Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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57
lib/All/JoltPhysics/Samples/Tests/Vehicle/TankTest.h
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57
lib/All/JoltPhysics/Samples/Tests/Vehicle/TankTest.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Tests/Vehicle/VehicleTest.h>
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#include <Jolt/Physics/Vehicle/VehicleConstraint.h>
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#include <Jolt/Physics/Constraints/HingeConstraint.h>
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class TankTest : public VehicleTest
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, TankTest)
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// Description of the test
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virtual const char * GetDescription() const override
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{
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return "Shows how a tank could be made with a vehicle constraint.\n"
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"Use the arrow keys to drive. Shift to brake. Enter to fire.";
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}
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// Destructor
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virtual ~TankTest() override;
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// See: Test
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virtual void Initialize() override;
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virtual void ProcessInput(const ProcessInputParams &inParams) override;
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virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
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virtual void SaveState(StateRecorder &inStream) const override;
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virtual void RestoreState(StateRecorder &inStream) override;
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virtual void SaveInputState(StateRecorder &inStream) const override;
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virtual void RestoreInputState(StateRecorder &inStream) override;
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virtual void GetInitialCamera(CameraState &ioState) const override;
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virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
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private:
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Body * mTankBody; ///< The body of the tank
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Body * mTurretBody; ///< The body of the turret of the tank
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Body * mBarrelBody; ///< The body of the barrel of the tank
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Ref<VehicleConstraint> mVehicleConstraint; ///< The vehicle constraint
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Ref<HingeConstraint> mTurretHinge; ///< Hinge connecting tank body and turret
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Ref<HingeConstraint> mBarrelHinge; ///< Hinge connecting tank turret and barrel
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float mReloadTime = 0.0f; ///< How long it still takes to reload the main gun
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RVec3 mCameraPivot = RVec3::sZero(); ///< The camera pivot, recorded before the physics update to align with the drawn world
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// Player input
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float mForward = 0.0f;
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float mPreviousForward = 1.0f; ///< Keeps track of last car direction so we know when to brake and when to accelerate
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float mLeftRatio = 0.0f;
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float mRightRatio = 0.0f;
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float mBrake = 0.0f;
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float mTurretHeading = 0.0f;
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float mBarrelPitch = 0.0f;
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bool mFire = false;
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};
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