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: 2023 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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class CharacterSpaceShipTest : public Test, public CharacterContactListener
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterSpaceShipTest)
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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 a character may walk around a fast moving/accelerating sci-fi space ship that is equipped with inertial dampeners.\n"
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"Note that this is 'game physics' and not real physics, inertial dampeners only exist in the movies.\n"
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"You can walk off the ship and remain attached to the ship. A proper implementation would detect this and detach the character.";
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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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private:
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// Calculate new ship velocity
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void UpdateShipVelocity();
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/// Callback to adjust the velocity of a body as seen by the character. Can be adjusted to e.g. implement a conveyor belt or an inertial dampener system of a sci-fi space ship.
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virtual void OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) override;
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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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// The space ship
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BodyID mSpaceShip;
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// Previous frame space ship transform
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RMat44 mSpaceShipPrevTransform;
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// Space ship velocity
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Vec3 mSpaceShipLinearVelocity;
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Vec3 mSpaceShipAngularVelocity;
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// Global time
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float mTime = 0.0f;
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// Player input
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Vec3 mDesiredVelocity = Vec3::sZero();
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bool mJump = false;
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bool mWasJump = false;
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};
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