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/SoftBodyStressTest.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/SoftBody/SoftBodyCreationSettings.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Utils/SoftBodyCreator.h>
#include <Application/DebugUI.h>
#include <Layers.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SoftBodyStressTest)
{
JPH_ADD_BASE_CLASS(SoftBodyStressTest, Test)
}
const char *SoftBodyStressTest::sScenes[] =
{
"SpheresVsBoxes",
"LargeCloth"
};
const char *SoftBodyStressTest::sSceneName = "SpheresVsBoxes";
void SoftBodyStressTest::Initialize()
{
if (strcmp(sSceneName, "SpheresVsBoxes") == 0)
{
// Floor
CreateMeshTerrain();
// Pressurized sphere settings
SoftBodyCreationSettings sphere(SoftBodyCreator::CreateSphere(), RVec3::sZero(), Quat::sIdentity(), Layers::MOVING);
sphere.mPressure = 2000.0f;
// Box settings
BodyCreationSettings box(new BoxShape(Vec3::sOne()), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
box.mMassPropertiesOverride.mMass = 100.0f;
for (int x = 0; x <= 10; ++x)
for (int z = 0; z <= 10; ++z)
{
sphere.mPosition = RVec3(-20.0_r + 4.0_r * x, 5.0_r, -20.0_r + 4.0_r * z);
mBodyInterface->CreateAndAddSoftBody(sphere, EActivation::Activate);
box.mPosition = sphere.mPosition + RVec3(0, 4, 0);
mBodyInterface->CreateAndAddBody(box, EActivation::Activate);
}
}
else if (strcmp(sSceneName, "LargeCloth") == 0)
{
// Floor
CreateFloor();
// Create cloth that's fixated at the corners
SoftBodyCreationSettings cloth(SoftBodyCreator::CreateClothWithFixatedCorners(100, 100, 0.25f), RVec3(0, 15.0f, 0), Quat::sIdentity(), Layers::MOVING);
cloth.mUpdatePosition = false; // Don't update the position of the cloth as it is fixed to the world
mBodyInterface->CreateAndAddSoftBody(cloth, EActivation::Activate);
// Box settings
BodyCreationSettings box(new BoxShape(Vec3::sReplicate(0.5f)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
box.mOverrideMassProperties = EOverrideMassProperties::CalculateInertia;
box.mMassPropertiesOverride.mMass = 10.0f;
// Create a number of boxes that fall on the cloth
for (int x = 0; x <= 10; ++x)
for (int z = 0; z <= 10; ++z)
{
box.mPosition = cloth.mPosition + RVec3(-10.0_r + 2.0_r * x, 2.0_r, -10.0_r + 2.0_r * z);
mBodyInterface->CreateAndAddBody(box, EActivation::Activate);
}
}
}
void SoftBodyStressTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateTextButton(inSubMenu, "Select Scene", [this, inUI]() {
UIElement *scene_name = inUI->CreateMenu();
for (uint i = 0; i < size(sScenes); ++i)
inUI->CreateTextButton(scene_name, sScenes[i], [this, i]() { sSceneName = sScenes[i]; RestartTest(); });
inUI->ShowMenu(scene_name);
});
}