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: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/ScaledShapes/DynamicScaledShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/ScaledShape.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(DynamicScaledShape)
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{
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JPH_ADD_BASE_CLASS(DynamicScaledShape, Test)
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}
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void DynamicScaledShape::Initialize()
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{
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// Floor
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CreateHeightFieldTerrain();
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// Create scaled sphere
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RefConst<Shape> scaled_sphere_shape = new ScaledShape(new SphereShape(2.0f), Vec3::sOne());
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mBodyID = mBodyInterface->CreateAndAddBody(BodyCreationSettings(scaled_sphere_shape, RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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void DynamicScaledShape::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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// Update time
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mTime += inParams.mDeltaTime;
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BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), mBodyID);
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if (lock.Succeeded())
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{
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Body &body = lock.GetBody();
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// Fetch the inner shape
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// Note that we know here that the inner shape is the original shape, but if you're scaling a CompoundShape non-uniformly the inner shape
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// may be a new compound shape with the scale baked into the children. In this case you need to keep track of your original shape yourself.
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JPH_ASSERT(body.GetShape()->GetSubType() == EShapeSubType::Scaled);
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const ScaledShape *scaled_shape = static_cast<const ScaledShape *>(body.GetShape());
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const Shape *non_scaled_shape = scaled_shape->GetInnerShape();
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// Rescale the sphere
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float new_scale = 1.0f + 0.5f * Sin(mTime);
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Shape::ShapeResult new_shape = non_scaled_shape->ScaleShape(Vec3::sReplicate(new_scale));
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JPH_ASSERT(new_shape.IsValid()); // We're uniformly scaling a sphere, this should always succeed
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// Note: Using non-locking interface here because we already have the lock
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// Also note that scaling shapes may cause simulation issues as the bodies can get stuck when they get bigger.
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// Recalculating mass every frame can also be an expensive operation.
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mPhysicsSystem->GetBodyInterfaceNoLock().SetShape(body.GetID(), new_shape.Get(), true, EActivation::Activate);
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}
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}
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void DynamicScaledShape::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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}
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void DynamicScaledShape::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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}
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