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: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/SoftBody/SoftBodyForceTest.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
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#include <Utils/SoftBodyCreator.h>
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#include <Renderer/DebugRendererImp.h>
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#include <External/Perlin.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyForceTest)
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{
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JPH_ADD_BASE_CLASS(SoftBodyForceTest, Test)
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}
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void SoftBodyForceTest::Initialize()
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{
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CreateFloor();
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static constexpr uint cGridSize = 30;
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// Create hanging cloth
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auto inv_mass = [](uint inX, uint inZ) {
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return (inX == 0 && inZ == 0)
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|| (inX == cGridSize - 1 && inZ == 0)? 0.0f : 1.0f;
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};
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SoftBodyCreationSettings cloth(SoftBodyCreator::CreateCloth(cGridSize, cGridSize, 0.75f, inv_mass), RVec3(0, 15.0f, 0), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), Layers::MOVING);
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mBodyID = mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
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}
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void SoftBodyForceTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
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{
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mTime += inParams.mDeltaTime;
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// Apply a fluctuating force
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constexpr float cMaxForce = 10000.0f;
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constexpr float cMaxAngle = DegreesToRadians(90.0f);
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Vec3 force(0, 0, 0.5f * cMaxForce * (1.0f + PerlinNoise3(0, 0, mTime / 2.0f, 256, 256, 256)));
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force = Mat44::sRotationY(cMaxAngle * PerlinNoise3(mTime / 10.0f, 0, 0, 256, 256, 256)) * force;
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mBodyInterface->AddForce(mBodyID, force);
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// Draw the force
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RVec3 offset(0, 10, 0);
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DebugRenderer::sInstance->DrawArrow(offset, offset + 10.0f * force.Normalized(), Color::sGreen, 0.1f);
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}
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void SoftBodyForceTest::SaveState(StateRecorder &inStream) const
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{
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inStream.Write(mTime);
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}
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void SoftBodyForceTest::RestoreState(StateRecorder &inStream)
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{
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inStream.Read(mTime);
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}
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