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/Constraints/SwingTwistConstraintFrictionTest.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Collision/GroupFilterTable.h>
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#include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SwingTwistConstraintFrictionTest)
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{
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JPH_ADD_BASE_CLASS(SwingTwistConstraintFrictionTest, Test)
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}
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void SwingTwistConstraintFrictionTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Create group filter
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Ref<GroupFilterTable> group_filter = new GroupFilterTable;
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float half_cylinder_height = 1.5f;
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RefConst<Shape> capsule = new CapsuleShape(half_cylinder_height, 0.5f);
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RVec3 body1_position(0, 10, 0);
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Body &body1 = *mBodyInterface->CreateBody(BodyCreationSettings(capsule, body1_position, Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
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body1.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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mBodyInterface->AddBody(body1.GetID(), EActivation::DontActivate);
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RVec3 body2_position = body1_position + Vec3(0, -2.0f * half_cylinder_height, 0);
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Body &body2 = *mBodyInterface->CreateBody(BodyCreationSettings(capsule, body2_position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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body2.SetCollisionGroup(CollisionGroup(group_filter, 0, 0));
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body2.GetMotionProperties()->SetLinearDamping(0.0f);
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body2.GetMotionProperties()->SetAngularDamping(0.0f);
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body2.SetAllowSleeping(false);
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mBodyInterface->AddBody(body2.GetID(), EActivation::Activate);
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SwingTwistConstraintSettings settings;
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settings.mPosition1 = settings.mPosition2 = body1_position + Vec3(0, -half_cylinder_height, 0);
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settings.mTwistAxis1 = settings.mTwistAxis2 = Vec3(0, -1, 0);
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settings.mPlaneAxis1 = settings.mPlaneAxis2 = Vec3::sAxisX();
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settings.mNormalHalfConeAngle = DegreesToRadians(90);
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settings.mPlaneHalfConeAngle = DegreesToRadians(90);
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settings.mTwistMinAngle = -JPH_PI;
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settings.mTwistMaxAngle = JPH_PI;
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float body2_inertia = (body2.GetMotionProperties()->GetLocalSpaceInverseInertia().Inversed3x3() * Vec3::sAxisY()).Length();
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constexpr float max_angular_acceleration = DegreesToRadians(90.0f); // rad/s^2
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settings.mMaxFrictionTorque = body2_inertia * max_angular_acceleration;
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settings.mTwistMotorSettings = settings.mSwingMotorSettings = MotorSettings(10.0f, 2.0f);
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mConstraint = static_cast<SwingTwistConstraint *>(settings.Create(body1, body2));
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mPhysicsSystem->AddConstraint(mConstraint);
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}
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void SwingTwistConstraintFrictionTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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mTime += inParams.mDeltaTime;
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bool pause = fmod(mTime, 5.0f) > 2.5f;
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if (pause)
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{
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mConstraint->SetSwingMotorState(EMotorState::Off);
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mConstraint->SetTwistMotorState(EMotorState::Off);
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}
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else
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{
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mConstraint->SetSwingMotorState(EMotorState::Velocity);
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mConstraint->SetTwistMotorState(EMotorState::Velocity);
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mConstraint->SetTargetAngularVelocityCS(Vec3(DegreesToRadians(180.0f), 0, 0));
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}
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}
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void SwingTwistConstraintFrictionTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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}
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void SwingTwistConstraintFrictionTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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}
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