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/ScaledMeshShapeTest.h>
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#include <External/Perlin.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.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(ScaledMeshShapeTest)
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{
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JPH_ADD_BASE_CLASS(ScaledMeshShapeTest, Test)
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}
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void ScaledMeshShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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const int n = 10;
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const float cell_size = 2.0f;
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const float max_height = 4.0f;
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// Create heights
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float heights[n + 1][n + 1];
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for (int x = 0; x <= n; ++x)
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for (int z = 0; z <= n; ++z)
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heights[x][z] = max_height * PerlinNoise3(float(x) / n, 0, float(z) / n, 256, 256, 256);
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// Create 'wall' around grid
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for (int x = 0; x <= n; ++x)
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{
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heights[x][0] += 2.0f;
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heights[x][n] += 2.0f;
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}
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for (int y = 1; y < n; ++y)
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{
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heights[0][y] += 2.0f;
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heights[n][y] += 2.0f;
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}
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// Create regular grid of triangles
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TriangleList triangles;
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for (int x = 0; x < n; ++x)
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for (int z = 0; z < n; ++z)
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{
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float center = n * cell_size / 2;
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float x1 = cell_size * x - center;
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float z1 = cell_size * z - center;
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float x2 = x1 + cell_size;
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float z2 = z1 + cell_size;
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Float3 v1 = Float3(x1, heights[x][z], z1);
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Float3 v2 = Float3(x2, heights[x + 1][z], z1);
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Float3 v3 = Float3(x1, heights[x][z + 1], z2);
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Float3 v4 = Float3(x2, heights[x + 1][z + 1], z2);
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triangles.push_back(Triangle(v1, v3, v4));
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triangles.push_back(Triangle(v1, v4, v2));
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}
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RefConst<ShapeSettings> mesh_shape = new MeshShapeSettings(triangles);
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// Original shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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(mesh_shape, 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 meshes
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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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