feat: JoltPhysicsSharp integration — physics simulation

- Engine.Physics project with JoltPhysicsSharp 2.21.0
- PhysicsWorld: PhysicsSystem init/update/dispose, body creation/removal,
  transform sync (Jolt body → ECS Transform)
- RigidBody ECS component: MotionType (Static/Kinematic/Dynamic),
  ShapeType (Box/Sphere), mass, friction, restitution, damping
- Factory methods: DynamicBox, DynamicSphere, StaticBox, StaticPlane
- Main loop integration: create bodies on first frame, step physics,
  sync transforms back to ECS
- Demo scene: 6 dynamic cubes + 3 dynamic spheres fall from height,
  static floor plane. Torus knot and textured cube remain static.
- Collision layers: NonMoving (floor), Moving (dynamic objects)
- JobSystemThreadPool for multi-threaded physics
- 66/66 tests passing, 0 warnings, 0 errors
This commit is contained in:
emil28092005
2026-06-17 16:45:43 +03:00
parent 9bee806a6c
commit cca89040c3
7 changed files with 422 additions and 30 deletions
+2 -1
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@@ -723,7 +723,8 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
- [ ] **Vulkan backend reintegration** — see §3.3 checklist. Compiles but untested.
Kept architecturally compatible via `IWindow` / `IRenderContext` / `IRenderer`.
Deferred because Raylib covers all current needs with far less complexity.
- [ ] Physics (JoltPhysicsSharp)
- [x] Physics (JoltPhysicsSharp 2.21.0) — Engine.Physics project, PhysicsWorld wrapper,
RigidBody ECS component, dynamic boxes/spheres with gravity, static floor, transform sync
- [ ] AI hot-reload of C# scripts (Roslyn — conflicts with NativeAOT)
- [ ] Semantic segmentation maps for MMLM vision input