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: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/General/ChangeMotionQualityTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.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(ChangeMotionQualityTest)
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{
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JPH_ADD_BASE_CLASS(ChangeMotionQualityTest, Test)
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}
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void ChangeMotionQualityTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Single shape that has 4 walls to surround fast moving sphere
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BodyCreationSettings enclosing_settings;
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Ref<BoxShapeSettings> box_shape = new BoxShapeSettings(Vec3(5.0f, 1.0f, 0.1f));
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Ref<StaticCompoundShapeSettings> enclosing_shape = new StaticCompoundShapeSettings();
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enclosing_shape->AddShape(Vec3(0, 0, 5), Quat::sIdentity(), box_shape);
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enclosing_shape->AddShape(Vec3(0, 0, -5), Quat::sIdentity(), box_shape);
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enclosing_shape->AddShape(Vec3(5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape);
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enclosing_shape->AddShape(Vec3(-5, 0, 0), Quat::sRotation(Vec3::sAxisY(), 0.5f * JPH_PI), box_shape);
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enclosing_settings.SetShapeSettings(enclosing_shape);
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enclosing_settings.mMotionType = EMotionType::Kinematic;
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enclosing_settings.mObjectLayer = Layers::MOVING;
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enclosing_settings.mPosition = RVec3(0, 1, 0);
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mBodyInterface->CreateAndAddBody(enclosing_settings, EActivation::Activate);
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// Create high speed sphere inside
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BodyCreationSettings settings;
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settings.SetShape(new SphereShape(1.0f));
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settings.mPosition = RVec3(0, 0.5f, 0);
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settings.mMotionType = EMotionType::Dynamic;
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settings.mLinearVelocity = Vec3(-240, 0, -120);
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settings.mFriction = 0.0f;
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settings.mRestitution = 1.0f;
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settings.mObjectLayer = Layers::MOVING;
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mBody = mBodyInterface->CreateBody(settings);
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mBodyInterface->AddBody(mBody->GetID(), EActivation::Activate);
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UpdateMotionQuality();
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}
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void ChangeMotionQualityTest::UpdateMotionQuality()
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{
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static EMotionQuality qualities[] = { EMotionQuality::LinearCast, EMotionQuality::Discrete };
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static const char *labels[] = { "LinearCast", "Discrete" };
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// Calculate desired motion quality
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int idx = int(mTime) & 1;
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mBodyInterface->SetMotionQuality(mBody->GetID(), qualities[idx]);
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SetBodyLabel(mBody->GetID(), labels[idx]);
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}
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void ChangeMotionQualityTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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// Increment time
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mTime += inParams.mDeltaTime;
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UpdateMotionQuality();
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}
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void ChangeMotionQualityTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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}
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void ChangeMotionQualityTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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UpdateMotionQuality();
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}
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