Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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44
lib/All/JoltPhysics/Samples/Tests/General/DampingTest.cpp
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44
lib/All/JoltPhysics/Samples/Tests/General/DampingTest.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/DampingTest.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.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(DampingTest)
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{
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JPH_ADD_BASE_CLASS(DampingTest, Test)
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}
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void DampingTest::Initialize()
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{
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// Floor
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CreateFloor();
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RefConst<Shape> sphere = new SphereShape(2.0f);
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// Bodies with increasing damping
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for (int i = 0; i <= 10; ++i)
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{
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Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(-50.0f + i * 10.0f, 2.0f, -80.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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body.GetMotionProperties()->SetAngularDamping(0.0f);
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body.GetMotionProperties()->SetLinearDamping(0.1f * i);
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body.SetLinearVelocity(Vec3(0, 0, 10));
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mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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SetBodyLabel(body.GetID(), StringFormat("Linear damping: %.1f", double(body.GetMotionProperties()->GetLinearDamping())));
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}
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for (int i = 0; i <= 10; ++i)
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{
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Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(sphere, RVec3(-50.0f + i * 10.0f, 2.0f, -90.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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body.GetMotionProperties()->SetLinearDamping(0.0f);
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body.GetMotionProperties()->SetAngularDamping(0.1f * i);
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body.SetAngularVelocity(Vec3(0, 10, 0));
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mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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SetBodyLabel(body.GetID(), StringFormat("Angular damping: %.1f", double(body.GetMotionProperties()->GetAngularDamping())));
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}
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}
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