Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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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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#include <TestFramework.h>
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#include <Tests/BroadPhase/BroadPhaseCastRayTest.h>
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#include <Jolt/Physics/Collision/RayCast.h>
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#include <Jolt/Physics/Collision/CastResult.h>
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#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
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#include <Utils/DebugRendererSP.h>
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#include <random>
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JPH_IMPLEMENT_RTTI_VIRTUAL(BroadPhaseCastRayTest)
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{
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JPH_ADD_BASE_CLASS(BroadPhaseCastRayTest, BroadPhaseTest)
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}
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void BroadPhaseCastRayTest::Initialize()
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{
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BroadPhaseTest::Initialize();
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int num_bodies = int(mBodyManager->GetMaxBodies());
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// Create random boxes
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CreateBalancedDistribution(mBodyManager, num_bodies);
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// Add all bodies to the broadphase
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Body **body_vector = mBodyManager->GetBodies().data();
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BodyID *bodies_to_add = new BodyID [num_bodies];
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for (int b = 0; b < num_bodies; ++b)
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bodies_to_add[b] = body_vector[b]->GetID();
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BroadPhase::AddState add_state = mBroadPhase->AddBodiesPrepare(bodies_to_add, num_bodies);
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mBroadPhase->AddBodiesFinalize(bodies_to_add, num_bodies, add_state);
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delete [] bodies_to_add;
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// Optimize the broadphase
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mBroadPhase->Optimize();
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}
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void BroadPhaseCastRayTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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// Create ray
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default_random_engine random;
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Vec3 from = 1000.0f * Vec3::sRandom(random);
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RayCast ray { from, -2.0f * from };
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// Raycast before update
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AllHitCollisionCollector<RayCastBodyCollector> collector;
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mBroadPhase->CastRay(ray, collector);
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int num_hits = (int)collector.mHits.size();
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BroadPhaseCastResult *results = collector.mHits.data();
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// Draw results
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for (int i = 0; i < num_hits; ++i)
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DrawMarkerSP(mDebugRenderer, ray.GetPointOnRay(results[i].mFraction), Color::sGreen, 10.0f);
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DrawLineSP(mDebugRenderer, ray.mOrigin, ray.mOrigin + ray.mDirection, Color::sRed);
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}
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