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

View File

@@ -0,0 +1,55 @@
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Constraints/PointConstraintTest.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/GroupFilterTable.h>
#include <Jolt/Physics/Constraints/PointConstraint.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(PointConstraintTest)
{
JPH_ADD_BASE_CLASS(PointConstraintTest, Test)
}
void PointConstraintTest::Initialize()
{
// Floor
CreateFloor();
float half_cylinder_height = 2.5f;
const int cChainLength = 15;
// Build a collision group filter that disables collision between adjacent bodies
Ref<GroupFilterTable> group_filter = new GroupFilterTable(cChainLength);
for (CollisionGroup::SubGroupID i = 0; i < cChainLength - 1; ++i)
group_filter->DisableCollision(i, i + 1);
// Bodies attached through point constraints
Quat rotation = Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI);
RVec3 position(0, 50, 0);
Body &top = *mBodyInterface->CreateBody(BodyCreationSettings(new CapsuleShape(half_cylinder_height, 1), position, rotation, EMotionType::Static, Layers::NON_MOVING));
top.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
mBodyInterface->AddBody(top.GetID(), EActivation::DontActivate);
Body *prev = &top;
for (int i = 1; i < cChainLength; ++i)
{
position += Vec3(2.0f * half_cylinder_height, 0, 0);
Body &segment = *mBodyInterface->CreateBody(BodyCreationSettings(new CapsuleShape(half_cylinder_height, 1), position, rotation, EMotionType::Dynamic, Layers::MOVING));
segment.SetCollisionGroup(CollisionGroup(group_filter, 0, CollisionGroup::SubGroupID(i)));
mBodyInterface->AddBody(segment.GetID(), EActivation::Activate);
PointConstraintSettings settings;
settings.mPoint1 = settings.mPoint2 = position + Vec3(-half_cylinder_height, 0, 0);
mPhysicsSystem->AddConstraint(settings.Create(*prev, segment));
prev = &segment;
}
}