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/ScaledTaperedCapsuleShapeTest.h>
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#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.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(ScaledTaperedCapsuleShapeTest)
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{
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JPH_ADD_BASE_CLASS(ScaledTaperedCapsuleShapeTest, Test)
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}
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void ScaledTaperedCapsuleShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Create tapered capsule
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RefConst<ShapeSettings> tapered_capsule_shape = new TaperedCapsuleShapeSettings(2.0f, 0.75f, 1.25f);
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// Original shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(tapered_capsule_shape, RVec3(-20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Uniformly scaled shape < 1
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(tapered_capsule_shape, Vec3::sReplicate(0.25f)), RVec3(-10, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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// Uniformly scaled shape > 1
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new ScaledShapeSettings(tapered_capsule_shape, Vec3::sReplicate(2.0f)), 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(tapered_capsule_shape, Vec3(-1.5f, -1.5f, 1.5f)), RVec3(10, 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(tapered_capsule_shape, Vec3::sReplicate(-0.75f)), RVec3(20, 10, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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