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/ChangeObjectLayerTest.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(ChangeObjectLayerTest)
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{
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JPH_ADD_BASE_CLASS(ChangeObjectLayerTest, Test)
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}
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void ChangeObjectLayerTest::Initialize()
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{
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// Floor
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CreateFloor();
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// A dynamic box in the MOVING layer
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mMoving = mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(5, 0.1f, 5)), RVec3(0, 1.5f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Lots of dynamic objects in the DEBRIS layer
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default_random_engine random;
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uniform_real_distribution<float> position_variation(-10, 10);
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for (int i = 0; i < 50; ++i)
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{
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RVec3 position(position_variation(random), 2.0f, position_variation(random));
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Quat rotation = Quat::sRandom(random);
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mDebris.push_back(mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.1f)), position, rotation, EMotionType::Dynamic, Layers::DEBRIS), EActivation::Activate));
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}
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}
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void ChangeObjectLayerTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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const float cSwitchTime = 2.0f;
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// Increment time
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mTime += inParams.mDeltaTime;
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if (mTime >= cSwitchTime)
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{
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mIsDebris = !mIsDebris;
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// Reposition moving object
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mBodyInterface->SetPosition(mMoving, RVec3(0, 1.5f, 0), EActivation::Activate);
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default_random_engine random;
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uniform_real_distribution<float> position_variation(-7.5f, 7.5f);
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for (BodyID id : mDebris)
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{
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// Reposition debris
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RVec3 position(position_variation(random), 2.0f, position_variation(random));
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Quat rotation = Quat::sRandom(random);
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mBodyInterface->SetPositionAndRotation(id, position, rotation, EActivation::Activate);
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// And update layer
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mBodyInterface->SetObjectLayer(id, mIsDebris? Layers::DEBRIS : Layers::MOVING);
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}
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mTime = 0;
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}
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}
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void ChangeObjectLayerTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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inStream.Write(mIsDebris);
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}
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void ChangeObjectLayerTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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inStream.Read(mIsDebris);
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// Restore layer
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for (BodyID id : mDebris)
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mBodyInterface->SetObjectLayer(id, mIsDebris? Layers::DEBRIS : Layers::MOVING);
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}
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