Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/PerformanceTest/PyramidScene.h
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48
lib/All/JoltPhysics/PerformanceTest/PyramidScene.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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// Jolt includes
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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// Local includes
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#include "PerformanceTestScene.h"
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#include "Layers.h"
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// A scene that creates a pyramid of boxes to create a very large island
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class PyramidScene : public PerformanceTestScene
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{
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public:
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virtual const char * GetName() const override
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{
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return "Pyramid";
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}
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virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
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{
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BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
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// Floor
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bi.CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, 50.0f), 0.0f), RVec3(Vec3(0.0f, -1.0f, 0.0f)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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const float cBoxSize = 2.0f;
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const float cBoxSeparation = 0.5f;
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const float cHalfBoxSize = 0.5f * cBoxSize;
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const int cPyramidHeight = 15;
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RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(cHalfBoxSize), 0.0f); // No convex radius to force more collisions
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// Pyramid
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for (int i = 0; i < cPyramidHeight; ++i)
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for (int j = i / 2; j < cPyramidHeight - (i + 1) / 2; ++j)
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for (int k = i / 2; k < cPyramidHeight - (i + 1) / 2; ++k)
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{
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RVec3 position(Real(-cPyramidHeight + cBoxSize * j + (i & 1? cHalfBoxSize : 0.0f)), Real(1.0f + (cBoxSize + cBoxSeparation) * i), Real(-cPyramidHeight + cBoxSize * k + (i & 1? cHalfBoxSize : 0.0f)));
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BodyCreationSettings settings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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settings.mAllowSleeping = false; // No sleeping to force the large island to stay awake
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bi.CreateAndAddBody(settings, EActivation::Activate);
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}
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}
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};
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