aarch64 build support

This commit is contained in:
2026-02-13 23:09:36 +08:00
parent b363742507
commit 884a310033
4 changed files with 17 additions and 19 deletions

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@@ -246,7 +246,7 @@ add_custom_target(stage_files ALL DEPENDS ${CMAKE_BINARY_DIR}/resources.cfg ${MA
add_custom_target(remove_scenes COMMAND rm -f ${VRM_SOURCE} ${VRM_IMPORTED_BLENDS} ${CHARACTER_GLBS})
target_compile_definitions(Game PRIVATE FLECS_CPP_NO_AUTO_REGISTRATION JPH_PROFILE_ENABLED)
target_compile_definitions(Game PRIVATE FLECS_CPP_NO_AUTO_REGISTRATION JPH_PROFILE_ENABLED JPH_DEBUG_RENDERER JPH_PROFILE_ENABLED JPH_DOUBLE_PRECISION)
install(TARGETS Game DESTINATION bin)
install(TARGETS Editor DESTINATION bin)

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@@ -10,7 +10,6 @@
#include <OgreTimer.h>
#include <OgreMeshLodGenerator.h>
// #include "water/water.h"
#include "GameData.h"
#include "Components.h"
#include "CharacterModule.h"
@@ -630,11 +629,11 @@ end:
void setupInput()
{
}
JoltPhysicsWrapper *mJolt;
JoltPhysicsWrapper *mJolt;
void createContent()
{
int i;
mJolt = new JoltPhysicsWrapper(mScnMgr, mCameraNode);
mJolt = new JoltPhysicsWrapper(mScnMgr, mCameraNode);
sky = new SkyBoxRenderer(getSceneManager());
bool drawFirst = true;

View File

@@ -16,5 +16,5 @@ find_package(flecs REQUIRED CONFIG)
add_library(physics STATIC physics.cpp)
target_link_libraries(physics PUBLIC OgreMain Jolt::Jolt)
target_include_directories(physics PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_compile_definitions(physics PRIVATE JPH_PROFILE_ENABLED)
target_compile_definitions(physics PUBLIC JPH_DEBUG_RENDERER JPH_PROFILE_ENABLED JPH_DOUBLE_PRECISION)

View File

@@ -523,7 +523,6 @@ void ContactListener::update()
}
class Physics {
JPH::PhysicsSystem physics_system;
// We need a temp allocator for temporary allocations during the physics update. We're
// pre-allocating 10 MB to avoid having to do allocations during the physics update.
// B.t.w. 10 MB is way too much for this example but it is a typical value you can use.
@@ -550,6 +549,7 @@ class Physics {
// Also have a look at ObjectLayerPairFilterTable or ObjectLayerPairFilterMask for a simpler interface.
ObjectLayerPairFilterImpl object_vs_object_layer_filter;
JPH::PhysicsSystem physics_system;
DebugRenderer *mDebugRenderer;
std::map<JPH::BodyID, Ogre::SceneNode *> id2node;
std::map<Ogre::SceneNode *, JPH::BodyID> node2id;
@@ -573,17 +573,13 @@ public:
std::thread::hardware_concurrency() - 1)
, mDebugRenderer(new DebugRenderer(scnMgr, cameraNode))
, object_vs_broadphase_layer_filter{}
, object_vs_object_layer_filter{}
, object_vs_object_layer_filter{}
, debugDraw(false)
{
static int instanceCount = 0;
OgreAssert(instanceCount == 0, "Bad initialisation");
instanceCount++;
// Register all physics types with the factory and install their collision handlers with the CollisionDispatch class.
// If you have your own custom shape types you probably need to register their handlers with the CollisionDispatch before calling this function.
// If you implement your own default material (PhysicsMaterial::sDefault) make sure to initialize it before this function or else this function will create one for you.
JPH::RegisterTypes();
// This is the max amount of rigid bodies that you can add to the physics system. If you try to add more you'll get an error.
// Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
@@ -1531,7 +1527,7 @@ void physics()
// physics.update(1.0f / 60.0f);
}
Physics *phys = nullptr;
static std::unique_ptr<Physics> phys = nullptr;
JoltPhysicsWrapper::JoltPhysicsWrapper(Ogre::SceneManager *scnMgr,
Ogre::SceneNode *cameraNode)
: Ogre::Singleton<JoltPhysicsWrapper>()
@@ -1540,21 +1536,24 @@ JoltPhysicsWrapper::JoltPhysicsWrapper(Ogre::SceneManager *scnMgr,
// This needs to be done before any other Jolt function is called.
JPH::RegisterDefaultAllocator();
// Create a factory, this class is responsible for creating instances of classes based on their name or hash and is mainly used for deserialization of saved data.
// It is not directly used in this example but still required.
JPH::Factory::sInstance = new JPH::Factory();
// Install trace and assert callbacks
JPH::Trace = TraceImpl;
JPH_IF_ENABLE_ASSERTS(JPH::AssertFailed = AssertFailedImpl;)
phys = new Physics(scnMgr, cameraNode, nullptr, &contacts);
// Create a factory, this class is responsible for creating instances of classes based on their name or hash and is mainly used for deserialization of saved data.
// It is not directly used in this example but still required.
JPH::Factory::sInstance = new JPH::Factory();
// Register all physics types with the factory and install their collision handlers with the CollisionDispatch class.
// If you have your own custom shape types you probably need to register their handlers with the CollisionDispatch before calling this function.
// If you implement your own default material (PhysicsMaterial::sDefault) make sure to initialize it before this function or else this function will create one for you.
JPH::RegisterTypes();
phys = std::make_unique<Physics>(scnMgr, cameraNode, nullptr, &contacts);
}
JoltPhysicsWrapper::~JoltPhysicsWrapper()
{
if (phys)
delete phys;
}
void JoltPhysicsWrapper::update(float dt)