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 <Input/Keyboard.h>
/// Keyboard interface class which keeps track on the status of all keys and keeps track of the list of keys pressed.
class KeyboardMacOS : public Keyboard
{
public:
/// Initialization / shutdown
virtual bool Initialize(ApplicationWindow *inWindow) override;
virtual void Shutdown() override { }
/// Update the keyboard state
virtual void Poll() override;
/// Checks if a key is pressed or not
virtual bool IsKeyPressed(EKey inKey) const override { return mKeyPressed[(int)inKey]; }
/// Buffered keyboard input, returns EKey::Invalid for none
virtual EKey GetFirstKey() override;
virtual EKey GetNextKey() override;
/// Handle a key press event
void OnKeyPressed(EKey inKey, bool inPressed);
private:
bool mKeyPressed[(int)EKey::NumKeys] = { };
StaticArray<EKey, 128> mPendingKeyBuffer;
StaticArray<EKey, 128> mKeyBuffer;
uint mCurrentKey = 0;
};

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Input/MacOS/KeyboardMacOS.h>
#import <GameController/GameController.h>
static EKey sToKey(GCKeyCode inValue)
{
if (inValue == GCKeyCodeKeyA) return EKey::A;
if (inValue == GCKeyCodeKeyB) return EKey::B;
if (inValue == GCKeyCodeKeyC) return EKey::C;
if (inValue == GCKeyCodeKeyD) return EKey::D;
if (inValue == GCKeyCodeKeyE) return EKey::E;
if (inValue == GCKeyCodeKeyF) return EKey::F;
if (inValue == GCKeyCodeKeyG) return EKey::G;
if (inValue == GCKeyCodeKeyH) return EKey::H;
if (inValue == GCKeyCodeKeyI) return EKey::I;
if (inValue == GCKeyCodeKeyJ) return EKey::J;
if (inValue == GCKeyCodeKeyK) return EKey::K;
if (inValue == GCKeyCodeKeyL) return EKey::L;
if (inValue == GCKeyCodeKeyM) return EKey::M;
if (inValue == GCKeyCodeKeyN) return EKey::N;
if (inValue == GCKeyCodeKeyO) return EKey::O;
if (inValue == GCKeyCodeKeyP) return EKey::P;
if (inValue == GCKeyCodeKeyQ) return EKey::Q;
if (inValue == GCKeyCodeKeyR) return EKey::R;
if (inValue == GCKeyCodeKeyS) return EKey::S;
if (inValue == GCKeyCodeKeyT) return EKey::T;
if (inValue == GCKeyCodeKeyU) return EKey::U;
if (inValue == GCKeyCodeKeyV) return EKey::V;
if (inValue == GCKeyCodeKeyW) return EKey::W;
if (inValue == GCKeyCodeKeyX) return EKey::X;
if (inValue == GCKeyCodeKeyY) return EKey::Y;
if (inValue == GCKeyCodeKeyZ) return EKey::Z;
if (inValue == GCKeyCodeZero) return EKey::Num0;
if (inValue == GCKeyCodeOne) return EKey::Num1;
if (inValue == GCKeyCodeTwo) return EKey::Num2;
if (inValue == GCKeyCodeThree) return EKey::Num3;
if (inValue == GCKeyCodeFour) return EKey::Num4;
if (inValue == GCKeyCodeFive) return EKey::Num5;
if (inValue == GCKeyCodeSix) return EKey::Num6;
if (inValue == GCKeyCodeSeven) return EKey::Num7;
if (inValue == GCKeyCodeEight) return EKey::Num8;
if (inValue == GCKeyCodeNine) return EKey::Num9;
if (inValue == GCKeyCodeSpacebar) return EKey::Space;
if (inValue == GCKeyCodeComma) return EKey::Comma;
