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/HeavyOnLightTest.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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JPH_IMPLEMENT_RTTI_VIRTUAL(HeavyOnLightTest)
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{
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JPH_ADD_BASE_CLASS(HeavyOnLightTest, Test)
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}
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void HeavyOnLightTest::Initialize()
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{
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// Floor
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CreateFloor();
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Ref<BoxShape> box = new BoxShape(Vec3::sReplicate(5));
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box->SetDensity(1000.0f);
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for (int i = 1; i <= 10; ++i)
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{
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BodyID id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(box, RVec3(-75.0f + i * 15.0f, 10.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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SetBodyLabel(id, StringFormat("Mass: %g", double(box->GetMassProperties().mMass)));
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Ref<BoxShape> box2 = new BoxShape(Vec3::sReplicate(5));
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box2->SetDensity(5000.0f * i);
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id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(box2, RVec3(-75.0f + i * 15.0f, 30.0f, 0.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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SetBodyLabel(id, StringFormat("Mass: %g", double(box2->GetMassProperties().mMass)));
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}
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}
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