- Cloth3D: meter-space Verlet cloth with triangle-level self-collision, dihedral fold-angle limit, mass-proportional rigid-body collision, double-sided mesh rendering - Cloth (2D): self-collision, fold-angle limit, mass-proportional body collision, Fluid-style interactAt - ClothGPU: compute-shader Verlet + distance constraints (double-buffered Jacobi), overflow-free atomicExchange spatial-hash self-collision, Sequence single-submission per frame - World/World3D point probes for particle-vs-body queries; Body3D::getMass; Squirrel bindings for all new APIs - examples/softbody3d demo; softbody/softbody_gpu/physics_cloth tests; user/dev docs
9 lines
266 B
C++
9 lines
266 B
C++
#include "ScriptTest.h"
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extern const char* physics_cloth_content;
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UnitSciptTest(PhysicsClothScriptTest, physics_cloth_content);
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TEST_CASE_FIXTURE(PhysicsClothScriptTest, "PhysicsCloth.scriptBindings") {
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CHECK(vm.callFunc(vm.findFunc("basic"), vm).toBool());
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}
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