PP
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d1afae6b17
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support @base/math @pal/screen-adapter and @pal/minigame module (#16418)
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2023-10-17 14:55:35 +08:00 |
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PP
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08860d33f4
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support @base/object module (#16410)
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2023-10-12 11:55:48 +08:00 |
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Leslie Leigh (李的序)
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5682bbf996
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Use WebAssembly version libraries for unit testing (#16264)
* Use WebAssembly version libs in unit test
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2023-09-19 10:52:16 +08:00 |
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Ling Zhan
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d198a19d07
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[fix] box2d wasm rigid-body destroy() should destroy related shapes and joints #17226 (#16154)
* [fix] box2d wasm rigid-body destroy() should destroy related shapes and joints #17226
* update external-config.json
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2023-09-06 14:29:45 +08:00 |
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Ling Zhan
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e5488b7d32
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V3.8.1 box2d wasm experimental (#15979)
* init
* tsconfig.json
* add box2d-wasm backend to cocos engine. not crash now in 3.8.0.
* rigid-body, collider, and joint works now.
* back
* Joint: SetLinearFrequencyAndDampingRatio
* PhysicsRayCastCallback, PhysicsAABBQueryCallback
* box2d wasm debugDraw
* asm.js
* B2PolygonShape uses B2.ConvexPartition
* box2d wasm contact disabled works now.
* add unit test for physics2d.
* b2ContactListenerWrapper::registerContactFixture
* tweak
* drawPolygon transfer array data from wasm to ts
* tweak
* contact event performance opt
* revert to polygon collider 2d to original implementation. no need for libtess any more.
* PostSolve ContactImpulse use raw pointer.
* TransformVector2; debugDraw supports transform
* enable rtti
* WASM_OBJECT_PTR_2_TS_OBJECT, WASM_OBJECT_PTR_2_WASM_OBJECT
* fix PreSolve parameter oldManifold error
* B2.TransformVector2 --> b2Mul(in ts)
* tweaks: code format.
* eslint
* eslint
* remove physics-2d-box2d-wasm from render-config.json
* comment tweaks
* [opt] debug draw performance opt
* tweaks
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2023-08-18 19:30:14 +08:00 |
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Ling Zhan
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650713c0b8
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[feat] new polygon partition algorithm: Hertel Mehlhorn #13190 (#13585)
* [feat] new polygon partition algorithm: Hertel Mehlhorn #13190
* eslint
* remove the option to change algorithm
* tweaks
* add unit tests
* tweaks
* eslint
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2022-12-02 16:12:17 +08:00 |
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