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: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/ScaledShapes/ScaledConvexHullShapeTest.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(ScaledConvexHullShapeTest)
{
JPH_ADD_BASE_CLASS(ScaledConvexHullShapeTest, Test)
}
void ScaledConvexHullShapeTest::Initialize()
{
// Floor
CreateFloor();
// Create tetrahedron
Array<Vec3> tetrahedron;
tetrahedron.push_back(Vec3::sZero());
tetrahedron.push_back(Vec3(10, 0, 12.5f));
tetrahedron.push_back(Vec3(15, 0, 2.5f));
tetrahedron.push_back(Vec3(10, -5, 5));
// Create vertices for box
Array<Vec3> box;
box.push_back(Vec3(1, 2, 3));
box.push_back(Vec3(-1, 2, 3));
box.push_back(Vec3(1, -2, 3));
box.push_back(Vec3(-1, -2, 3));
box.push_back(Vec3(1, 2, -3));
box.push_back(Vec3(-1, 2, -3));
box.push_back(Vec3(1, -2, -3));
box.push_back(Vec3(-1, -2, -3));
// Rotate and translate vertices
Mat44 m = Mat44::sTranslation(Vec3(3.0f, -2.0f, 1.0f)) * Mat44::sRotationY(0.2f * JPH_PI) * Mat44::sRotationZ(0.1f * JPH_PI);
for (Vec3 &v : box)
v = m * v;
// Create convex hulls
RefConst<ShapeSettings> hull_shape[2] = { new ConvexHullShapeSettings(tetrahedron), new ConvexHullShapeSettings(box) };
for (int i = 0; i < 2; ++i)
{
// Original shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(hull_shape[i], RVec3(-40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Uniformly scaled shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3::sReplicate(0.25f)), RVec3(-20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Non-uniform scaled shape
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(0.25f, 0.5f, 1.5f)), RVec3(0, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Flipped in 2 axis
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, -1.5f)), RVec3(20, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
// Inside out
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(hull_shape[i], Vec3(-0.25f, 0.5f, 1.5f)), RVec3(40, 10, i * 20.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
}
}