Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Shapes/MutableCompoundShapeTest.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/MutableCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Core/StreamWrapper.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(MutableCompoundShapeTest)
{
JPH_ADD_BASE_CLASS(MutableCompoundShapeTest, Test)
}
void MutableCompoundShapeTest::Initialize()
{
// Floor (extra thick because we can randomly add sub shapes that then may stick out underneath the floor and cause objects to be pushed through)
mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(100.0f, 10.0f, 100.0f), 0.0f), RVec3(0.0f, -10.0f, 0.0f), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
// Compound with sub compound and rotation
StaticCompoundShapeSettings sub_compound_settings;
sub_compound_settings.AddShape(Vec3(0, 1.5f, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new BoxShape(Vec3(1.5f, 0.25f, 0.2f)));
sub_compound_settings.AddShape(Vec3(1.5f, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), new CylinderShape(1.5f, 0.2f));
sub_compound_settings.AddShape(Vec3(0, 0, 1.5f), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), new TaperedCapsuleShapeSettings(1.5f, 0.25f, 0.2f));
mSubCompound = sub_compound_settings.Create().Get();
for (int i = 0; i < 10; ++i)
{
// Create a mutable compound per body and fill it up with 2 shapes initially
Ref<MutableCompoundShapeSettings> compound_shape = new MutableCompoundShapeSettings;
compound_shape->AddShape(Vec3::sZero(), Quat::sRotation(Vec3::sAxisX(), -0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), 0.25f * JPH_PI), mSubCompound);
compound_shape->AddShape(Vec3::sZero(), Quat::sRotation(Vec3::sAxisX(), 0.25f * JPH_PI) * Quat::sRotation(Vec3::sAxisZ(), -0.75f * JPH_PI), mSubCompound);
// Create a body
BodyID body_id = mBodyInterface->CreateAndAddBody(BodyCreationSettings(compound_shape, RVec3(0, 10.0f + 5.0f * i, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
mBodyIDs.push_back(body_id);
}
}
void MutableCompoundShapeTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
BodyInterface &no_lock = mPhysicsSystem->GetBodyInterfaceNoLock();
uniform_real_distribution<float> roll_distribution(0, 1);
for (BodyID id : mBodyIDs)
{
BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), id);
if (lock.Succeeded())
{
Body &body = lock.GetBody();
// Get the shape
MutableCompoundShape *shape = static_cast<MutableCompoundShape *>(const_cast<Shape *>(body.GetShape()));
// Remember center of mass from before changes
Vec3 old_com = shape->GetCenterOfMass();
// Consistently seeded random engine so that bodies move in a predictable way
default_random_engine consistent_random;
// Simulate an engine data structure with strided positions/rotations
struct PositionRotation
{
Vec3 mPosition;
Quat mRotation;
};
Array<PositionRotation> pos_rot;
// Animate sub shapes
uint count = shape->GetNumSubShapes();
for (uint i = 0; i < count; ++i)
{
const CompoundShape::SubShape &sub_shape = shape->GetSubShape(i);
pos_rot.push_back({ Vec3::sZero(), (Quat::sRotation(Vec3::sRandom(consistent_random), DegreesToRadians(10.0f) * inParams.mDeltaTime) * sub_shape.GetRotation()).Normalized() });
}
// Set the new rotations/orientations on the sub shapes
shape->ModifyShapes(0, count, &pos_rot.front().mPosition, &pos_rot.front().mRotation, sizeof(PositionRotation), sizeof(PositionRotation));
// Initialize frame dependent random number generator
// Note: Explicitly using the Mersenne Twister random generator as on some platforms you get the seed back as the first random number
mt19937 frame_random(mFrameNumber++);
// Roll the dice
float roll = roll_distribution(frame_random);
if (roll < 0.001f && count > 1)
{
// Remove a random shape
uniform_int_distribution<uint> index_distribution(0, count - 1);
shape->RemoveShape(index_distribution(frame_random));
}
else if (roll < 0.002f && count < 10)
{
// Add a shape in a random rotation
shape->AddShape(Vec3::sZero(), Quat::sRandom(frame_random), mSubCompound);
}
// Ensure that the center of mass is updated
shape->AdjustCenterOfMass();
// Since we're already locking the body, we don't need to lock it again
// We always update the mass properties of the shape because we're reorienting them every frame
no_lock.NotifyShapeChanged(id, old_com, true, EActivation::Activate);
}
}
}
void MutableCompoundShapeTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mFrameNumber);
for (BodyID id : mBodyIDs)
{
BodyLockRead lock(mPhysicsSystem->GetBodyLockInterface(), id);
if (lock.Succeeded())
{
const Body &body = lock.GetBody();
// Write the shape as a binary string
stringstream data;
StreamOutWrapper stream_out(data);
body.GetShape()->SaveBinaryState(stream_out);
inStream.Write(data.str());
}
}
}
void MutableCompoundShapeTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mFrameNumber);
for (BodyID id : mBodyIDs)
{
BodyLockWrite lock(mPhysicsSystem->GetBodyLockInterface(), id);
if (lock.Succeeded())
{
Body &body = lock.GetBody();
// Read the shape as a binary string
string str;
if (inStream.IsValidating())
{
stringstream data;
StreamOutWrapper stream_out(data);
body.GetShape()->SaveBinaryState(stream_out);
str = data.str();
}
inStream.Read(str);
// Deserialize the shape
stringstream data(str);
StreamInWrapper stream_in(data);
Shape::ShapeResult result = Shape::sRestoreFromBinaryState(stream_in);
MutableCompoundShape *shape = StaticCast<MutableCompoundShape>(result.Get());
// Restore the pointers to the sub compound
ShapeList sub_shapes(shape->GetNumSubShapes(), mSubCompound);
shape->RestoreSubShapeState(sub_shapes.data(), (uint)sub_shapes.size());
// Update the shape (we're under lock protection, so use the no lock interface)
mPhysicsSystem->GetBodyInterfaceNoLock().SetShape(id, shape, false, EActivation::DontActivate);
}
}
}