Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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27
lib/All/JoltPhysics/Samples/Tests/Shapes/PlaneShapeTest.cpp
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27
lib/All/JoltPhysics/Samples/Tests/Shapes/PlaneShapeTest.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/Shapes/PlaneShapeTest.h>
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#include <Jolt/Physics/Collision/Shape/PlaneShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.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(PlaneShapeTest)
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{
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JPH_ADD_BASE_CLASS(PlaneShapeTest, Test)
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}
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void PlaneShapeTest::Initialize()
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{
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// Create a plane as floor
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new PlaneShape(Plane(Vec3(0.1f, 1.0f, 0.0f).Normalized(), 1.0f), nullptr, 100), RVec3(0, 0, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate);
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// Add some shapes
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new SphereShape(0.5f), RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3::sReplicate(0.5f)), RVec3(2, 1, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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