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/General/ActivateDuringUpdateTest.h>
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#include <Layers.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(ActivateDuringUpdateTest)
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{
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JPH_ADD_BASE_CLASS(ActivateDuringUpdateTest, Test)
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}
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void ActivateDuringUpdateTest::Initialize()
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{
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// Floor
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CreateFloor();
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BodyCreationSettings settings;
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settings.SetShape(new BoxShape(Vec3::sReplicate(0.5f)));
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settings.mMotionType = EMotionType::Dynamic;
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settings.mObjectLayer = Layers::MOVING;
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const int cNumBodies = 3;
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const float cPenetrationSlop = mPhysicsSystem->GetPhysicsSettings().mPenetrationSlop;
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for (int i = 0; i < cNumBodies; ++i)
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{
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settings.mPosition = RVec3(i * (1.0f - cPenetrationSlop), 2.0f, 0);
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BodyID body_id = mBodyInterface->CreateBody(settings)->GetID();
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mBodyInterface->AddBody(body_id, EActivation::DontActivate);
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if (i == 0)
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mBodyInterface->SetLinearVelocity(body_id, Vec3(500, 0, 0));
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}
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for (int i = 0; i < cNumBodies; ++i)
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{
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settings.mPosition = RVec3(i * (1.0f - cPenetrationSlop), 2.0f, 2.0f);
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BodyID body_id = mBodyInterface->CreateBody(settings)->GetID();
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mBodyInterface->AddBody(body_id, EActivation::DontActivate);
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if (i == cNumBodies - 1)
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mBodyInterface->SetLinearVelocity(body_id, Vec3(-500, 0, 0));
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}
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}
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