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: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Tests/Test.h>
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#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
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class DeformedHeightFieldShapeTest : public Test
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, DeformedHeightFieldShapeTest)
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// Description of the test
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virtual const char * GetDescription() const override
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{
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return "Shows how to deform a height field shape after it has been created.";
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}
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// Initialize the test
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virtual void Initialize() override;
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// Update the test, called before the physics update
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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// Test will never be deterministic since we're modifying the height field shape and not saving it
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virtual bool IsDeterministic() const override { return false; }
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private:
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// Get the center of the path at time inTime, this follows a path that resembles the Jolt logo
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Vec3 GetPathCenter(float inTime) const;
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// Size of the terrain
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static constexpr int cSampleCount = 128;
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// Size of a block in the terrain
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static constexpr int cBlockSize = 4;
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// Bits to mask out index within a block
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static constexpr int cBlockMask = cBlockSize - 1;
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// The list of original height samples, we keep this to avoid precision loss of repeatedly decompressing and recompressing height samples
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Array<float> mHeightSamples;
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// The height field shape
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Ref<HeightFieldShape> mHeightField;
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// ID of the height field body
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BodyID mHeightFieldID;
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// Current time
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float mTime = 0.0f;
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};
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