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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#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 HeightFieldShapeTest : public Test
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, HeightFieldShapeTest)
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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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// Override to specify the initial camera state (local to GetCameraPivot)
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virtual void GetInitialCamera(CameraState &ioState) const override;
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// Optional settings menu
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virtual bool HasSettingsMenu() const override { return true; }
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virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override;
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// Original (uncompressed) terrain
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Array<float> mTerrain;
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PhysicsMaterialList mMaterials;
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Array<uint8> mMaterialIndices;
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uint mTerrainSize;
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Vec3 mTerrainOffset;
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Vec3 mTerrainScale;
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// Block size = 1 << sBlockSizeShift
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inline static int sBlockSizeShift = 2;
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// Bits per sample
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inline static int sBitsPerSample = 8;
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// Draw the terrain
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inline static bool sShowOriginalTerrain = false;
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RefConst<HeightFieldShape> mHeightField;
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RVec3 mHitPos = RVec3::sZero();
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};
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