Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Tests/Character/CharacterBaseTest.h>
class CharacterVirtualTest : public CharacterBaseTest, public CharacterContactListener
{
public:
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, CharacterVirtualTest)
// Description of the test
virtual const char * GetDescription() const override
{
return "Shows the CharacterVirtual class. Move around with the arrow keys, Shift for crouch and Ctrl for jump.";
}
// Initialize the test
virtual void Initialize() override;
// Update the test, called before the physics update
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
// Saving / restoring state for replay
virtual void SaveState(StateRecorder &inStream) const override;
virtual void RestoreState(StateRecorder &inStream) override;
/// 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.
virtual void OnAdjustBodyVelocity(const CharacterVirtual *inCharacter, const Body &inBody2, Vec3 &ioLinearVelocity, Vec3 &ioAngularVelocity) override;
// Called whenever the character collides with a body.
virtual void OnContactAdded(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
// Called whenever the character persists colliding with a body.
virtual void OnContactPersisted(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
// Called whenever the character loses contact with a body.
virtual void OnContactRemoved(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2) override;
// Called whenever the character collides with a virtual character.
virtual void OnCharacterContactAdded(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
// Called whenever the character persists colliding with a virtual character.
virtual void OnCharacterContactPersisted(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings) override;
// Called whenever the character loses contact with a virtual character.
virtual void OnCharacterContactRemoved(const CharacterVirtual *inCharacter, const CharacterID &inOtherCharacterID, const SubShapeID &inSubShapeID2) override;
// Called whenever the character movement is solved and a constraint is hit. Allows the listener to override the resulting character velocity (e.g. by preventing sliding along certain surfaces).
virtual void OnContactSolve(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, Vec3Arg inContactVelocity, const PhysicsMaterial *inContactMaterial, Vec3Arg inCharacterVelocity, Vec3 &ioNewCharacterVelocity) override;
protected:
// Common function to be called when contacts are added/persisted
void OnContactCommon(const CharacterVirtual *inCharacter, const BodyID &inBodyID2, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings);
void OnCharacterContactCommon(const CharacterVirtual *inCharacter, const CharacterVirtual *inOtherCharacter, const SubShapeID &inSubShapeID2, RVec3Arg inContactPosition, Vec3Arg inContactNormal, CharacterContactSettings &ioSettings);
// Get position of the character
virtual RVec3 GetCharacterPosition() const override { return mCharacter->GetPosition(); }
// Handle user input to the character
virtual void HandleInput(Vec3Arg inMovementDirection, bool inJump, bool inSwitchStance, float inDeltaTime) override;
// Add character movement settings
virtual void AddCharacterMovementSettings(DebugUI* inUI, UIElement* inSubMenu) override;
// Add test configuration settings
virtual void AddConfigurationSettings(DebugUI *inUI, UIElement *inSubMenu) override;
private:
// Character movement settings
static inline bool sEnableCharacterInertia = true;
// Test configuration settings
static inline EBackFaceMode sBackFaceMode = EBackFaceMode::CollideWithBackFaces;
static inline float sUpRotationX = 0;
static inline float sUpRotationZ = 0;
static inline float sMaxSlopeAngle = DegreesToRadians(45.0f);
static inline float sMaxStrength = 100.0f;
static inline float sCharacterPadding = 0.02f;
static inline float sPenetrationRecoverySpeed = 1.0f;
static inline float sPredictiveContactDistance = 0.1f;
static inline bool sEnableWalkStairs = true;
static inline bool sEnableStickToFloor = true;
static inline bool sEnhancedInternalEdgeRemoval = false;
static inline bool sCreateInnerBody = false;
static inline bool sPlayerCanPushOtherCharacters = true;
static inline bool sOtherCharactersCanPushPlayer = true;
// The 'player' character
Ref<CharacterVirtual> mCharacter;
// Smoothed value of the player input
Vec3 mDesiredVelocity = Vec3::sZero();
// True when the player is pressing movement controls
bool mAllowSliding = false;
// Track active contacts for debugging purposes
using ContactSet = Array<CharacterVirtual::ContactKey>;
ContactSet mActiveContacts;
};