Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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@@ -0,0 +1,35 @@
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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/Shapes/RotatedTranslatedShapeTest.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.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(RotatedTranslatedShapeTest)
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{
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JPH_ADD_BASE_CLASS(RotatedTranslatedShapeTest, Test)
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}
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void RotatedTranslatedShapeTest::Initialize()
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{
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// Floor
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CreateFloor();
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// Create a cone centered on the origin with the point pointing upwards
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Array<Vec3> points;
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points.push_back(Vec3(0, 2.5f, 0));
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for (float a = 0; a < DegreesToRadians(360); a += DegreesToRadians(36))
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points.push_back(Vec3(Sin(a), -2.5f, Cos(a)));
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Ref<ConvexHullShapeSettings> convex_hull = new ConvexHullShapeSettings(points);
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// Offset and rotate so that the cone is upside down on its point
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Ref<RotatedTranslatedShapeSettings> rot_trans = new RotatedTranslatedShapeSettings(Vec3(0, 2.5f, 0), Quat::sRotation(Vec3::sAxisX(), JPH_PI), convex_hull);
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// Place at 0 so that the point touches the floor
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mBodyInterface->CreateAndAddBody(BodyCreationSettings(rot_trans, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING), EActivation::Activate);
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}
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