Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Samples/Tests/Rig/SkeletonMapperTest.h
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55
lib/All/JoltPhysics/Samples/Tests/Rig/SkeletonMapperTest.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2022 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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#include <Jolt/Skeleton/Skeleton.h>
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#include <Jolt/Skeleton/SkeletalAnimation.h>
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#include <Jolt/Skeleton/SkeletonPose.h>
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#include <Jolt/Skeleton/SkeletonMapper.h>
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#include <Utils/RagdollLoader.h>
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#include <Jolt/Physics/Ragdoll/Ragdoll.h>
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class SkeletonMapperTest : public Test
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, SkeletonMapperTest)
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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 "Shows how you can map a high detail animation skeleton on a low detail physics skeleton and back.";
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}
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// Destructor
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virtual ~SkeletonMapperTest() override;
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// Number used to scale the terrain and camera movement to the scene
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virtual float GetWorldScale() const override { return 0.2f; }
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virtual void Initialize() override;
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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// Optional settings menu
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virtual bool HasSettingsMenu() const override { return true; }
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virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) 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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inline static bool sLockTranslations = false;
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void CalculateRagdollPose();
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float mTime = 0.0f;
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Ref<RagdollSettings> mRagdollSettings;
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Ref<Ragdoll> mRagdoll;
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Ref<SkeletalAnimation> mAnimation;
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SkeletonMapper mRagdollToAnimated;
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SkeletonPose mAnimatedPose;
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SkeletonPose mRagdollPose;
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};
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