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: 2023 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <TestFramework.h>
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#include <Tests/SoftBody/SoftBodyRestitutionTest.h>
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#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
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#include <Utils/SoftBodyCreator.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyRestitutionTest)
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{
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JPH_ADD_BASE_CLASS(SoftBodyRestitutionTest, Test)
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}
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void SoftBodyRestitutionTest::Initialize()
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{
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// Floor
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Body &floor = CreateFloor();
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floor.SetRestitution(0.0f);
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// Bodies with increasing restitution
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SoftBodyCreationSettings sphere(SoftBodyCreator::CreateSphere(), RVec3::sZero(), Quat::sIdentity(), Layers::MOVING);
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sphere.mPressure = 2000.0f;
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for (int i = 0; i <= 10; ++i)
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{
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sphere.mPosition = RVec3(-50.0f + i * 10.0f, 10.0f, 0);
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sphere.mRestitution = 0.1f * i;
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BodyID id = mBodyInterface->CreateAndAddSoftBody(sphere, EActivation::Activate);
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SetBodyLabel(id, StringFormat("Restitution: %.1f", double(sphere.mRestitution)));
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}
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SoftBodyCreationSettings cube(SoftBodySharedSettings::sCreateCube(5, 0.5f), RVec3::sZero(), Quat::sIdentity(), Layers::MOVING);
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for (int i = 0; i <= 10; ++i)
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{
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cube.mPosition = RVec3(-50.0f + i * 10.0f, 10.0f, -5.0f);
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cube.mRestitution = 0.1f * i;
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BodyID id = mBodyInterface->CreateAndAddSoftBody(cube, EActivation::Activate);
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SetBodyLabel(id, StringFormat("Restitution: %.1f", double(cube.mRestitution)));
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}
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}
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