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: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/General/GyroscopicForceTest.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.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(GyroscopicForceTest)
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{
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JPH_ADD_BASE_CLASS(GyroscopicForceTest, Test)
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}
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void GyroscopicForceTest::Initialize()
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{
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// Floor
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CreateFloor();
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StaticCompoundShapeSettings compound;
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compound.AddShape(Vec3::sZero(), Quat::sIdentity(), new BoxShape(Vec3(0.5f, 5.0f, 0.5f)));
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compound.AddShape(Vec3(1.5f, 0, 0), Quat::sIdentity(), new BoxShape(Vec3(1.0f, 0.5f, 0.5f)));
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compound.SetEmbedded();
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// One body without gyroscopic force
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BodyCreationSettings bcs(&compound, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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bcs.mLinearDamping = 0.0f;
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bcs.mAngularDamping = 0.0f;
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bcs.mAngularVelocity = Vec3(10, 1, 0);
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bcs.mGravityFactor = 0.0f;
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BodyID id = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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SetBodyLabel(id, "Gyroscopic force off");
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// One body with gyroscopic force
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bcs.mPosition += RVec3(10, 0, 0);
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bcs.mApplyGyroscopicForce = true;
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id = mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
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SetBodyLabel(id, "Gyroscopic force on");
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}
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