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/DynamicMeshTest.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.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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#include <Layers.h>
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#include <Utils/ShapeCreator.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(DynamicMeshTest)
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{
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JPH_ADD_BASE_CLASS(DynamicMeshTest, Test)
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}
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void DynamicMeshTest::Initialize()
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{
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// Floor
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CreateFloor();
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constexpr float cTorusRadius = 3.0f;
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constexpr float cTubeRadius = 1.0f;
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// Create torus
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RefConst<Shape> mesh_shape = ShapeCreator::CreateTorusMesh(cTorusRadius, cTubeRadius);
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BodyCreationSettings settings(mesh_shape, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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// Mesh cannot calculate its mass, we must provide it
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settings.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
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settings.mMassPropertiesOverride.SetMassAndInertiaOfSolidBox(2.0f * Vec3(cTorusRadius, cTubeRadius, cTorusRadius), 1000.0f);
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mBodyInterface->CreateAndAddBody(settings, EActivation::Activate);
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// Wall of blocks
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RefConst<Shape> box_shape = new BoxShape(Vec3::sReplicate(0.5f));
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for (int i = 0; i < 7; ++i)
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for (int j = i / 2; j < 7 - (i + 1) / 2; ++j)
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{
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RVec3 position(-3.5f + j * 1.0f + (i & 1? 0.5f : 0.0f), 0.5f + i * 1.0f, 0.0f);
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Body &wall = *mBodyInterface->CreateBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING));
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mBodyInterface->AddBody(wall.GetID(), EActivation::Activate);
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}
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}
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