Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Samples/Tests/General/FrictionTest.cpp
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44
lib/All/JoltPhysics/Samples/Tests/General/FrictionTest.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/FrictionTest.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/Body/BodyCreationSettings.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(FrictionTest)
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{
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JPH_ADD_BASE_CLASS(FrictionTest, Test)
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}
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void FrictionTest::Initialize()
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{
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// Floor
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Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 1.0f, 100.0f), 0.0f), RVec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Static, Layers::NON_MOVING));
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floor.SetFriction(1.0f);
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mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
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RefConst<Shape> box = new BoxShape(Vec3(2.0f, 2.0f, 2.0f));
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RefConst<Shape> sphere = new SphereShape(2.0f);
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// Bodies with increasing friction
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for (int i = 0; i <= 10; ++i)
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{
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Body &body = *mBodyInterface->CreateBody(BodyCreationSettings(box, RVec3(-50.0f + i * 10.0f, 55.0f, -50.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
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body.SetFriction(0.1f * i);
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mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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SetBodyLabel(body.GetID(), StringFormat("Friction: %.1f", double(body.GetFriction())));
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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, 47.0f, -40.0f), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI), EMotionType::Dynamic, Layers::MOVING));
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body.SetFriction(0.1f * i);
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mBodyInterface->AddBody(body.GetID(), EActivation::Activate);
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SetBodyLabel(body.GetID(), StringFormat("Friction: %.1f", double(body.GetFriction())));
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}
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}
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