if (inValue == GCKeyCodePeriod) return EKey::Period;
if (inValue == GCKeyCodeEscape) return EKey::Escape;
if (inValue == GCKeyCodeLeftShift) return EKey::LShift;
if (inValue == GCKeyCodeRightShift) return EKey::RShift;
if (inValue == GCKeyCodeLeftControl) return EKey::LControl;
if (inValue == GCKeyCodeRightControl) return EKey::RControl;
if (inValue == GCKeyCodeLeftAlt) return EKey::LAlt;
if (inValue == GCKeyCodeRightAlt) return EKey::RAlt;
if (inValue == GCKeyCodeLeftArrow) return EKey::Left;
if (inValue == GCKeyCodeRightArrow) return EKey::Right;
if (inValue == GCKeyCodeUpArrow) return EKey::Up;
if (inValue == GCKeyCodeDownArrow) return EKey::Down;
if (inValue == GCKeyCodeReturnOrEnter) return EKey::Return;
return EKey::Unknown;
}
// This class receives keyboard connect callbacks
@interface KeyboardDelegate : NSObject
@end
@implementation KeyboardDelegate
{
KeyboardMacOS *mKeyboard;
}
- (KeyboardDelegate *)init:(KeyboardMacOS *)Keyboard
{
mKeyboard = Keyboard;
[NSEvent addLocalMonitorForEventsMatchingMask:NSEventMaskKeyDown handler:^NSEvent *(NSEvent *event) {
// Ignore all keystrokes except Command-Q (Quit).
if ((event.modifierFlags & NSEventModifierFlagCommand) && [event.charactersIgnoringModifiers isEqual:@"q"])
return event;
else
return nil;
}];
return self;
}
- (void)keyboardDidConnect:(NSNotification *)notification
{
GCKeyboard *keyboard = (GCKeyboard *)notification.object;
if (!keyboard)
return;
__block KeyboardDelegate *weakSelf = self;
keyboard.keyboardInput.keyChangedHandler = ^(GCKeyboardInput *keyboard, GCControllerButtonInput *key, GCKeyCode keyCode, BOOL pressed) {
KeyboardDelegate *strongSelf = weakSelf;
if (strongSelf == nil)
return;
EKey ekey = sToKey(keyCode);
if (ekey != EKey::Invalid)
strongSelf->mKeyboard->OnKeyPressed(ekey, pressed);
};
}
@end
bool KeyboardMacOS::Initialize(ApplicationWindow *inWindow)
{
KeyboardDelegate *delegate = [[KeyboardDelegate alloc] init: this];
[NSNotificationCenter.defaultCenter addObserver: delegate selector: @selector(keyboardDidConnect:) name: GCKeyboardDidConnectNotification object: nil];
return true;
}
void KeyboardMacOS::Poll()
{
// Make the pending buffer the active buffer
mKeyBuffer = mPendingKeyBuffer;
mPendingKeyBuffer.clear();
}
EKey KeyboardMacOS::GetFirstKey()
{
mCurrentKey = 0;
return GetNextKey();
}
EKey KeyboardMacOS::GetNextKey()
{
if (mCurrentKey < mKeyBuffer.size())
return mKeyBuffer[mCurrentKey++];
return EKey::Invalid;
}
void KeyboardMacOS::OnKeyPressed(EKey inKey, bool inPressed)
{
if (inPressed && mPendingKeyBuffer.size() < mPendingKeyBuffer.capacity())
mPendingKeyBuffer.push_back(inKey);
mKeyPressed[(int)inKey] = inPressed;
}

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Input/Mouse.h>
class ApplicationWindowMacOS;
/// Mouse interface class, keeps track of the mouse button state and of the absolute and relative movements of the mouse.
