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/ScaledStaticCompoundShapeTest.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.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(ScaledStaticCompoundShapeTest)
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{
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JPH_ADD_BASE_CLASS(ScaledStaticCompoundShapeTest, Test)
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}
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void ScaledStaticCompoundShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Left end
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Array<Vec3> end1;
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end1.push_back(Vec3(0, 0, 0));
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end1.push_back(Vec3(0, 0, 1));
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end1.push_back(Vec3(2, 0, 0));
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end1.push_back(Vec3(2, 0, 1));
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end1.push_back(Vec3(0, 1, 0));
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end1.push_back(Vec3(0, 1, 1));
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end1.push_back(Vec3(2, 1, 0));
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end1.push_back(Vec3(2, 1, 1));
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RefConst<ShapeSettings> end1_shape = new ConvexHullShapeSettings(end1);
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// Right end
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Array<Vec3> end2;
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end2.push_back(Vec3(0, 0, 0));
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end2.push_back(Vec3(0, 0, 5));
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end2.push_back(Vec3(0, 1, 0));
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end2.push_back(Vec3(0, 1, 5));
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end2.push_back(Vec3(1, 0, 0));
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end2.push_back(Vec3(1, 0, 5));
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end2.push_back(Vec3(1, 1, 0));
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end2.push_back(Vec3(1, 1, 5));
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RefConst<ShapeSettings> end2_shape = new ConvexHullShapeSettings(end2);
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// Central part
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Array<Vec3> center;
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center.push_back(Vec3(0, 0, 0));
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center.push_back(Vec3(0, 0, 1));
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center.push_back(Vec3(0, 1, 0));
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center.push_back(Vec3(0, 1, 1));
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center.push_back(Vec3(10, 0, 0));
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center.push_back(Vec3(10, 0, 1));
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center.push_back(Vec3(10, 1, 0));
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center.push_back(Vec3(10, 1, 1));
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RefConst<ShapeSettings> center_shape = new ConvexHullShapeSettings(center);
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// Create compound
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Ref<StaticCompoundShapeSettings> compound_shape = new StaticCompoundShapeSettings;
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compound_shape->AddShape(Vec3(-5, -1.5f, -0.5f), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), end1_shape);
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compound_shape->AddShape(Vec3(5, -0.5f, -0.5f), Quat::sIdentity(), end2_shape);
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compound_shape->AddShape(Vec3(-5, -0.5f, -0.5f), Quat::sIdentity(), center_shape);
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// Original shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(compound_shape, RVec3(-40, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Uniformly scaled shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3::sReplicate(0.25f)), RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Non-uniform scaled shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(0.25f, 0.5f, 1.5f)), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Flipped in 2 axis
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(-0.25f, 0.5f, -1.5f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Inside out
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(compound_shape, Vec3(-0.25f, 0.5f, 1.5f)), RVec3(40, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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