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: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/SoftBody/SoftBodyShapesTest.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCapsuleShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Utils/SoftBodyCreator.h>
#include <Renderer/DebugRendererImp.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyShapesTest)
{
JPH_ADD_BASE_CLASS(SoftBodyShapesTest, Test)
}
void SoftBodyShapesTest::Initialize()
{
const Quat cCubeOrientation = Quat::sRotation(Vec3::sReplicate(sqrt(1.0f / 3.0f)), DegreesToRadians(45.0f));
// Floor
CreateMeshTerrain();
// Create cloth that's fixated at the corners
SoftBodyCreationSettings cloth(SoftBodyCreator::CreateClothWithFixatedCorners(), RVec3(0, 10.0f, 0), Quat::sRotation(Vec3::sAxisY(), 0.25f * JPH_PI), Layers::MOVING);
cloth.mUpdatePosition = false; // Don't update the position of the cloth as it is fixed to the world
cloth.mMakeRotationIdentity = false; // Test explicitly checks if soft bodies with a rotation collide with shapes properly
mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
// Create cube
SoftBodyCreationSettings cube(SoftBodySharedSettings::sCreateCube(5, 0.5f), RVec3(20.0f, 10.0f, 0.0f), cCubeOrientation, Layers::MOVING);
cube.mRestitution = 0.0f;
mBodyInterface->CreateAndAddSoftBody(cube, EActivation::Activate);
// Create pressurized sphere
SoftBodyCreationSettings sphere(SoftBodyCreator::CreateSphere(), RVec3(15.0f, 10.0f, 15.0f), Quat::sIdentity(), Layers::MOVING);
sphere.mPressure = 2000.0f;
mBodyInterface->CreateAndAddSoftBody(sphere, EActivation::Activate);
// Sphere below pressurized sphere
RefConst<Shape> sphere_shape = new SphereShape(1.0f);
BodyCreationSettings bcs(sphere_shape, RVec3(15.5f, 7.0f, 15.0f), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
bcs.mMassPropertiesOverride.mMass = 100.0f;
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
// Various shapes above cloth
ConvexHullShapeSettings tetrahedron({ Vec3(-2, -2, -2), Vec3(0, -2, 2), Vec3(2, -2, -2), Vec3(0, 2, 0) });
tetrahedron.SetEmbedded();
StaticCompoundShapeSettings compound_shape;
compound_shape.SetEmbedded();
Quat rotate_x = Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI);
compound_shape.AddShape(Vec3::sZero(), rotate_x, new CapsuleShape(2, 0.5f));
compound_shape.AddShape(Vec3(0, 0, -2), Quat::sIdentity(), new SphereShape(1));
compound_shape.AddShape(Vec3(0, 0, 2), Quat::sIdentity(), new SphereShape(1));
RefConst<Shape> shapes[] = {
sphere_shape,
new BoxShape(Vec3(0.75f, 1.0f, 1.25f)),
new RotatedTranslatedShape(Vec3::sZero(), rotate_x, new CapsuleShape(1, 0.5f)),
new RotatedTranslatedShape(Vec3::sZero(), rotate_x, TaperedCapsuleShapeSettings(1.0f, 1.0f, 0.5f).Create().Get()),
new RotatedTranslatedShape(Vec3::sZero(), rotate_x, new CylinderShape(1, 0.5f)),
new RotatedTranslatedShape(Vec3::sZero(), rotate_x, TaperedCylinderShapeSettings(1, 0.5f, 1.0f).Create().Get()),
tetrahedron.Create().Get(),
compound_shape.Create().Get(),
};
int num_shapes = (int)std::size(shapes);
for (int i = 0; i < num_shapes; ++i)
{
bcs.SetShape(shapes[i % num_shapes]);
bcs.mPosition = RVec3(-float(num_shapes) + 2.0f * i, 15.0f, 0);
mBodyInterface->CreateAndAddBody(bcs, EActivation::Activate);
}
}