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: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Tests/Test.h>
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class SimCollideBodyVsBodyTest : public Test, public ContactListener
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, SimCollideBodyVsBodyTest)
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// Description of the test
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virtual const char *GetDescription() const override
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{
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return "Overrides the collide body vs body function on the simulation to reduce the number of contact points generated between sensors and other objects in the simulation.\n"
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"This can be useful to improve performance if you don't need to know about all contact points and are only interested in an overlap/no-overlap result.\n"
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"The static world consists of a single compound shape with many pyramid sub shapes.";
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}
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// See: Test
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virtual void Initialize() override;
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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// If this test implements a contact listener, it should be returned here
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virtual ContactListener *GetContactListener() override { return this; }
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// See: ContactListener
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virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
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virtual void OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
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// Saving / restoring state for replay
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virtual void SaveState(StateRecorder &inStream) const override;
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virtual void RestoreState(StateRecorder &inStream) override;
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private:
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int mPrevMode = -1; // Previous mode
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float mTime = 0.0f; // Total elapsed time
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BodyID mSensorID; // Body ID of the sensor
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BodyIDVector mBodyIDs; // List of dynamic bodies
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};
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