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/BigVsSmallTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/MeshShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Geometry/Triangle.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(BigVsSmallTest)
{
JPH_ADD_BASE_CLASS(BigVsSmallTest, Test)
}
void BigVsSmallTest::Initialize()
{
// Create a big triangle
TriangleList triangles;
triangles.push_back(Triangle(Float3(-100, 0, 0), Float3(0, 0, 100), Float3(100, 0, -100)));
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// A small box
Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(0.1f, 0.1f, 0.1f)), RVec3(0, 1.0f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
body.SetAllowSleeping(false);
mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
}