Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Rig/SoftKeyframedRigTest.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/StateRecorder.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Application/DebugUI.h>
#include <Layers.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SoftKeyframedRigTest)
{
JPH_ADD_BASE_CLASS(SoftKeyframedRigTest, Test)
}
SoftKeyframedRigTest::~SoftKeyframedRigTest()
{
mRagdoll->RemoveFromPhysicsSystem();
}
void SoftKeyframedRigTest::Initialize()
{
// Floor
CreateFloor();
// Wall
RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.2f), 0.01f);
for (int i = 0; i < 3; ++i)
for (int j = i / 2; j < 10 - (i + 1) / 2; ++j)
{
RVec3 position(-2.0f + j * 0.4f + (i & 1? 0.2f : 0.0f), 0.2f + i * 0.4f, -2.0f);
mBodyInterface->CreateAndAddBody(BodyCreationSettings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::DontActivate);
}
// Bar to hit head against
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(2.0f, 0.1f, 0.1f), 0.01f), RVec3(0, 1.5f, -2.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Load ragdoll
mRagdollSettings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
// Limit max velocity of the bodies to avoid excessive jittering when the head hits the bar
// Note that this also limits how fast an animation can be and as a result you can see
// the ragdolls lag behind when the animation loops.
// Note that the velocity doesn't need to be limited at body level, it can also be done
// by calculating the needed velocities and clamping them instead of calling DriveToPoseUsingKinematics.
for (BodyCreationSettings &bcs : mRagdollSettings->mParts)
bcs.mMaxLinearVelocity = 10.0f;
// Create ragdoll
mRagdoll = mRagdollSettings->CreateRagdoll(0, 0, mPhysicsSystem);
mRagdoll->AddToPhysicsSystem(EActivation::Activate);
// Load animation
AssetStream stream("Human/walk.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), mAnimation))
FatalError("Could not open animation");
// Initialize pose
mPose.SetSkeleton(mRagdollSettings->GetSkeleton());
// Position ragdoll
mAnimation->Sample(0.0f, mPose);
mPose.CalculateJointMatrices();
mRagdoll->SetPose(mPose);
}
void SoftKeyframedRigTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Sample previous pose and draw it (ragdoll should have achieved this position)
mAnimation->Sample(mTime, mPose);
mPose.CalculateJointMatrices();
#ifdef JPH_DEBUG_RENDERER
mPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer);
#endif // JPH_DEBUG_RENDERER
// Update time
mTime += inParams.mDeltaTime;
// Sample new pose
mAnimation->Sample(mTime, mPose);
mPose.CalculateJointMatrices();
// Drive the ragdoll by setting velocities
mRagdoll->DriveToPoseUsingKinematics(mPose, inParams.mDeltaTime);
// Cancel gravity that will be applied in the next step
mRagdoll->AddLinearVelocity(mPhysicsSystem->GetGravity() * inParams.mDeltaTime);
}
void SoftKeyframedRigTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
}
void SoftKeyframedRigTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
}