Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h
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lib/All/JoltPhysics/Jolt/Physics/Collision/ActiveEdgeMode.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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JPH_NAMESPACE_BEGIN
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/// How to treat active/inactive edges.
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/// An active edge is an edge that either has no neighbouring edge or if the angle between the two connecting faces is too large, see: ActiveEdges
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enum class EActiveEdgeMode : uint8
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{
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CollideOnlyWithActive, ///< Do not collide with inactive edges. For physics simulation, this gives less ghost collisions.
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CollideWithAll, ///< Collide with all edges. Use this when you're interested in all collisions.
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};
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JPH_NAMESPACE_END
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