Physical Car Deformation and Destruction System#112
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- Added support for dynamic BLAS updates and mutable vertex buffers. - Implemented a damage and deformation model in the `Entity` class. - Added a basic AABB collision detection and impulse response system in `RacingEngine`. - Integrated mesh updates into the main render loop with path-tracing accumulation reset. - Cars now dent, puncture (break), and can be totally destroyed (deactivated) on high-impact collisions. Co-authored-by: TECHNICANGEL <197574689+TECHNICANGEL@users.noreply.github.com>
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This change implements a realistic car deformation and destruction system for the path-tracing engine.
Key features:
GeometryObjectnow tracks CPU-side vertex data, allowing for runtime modifications.VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_KHR. This allows the ray-tracing geometry to update without a full rebuild, maintaining performance during collisions.mass,elasticity, andstructuralIntegrity. TheapplyImpactmethod calculates local vertex displacement based on collision impulse and proximity to the impact point.Note: Path-tracing accumulation is automatically reset whenever a deformation occurs to prevent temporal artifacts.
PR created automatically by Jules for task 4299456471065240307 started by @TECHNICANGEL