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: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/ScaledShapes/ScaledHeightFieldShapeTest.h>
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#include <External/Perlin.h>
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#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.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(ScaledHeightFieldShapeTest)
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{
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JPH_ADD_BASE_CLASS(ScaledHeightFieldShapeTest, Test)
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}
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void ScaledHeightFieldShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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const int n = 64;
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const float cell_size = 0.25f;
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const float max_height = 4.0f;
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// Create height samples
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float heights[n * n];
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for (int y = 0; y < n; ++y)
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for (int x = 0; x < n; ++x)
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heights[y * n + x] = max_height * PerlinNoise3(float(x) * 2.0f / n, 0, float(y) * 2.0f / n, 256, 256, 256);
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// Create 'wall' around height field
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for (int x = 0; x < n; ++x)
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{
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heights[x] += 2.0f;
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heights[x + n * (n - 1)] += 2.0f;
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}
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for (int y = 1; y < n - 1; ++y)
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{
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heights[n * y] += 2.0f;
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heights[n - 1 + n * y] += 2.0f;
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}
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// Create height field
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RefConst<ShapeSettings> height_field = new HeightFieldShapeSettings(heights, Vec3(-0.5f * cell_size * n, 0.0f, -0.5f * cell_size * n), Vec3(cell_size, 1.0f, cell_size), n);
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// Original shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(height_field, RVec3(-60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Uniformly scaled shape < 1
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(0.5f)), RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Uniformly scaled shape > 1
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3::sReplicate(1.5f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Non-uniform scaled shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, 1.0f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Flipped in 2 axis
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Inside out
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(-0.5f, 1.0f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Upside down
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(height_field, Vec3(0.5f, -1.0f, 1.5f)), RVec3(60, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Create a number of balls above the height fields
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RefConst<Shape> sphere_shape = new SphereShape(0.2f);
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RefConst<Shape> box_shape = new BoxShape(Vec3(0.2f, 0.2f, 0.4f), 0.01f);
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for (int i = 0; i < 7; ++i)
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for (int j = 0; j < 5; ++j)
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mBodyInterface->CreateAndAddBody(BodyCreationSettings((j & 1)? box_shape : sphere_shape, RVec3(-60.0f + 20.0f * i, 10.0f + max_height + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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