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/ScaledTriangleShapeTest.h>
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#include <Jolt/Physics/Collision/Shape/TriangleShape.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(ScaledTriangleShapeTest)
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{
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JPH_ADD_BASE_CLASS(ScaledTriangleShapeTest, Test)
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}
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void ScaledTriangleShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Single triangle
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RefConst<TriangleShape> triangle_shape = new TriangleShape(Vec3(-10, -1, 0), Vec3(0, 1, 10), Vec3(10, -2, -10));
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// Original shape
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(triangle_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 ScaledShape(triangle_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 ScaledShape(triangle_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 ScaledShape(triangle_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 ScaledShape(triangle_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 ScaledShape(triangle_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 ScaledShape(triangle_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 triangles
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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 + 0.5f * j, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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