feat(physics): add runtime physics scaffolding

This commit is contained in:
2026-04-15 11:58:27 +08:00
parent d17ddffdef
commit 3317e47009
31 changed files with 2120 additions and 0 deletions

View File

@@ -1,5 +1,6 @@
#include "Scene/SceneRuntime.h"
#include <XCEngine/Physics/PhysicsWorld.h>
#include "Scripting/ScriptEngine.h"
#include <XCEngine/UI/Runtime/UISceneRuntimeContext.h>
@@ -28,6 +29,7 @@ void SceneRuntime::Start(Scene* scene) {
}
m_scene = scene;
CreatePhysicsWorldForScene(scene);
m_running = true;
m_uiRuntime->Reset();
Scripting::ScriptEngine::Get().OnRuntimeStart(scene);
@@ -35,12 +37,14 @@ void SceneRuntime::Start(Scene* scene) {
void SceneRuntime::Stop() {
if (!m_running) {
DestroyPhysicsWorld();
m_uiRuntime->Reset();
m_scene = nullptr;
return;
}
Scripting::ScriptEngine::Get().OnRuntimeStop();
DestroyPhysicsWorld();
m_uiRuntime->Reset();
m_running = false;
m_scene = nullptr;
@@ -48,12 +52,14 @@ void SceneRuntime::Stop() {
void SceneRuntime::ReplaceScene(Scene* scene) {
if (!m_running) {
DestroyPhysicsWorld();
m_scene = scene;
m_uiRuntime->Reset();
return;
}
m_scene = scene;
CreatePhysicsWorldForScene(scene);
m_uiRuntime->Reset();
Scripting::ScriptEngine::Get().OnRuntimeSceneReplaced(scene);
}
@@ -66,6 +72,9 @@ void SceneRuntime::FixedUpdate(float fixedDeltaTime) {
// Scripts run first so their state changes are visible to native components in the same frame.
Scripting::ScriptEngine::Get().OnFixedUpdate(fixedDeltaTime);
m_scene->FixedUpdate(fixedDeltaTime);
if (m_physicsWorld) {
m_physicsWorld->Step(fixedDeltaTime);
}
}
void SceneRuntime::Update(float deltaTime) {
@@ -115,5 +124,29 @@ void SceneRuntime::ClearQueuedUIInputEvents() {
m_uiRuntime->ClearQueuedInputEvents();
}
void SceneRuntime::CreatePhysicsWorldForScene(Scene* scene) {
if (!scene) {
DestroyPhysicsWorld();
return;
}
DestroyPhysicsWorld();
auto physicsWorld = std::make_unique<Physics::PhysicsWorld>();
Physics::PhysicsWorldCreateInfo createInfo = {};
createInfo.scene = scene;
physicsWorld->Initialize(createInfo);
m_physicsWorld = std::move(physicsWorld);
}
void SceneRuntime::DestroyPhysicsWorld() {
if (!m_physicsWorld) {
return;
}
m_physicsWorld->Shutdown();
m_physicsWorld.reset();
}
} // namespace Components
} // namespace XCEngine