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: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Tests/Test.h>
#include <Jolt/Physics/Collision/ContactListener.h>
class BoatTest : public Test, public ContactListener
{
public:
JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, BoatTest)
// Description of the test
virtual const char * GetDescription() const override
{
return "Shows how a boat could be constructed and how waves could be simulated.";
}
// If this test implements a contact listener, it should be returned here
virtual ContactListener * GetContactListener() override { return this; }
// See: Test
virtual void Initialize() override;
virtual void ProcessInput(const ProcessInputParams &inParams) override;
virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
virtual void SaveInputState(StateRecorder &inStream) const override;
virtual void RestoreInputState(StateRecorder &inStream) override;
virtual void SaveState(StateRecorder &inStream) const override;
virtual void RestoreState(StateRecorder &inStream) override;
virtual void GetInitialCamera(CameraState &ioState) const override;
virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override { return mCameraPivot; }
// See: ContactListener
virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override;
virtual void OnContactRemoved(const SubShapeIDPair &inSubShapePair) override;
private:
void UpdateCameraPivot();
// Determines the water surface position at a given XZ position
RVec3 GetWaterSurfacePosition(RVec3Arg inXZPosition) const;
// Configuration
static constexpr float cMaxWaterHeight = 5.0f;
static constexpr float cMinWaterHeight = 3.0f;
static constexpr float cWaterWidth = 100.0f;
static constexpr float cHalfBoatLength = 4.0f;
static constexpr float cHalfBoatTopWidth = 1.5f;
static constexpr float cHalfBoatBottomWidth = 1.2f;
static constexpr float cBoatBowLength = 2.0f;
static constexpr float cHalfBoatHeight = 0.75f;
static constexpr float cBoatMass = 1000.0f;
static constexpr float cBoatBuoyancy = 3.0f;
static constexpr float cBoatLinearDrag = 0.5f;
static constexpr float cBoatAngularDrag = 0.7f;
static constexpr float cBarrelMass = 50.0f;
static constexpr float cBarrelBuoyancy = 1.5f;
static constexpr float cBarrelLinearDrag = 0.5f;
static constexpr float cBarrelAngularDrag = 0.1f;
static constexpr float cForwardAcceleration = 15.0f;
static constexpr float cSteerAcceleration = 1.5f;
// The boat
Body * mBoatBody;
// The sensor that detects objects in the water
BodyID mWaterSensor;
// The camera pivot, recorded before the physics update to align with the drawn world
RMat44 mCameraPivot = RMat44::sIdentity();
// Keeping track of which bodies are in the water
Mutex mBodiesInWaterMutex;
BodyIDVector mBodiesInWater;
// Time
float mTime = 0.0f;
// Player input
float mForward = 0.0f;
float mRight = 0.0f;
};