Refactor physics system to fully decouple Jolt dependency#222
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- Introduced `src/Runtime/NextPhysicsTypes.h` to define `Next*` physics types (aliases to Jolt types or dummy structs). - Updated `src/Runtime/NextPhysics.h/cpp` to use `NextPhysicsTypes.h`. - Updated `src/Assets/Scene.hpp/cpp` to use `NextPhysicsTypes.h` and remove direct Jolt includes. - Guarded Jolt-specific implementation details with `#if WITH_PHYSIC`. - Ensured `NextPhysics` interface remains consistent regardless of `WITH_PHYSIC` setting.
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- Introduced `src/Runtime/NextPhysicsTypes.h` to define `Next*` physics types (aliases to Jolt types or dummy structs). - Updated `src/Runtime/NextPhysics.h/cpp` to use `NextPhysicsTypes.h`. - Updated `src/Assets/Scene.hpp/cpp` to use `NextPhysicsTypes.h` and remove direct Jolt includes. - Guarded Jolt-specific implementation details with `#if WITH_PHYSIC`. - Ensured `NextPhysics` interface remains consistent regardless of `WITH_PHYSIC` setting. - Fixed compilation issues by ensuring `MeshShape.h` is included when `WITH_PHYSIC` is enabled.
Refactored the physics integration to support complete removal of Jolt Physics when
WITH_PHYSIC=0.Introduced an abstraction layer
NextPhysicsTypes.hwhich provides aliases to Jolt types when enabled, and compatible dummy types when disabled.Refactored
NextPhysicsandSceneclasses to use these abstract types, ensuring no Jolt headers are included in the build when physics is disabled.PR created automatically by Jules for task 8505888870917794659 started by @gameknife