Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Samples/Tests/General/BigVsSmallTest.cpp
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30
lib/All/JoltPhysics/Samples/Tests/General/BigVsSmallTest.cpp
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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/BigVsSmallTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Geometry/Triangle.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(BigVsSmallTest)
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{
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JPH_ADD_BASE_CLASS(BigVsSmallTest, Test)
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}
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void BigVsSmallTest::Initialize()
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{
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// Create a big triangle
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TriangleList triangles;
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triangles.push_back(Triangle(Float3(-100, 0, 0), Float3(0, 0, 100), Float3(100, 0, -100)));
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// A small box
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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));
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body.SetAllowSleeping(false);
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mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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}
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