Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
This commit is contained in:
@@ -0,0 +1,56 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
|
||||
#include <Jolt/Physics/Collision/ObjectLayer.h>
|
||||
#include <Jolt/Physics/Collision/CollisionCollector.h>
|
||||
#include <Jolt/Physics/Body/BodyID.h>
|
||||
#include <Jolt/Core/NonCopyable.h>
|
||||
|
||||
JPH_NAMESPACE_BEGIN
|
||||
|
||||
struct RayCast;
|
||||
class BroadPhaseCastResult;
|
||||
class AABox;
|
||||
class OrientedBox;
|
||||
struct AABoxCast;
|
||||
|
||||
// Various collector configurations
|
||||
using RayCastBodyCollector = CollisionCollector<BroadPhaseCastResult, CollisionCollectorTraitsCastRay>;
|
||||
using CastShapeBodyCollector = CollisionCollector<BroadPhaseCastResult, CollisionCollectorTraitsCastShape>;
|
||||
using CollideShapeBodyCollector = CollisionCollector<BodyID, CollisionCollectorTraitsCollideShape>;
|
||||
|
||||
/// Interface to the broadphase that can perform collision queries. These queries will only test the bounding box of the body to quickly determine a potential set of colliding bodies.
|
||||
/// The shapes of the bodies are not tested, if you want this then you should use the NarrowPhaseQuery interface.
|
||||
class JPH_EXPORT BroadPhaseQuery : public NonCopyable
|
||||
{
|
||||
public:
|
||||
/// Virtual destructor
|
||||
virtual ~BroadPhaseQuery() = default;
|
||||
|
||||
/// Cast a ray and add any hits to ioCollector
|
||||
virtual void CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Get bodies intersecting with inBox and any hits to ioCollector
|
||||
virtual void CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Get bodies intersecting with a sphere and any hits to ioCollector
|
||||
virtual void CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Get bodies intersecting with a point and any hits to ioCollector
|
||||
virtual void CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Get bodies intersecting with an oriented box and any hits to ioCollector
|
||||
virtual void CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Cast a box and add any hits to ioCollector
|
||||
virtual void CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter = { }, const ObjectLayerFilter &inObjectLayerFilter = { }) const = 0;
|
||||
|
||||
/// Get the bounding box of all objects in the broadphase
|
||||
virtual AABox GetBounds() const = 0;
|
||||
};
|
||||
|
||||
JPH_NAMESPACE_END
|
||||
Reference in New Issue
Block a user