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: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Tests/Test.h>
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#include <Jolt/Physics/Character/CharacterVirtual.h>
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#include <Jolt/Physics/PhysicsStepListener.h>
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class CharacterPlanetTest : public Test, public PhysicsStepListener, public CharacterContactListener
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterPlanetTest)
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// Description of the test
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virtual const char * GetDescription() const override
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{
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return "Demonstrates how to do custom gravity to simulate a character walking on a planet.";
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}
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// Initialize the test
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virtual void Initialize() override;
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// Process input
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virtual void ProcessInput(const ProcessInputParams &inParams) override;
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// Update the test, called before the physics update
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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// Override to specify the initial camera state (local to GetCameraPivot)
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virtual void GetInitialCamera(CameraState &ioState) const override;
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// Override to specify a camera pivot point and orientation (world space)
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virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
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// Saving / restoring state for replay
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virtual void SaveState(StateRecorder &inStream) const override;
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virtual void RestoreState(StateRecorder &inStream) override;
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// Saving / restoring controller input state for replay
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virtual void SaveInputState(StateRecorder &inStream) const override;
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virtual void RestoreInputState(StateRecorder &inStream) override;
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// See: PhysicsStepListener
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virtual void OnStep(const PhysicsStepListenerContext &inContext) override;
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// See: CharacterContactListener
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virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
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private:
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// Planet size
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static constexpr float cPlanetRadius = 20.0f;
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// Character size
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static constexpr float cCharacterHeightStanding = 1.35f;
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static constexpr float cCharacterRadiusStanding = 0.3f;
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static constexpr float cCharacterSpeed = 6.0f;
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static constexpr float cJumpSpeed = 4.0f;
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// The 'player' character
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Ref<CharacterVirtual> mCharacter;
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// Player input
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Vec3 mDesiredVelocity = Vec3::sZero();
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Vec3 mDesiredVelocityWS = Vec3::sZero();
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bool mJump = false;
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bool mWasJump = false;
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};
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