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/FrictionPerTriangleTest.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/Geometry/Triangle.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(FrictionPerTriangleTest)
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{
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JPH_ADD_BASE_CLASS(FrictionPerTriangleTest, Test)
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}
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void FrictionPerTriangleTest::Initialize()
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{
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const int num_sections = 5;
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const float section_size = 50.0f;
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// Create a strip of triangles
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TriangleList triangles;
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for (int z = 0; z <= num_sections; ++z)
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{
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float z1 = section_size * (z - 0.5f * num_sections);
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float z2 = z1 + section_size;
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Float3 v1 = Float3(-100.0f, 0, z1);
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Float3 v2 = Float3(100.0f, 0, z1);
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Float3 v3 = Float3(-100.0f, 0, z2);
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Float3 v4 = Float3(100.0f, 0, z2);
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triangles.push_back(Triangle(v1, v3, v4, z));
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triangles.push_back(Triangle(v1, v4, v2, z));
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}
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// Create materials with increasing friction
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PhysicsMaterialList materials;
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for (uint i = 0; i <= num_sections; ++i)
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{
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float friction = float(i) / float(num_sections);
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materials.push_back(new MyMaterial("Friction " + ConvertToString(friction), Color::sGetDistinctColor(i), friction, 0.0f));
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}
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// A ramp
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new MeshShapeSettings(triangles, std::move(materials)), RVec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.2f * JPH_PI), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// A box with friction 1 that slides down the ramp
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Ref<BoxShape> box_shape = new BoxShape(Vec3(2.0f, 2.0f, 2.0f), cDefaultConvexRadius, new MyMaterial("Box Friction 1", Color::sYellow, 1.0f, 0.0f));
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, RVec3(0, 60.0f, -75.0f), Quat::sRotation(Vec3::sAxisX(), 0.2f * JPH_PI), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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void FrictionPerTriangleTest::sGetFrictionAndRestitution(const Body &inBody, const SubShapeID &inSubShapeID, float &outFriction, float &outRestitution)
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{
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// Get the material that corresponds to the sub shape ID
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const PhysicsMaterial *material = inBody.GetShape()->GetMaterial(inSubShapeID);
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if (material == PhysicsMaterial::sDefault)
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{
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// This is the default material, use the settings from the body (note all bodies in our test have a material so this should not happen)
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outFriction = inBody.GetFriction();
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outRestitution = inBody.GetRestitution();
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}
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else
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{
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// If it's not the default material we know its a material that we created so we can cast it and get the values
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const MyMaterial *my_material = static_cast<const MyMaterial *>(material);
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outFriction = my_material->mFriction;
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outRestitution = my_material->mRestitution;
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}
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}
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void FrictionPerTriangleTest::sOverrideContactSettings(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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{
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// Get the custom friction and restitution for both bodies
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float friction1, friction2, restitution1, restitution2;
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sGetFrictionAndRestitution(inBody1, inManifold.mSubShapeID1, friction1, restitution1);
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sGetFrictionAndRestitution(inBody2, inManifold.mSubShapeID2, friction2, restitution2);
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// Use the default formulas for combining friction and restitution
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ioSettings.mCombinedFriction = sqrt(friction1 * friction2);
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ioSettings.mCombinedRestitution = max(restitution1, restitution2);
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}
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void FrictionPerTriangleTest::OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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{
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sOverrideContactSettings(inBody1, inBody2, inManifold, ioSettings);
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}
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void FrictionPerTriangleTest::OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings)
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{
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sOverrideContactSettings(inBody1, inBody2, inManifold, ioSettings);
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}
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