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: 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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class VehicleConstraintTest : public VehicleTest
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{
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public:
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JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, VehicleConstraintTest)
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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 car could be made with a vehicle constraint.\n"
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"Use the arrow keys to drive. Z for hand brake.";
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}
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// Destructor
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virtual ~VehicleConstraintTest() 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 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 { return mCameraPivot; }
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virtual void CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu) override;
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private:
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void UpdateCameraPivot();
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static inline float sInitialRollAngle = 0;
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static inline float sMaxRollAngle = DegreesToRadians(60.0f);
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static inline float sMaxSteeringAngle = DegreesToRadians(30.0f);
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static inline int sCollisionMode = 2;
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static inline bool sFourWheelDrive = false;
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static inline bool sAntiRollbar = true;
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static inline bool sLimitedSlipDifferentials = true;
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static inline bool sOverrideGravity = false; ///< If true, gravity is overridden to always oppose the ground normal
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static inline float sMaxEngineTorque = 500.0f;
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static inline float sClutchStrength = 10.0f;
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static inline float sFrontCasterAngle = 0.0f;
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static inline float sFrontKingPinAngle = 0.0f;
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static inline float sFrontCamber = 0.0f;
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static inline float sFrontToe = 0.0f;
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static inline float sFrontSuspensionForwardAngle = 0.0f;
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static inline float sFrontSuspensionSidewaysAngle = 0.0f;
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static inline float sFrontSuspensionMinLength = 0.3f;
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static inline float sFrontSuspensionMaxLength = 0.5f;
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static inline float sFrontSuspensionFrequency = 1.5f;
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static inline float sFrontSuspensionDamping = 0.5f;
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static inline float sRearSuspensionForwardAngle = 0.0f;
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static inline float sRearSuspensionSidewaysAngle = 0.0f;
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static inline float sRearCasterAngle = 0.0f;
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static inline float sRearKingPinAngle = 0.0f;
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static inline float sRearCamber = 0.0f;
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static inline float sRearToe = 0.0f;
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static inline float sRearSuspensionMinLength = 0.3f;
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static inline float sRearSuspensionMaxLength = 0.5f;
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static inline float sRearSuspensionFrequency = 1.5f;
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static inline float sRearSuspensionDamping = 0.5f;
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Body * mCarBody; ///< The vehicle
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Ref<VehicleConstraint> mVehicleConstraint; ///< The vehicle constraint
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Ref<VehicleCollisionTester> mTesters[3]; ///< Collision testers for the wheel
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RMat44 mCameraPivot = RMat44::sIdentity(); ///< 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 mRight = 0.0f;
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float mBrake = 0.0f;
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float mHandBrake = 0.0f;
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};
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