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