, y, z, f32a_triangles);
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}
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void jolt_body_apply_impulse(void *body, float x, float y, float z) {
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