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/SoftBodyStressTest.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 <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Utils/SoftBodyCreator.h>
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#include <Application/DebugUI.h>
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#include <Layers.h>
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JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyStressTest)
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{
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JPH_ADD_BASE_CLASS(SoftBodyStressTest, Test)
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}
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const char *SoftBodyStressTest::sScenes[] =
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{
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"SpheresVsBoxes",
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"LargeCloth"
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};
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const char *SoftBodyStressTest::sSceneName = "SpheresVsBoxes";
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void SoftBodyStressTest::Initialize()
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{
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if (strcmp(sSceneName, "SpheresVsBoxes") == 0)
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{
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// Floor
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CreateMeshTerrain();
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// Pressurized sphere settings
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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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// Box settings
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BodyCreationSettings box(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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box.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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box.mMassPropertiesOverride.mMass = 100.0f;
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for (int x = 0; x <= 10; ++x)
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for (int z = 0; z <= 10; ++z)
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{
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sphere.mPosition = RVec3(-20.0_r + 4.0_r * x, 5.0_r, -20.0_r + 4.0_r * z);
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mBodyInterface->CreateAndAddSoftBody(sphere, EActivation::Activate);
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box.mPosition = sphere.mPosition + RVec3(0, 4, 0);
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mBodyInterface->CreateAndAddBody(box, EActivation::Activate);
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}
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}
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else if (strcmp(sSceneName, "LargeCloth") == 0)
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{
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// Floor
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CreateFloor();
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// Create cloth that's fixated at the corners
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SoftBodyCreationSettings cloth(SoftBodyCreator::CreateClothWithFixatedCorners(100, 100, 0.25f), RVec3(0, 15.0f, 0), Quat::sIdentity(), Layers::MOVING);
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cloth.mUpdatePosition = false; // Don't update the position of the cloth as it is fixed to the world
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mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
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// Box settings
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BodyCreationSettings box(new BoxShape(Vec3::sReplicate(0.5f)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
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box.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
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box.mMassPropertiesOverride.mMass = 10.0f;
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// Create a number of boxes that fall on the cloth
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for (int x = 0; x <= 10; ++x)
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for (int z = 0; z <= 10; ++z)
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{
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box.mPosition = cloth.mPosition + RVec3(-10.0_r + 2.0_r * x, 2.0_r, -10.0_r + 2.0_r * z);
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mBodyInterface->CreateAndAddBody(box, EActivation::Activate);
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}
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}
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}
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void SoftBodyStressTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
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{
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inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
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UIElement *scene_name = inUI->CreateMenu();
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for (uint i = 0; i < size(sScenes); ++i)
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inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
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inUI->ShowMenu(scene_name);
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});
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}
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