class MouseMacOS : public Mouse
{
public:
/// Initialization / shutdown
virtual bool Initialize(ApplicationWindow *inWindow) override;
virtual void Shutdown() override;
/// Update the mouse state
virtual void Poll() override;
virtual int GetX() const override { return mX; }
virtual int GetY() const override { return mY; }
virtual int GetDX() const override { return mDeltaX; }
virtual int GetDY() const override { return mDeltaY; }
virtual bool IsLeftPressed() const override { return mLeftPressed; }
virtual bool IsRightPressed() const override { return mRightPressed; }
virtual bool IsMiddlePressed() const override { return mMiddlePressed; }
virtual void HideCursor() override { }
virtual void ShowCursor() override { }
/// Internal callbacks
void OnMouseMoved(int inX, int inY) { mX = inX; mY = inY; }
void OnMouseDelta(int inDX, int inDY) { mDeltaXAcc += inDX; mDeltaYAcc += inDY; }
void SetLeftPressed(bool inPressed) { mLeftPressed = inPressed; }
void SetRightPressed(bool inPressed) { mRightPressed = inPressed; }
void SetMiddlePressed(bool inPressed) { mMiddlePressed = inPressed; }
private:
ApplicationWindowMacOS * mWindow = nullptr;
int mX = 0;
int mY = 0;
int mDeltaX = 0;
int mDeltaY = 0;
int mDeltaXAcc = 0;
int mDeltaYAcc = 0;
bool mLeftPressed = false;
bool mRightPressed = false;
bool mMiddlePressed = false;
};

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Input/MacOS/MouseMacOS.h>
#include <Window/ApplicationWindowMacOS.h>
#import <Cocoa/Cocoa.h>
#import <GameController/GameController.h>
// This class receives mouse connect callbacks
@interface MouseDelegate : NSObject
@end
@implementation MouseDelegate
{
MouseMacOS *mMouse;
}
- (MouseDelegate *)init:(MouseMacOS *)mouse
{
mMouse = mouse;
return self;
}
- (void)mouseDidConnect:(NSNotification *)notification
{
GCMouse *mouse = (GCMouse *)notification.object;
if (mouse == nil)
return;
GCMouseInput *mouseInput = mouse.mouseInput;
if (mouseInput == nil)
return;
__block MouseDelegate *weakSelf = self;
mouseInput.mouseMovedHandler = ^(GCMouseInput *mouse, float deltaX, float deltaY) {
MouseDelegate *strongSelf = weakSelf;
if (strongSelf == nil)
return;
strongSelf->mMouse->OnMouseDelta(deltaX, -deltaY);
};
mouseInput.leftButton.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
MouseDelegate *strongSelf = weakSelf;
if (strongSelf == nil)
return;
strongSelf->mMouse->SetLeftPressed(pressed);
};
mouseInput.rightButton.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
MouseDelegate *strongSelf = weakSelf;
if (strongSelf == nil)
return;
strongSelf->mMouse->SetRightPressed(pressed);
};
mouseInput.middleButton.pressedChangedHandler = ^(GCControllerButtonInput *button, float value, BOOL pressed) {
MouseDelegate *strongSelf = weakSelf;
if (strongSelf == nil)
return;
strongSelf->mMouse->SetMiddlePressed(pressed);
};
}
@end
bool MouseMacOS::Initialize(ApplicationWindow *inWindow)
{
mWindow = static_cast<ApplicationWindowMacOS *>(inWindow);
// Install listener for mouse move callbacks
mWindow->SetMouseMovedCallback([this](int inX, int inY) { OnMouseMoved(inX, inY); });
// Install listener for mouse delta callbacks (will work also when mouse is outside the window or at the edge of the screen)
MouseDelegate *delegate = [[MouseDelegate alloc] init: this];
[NSNotificationCenter.defaultCenter addObserver: delegate selector: @selector(mouseDidConnect:) name: GCMouseDidConnectNotification object:nil];
return true;
}
void MouseMacOS::Shutdown()
{
if (mWindow != nullptr)
{
mWindow->SetMouseMovedCallback({});
mWindow = nullptr;
}
}
void MouseMacOS::Poll()
{
mDeltaX = mDeltaXAcc;
mDeltaY = mDeltaYAcc;
mDeltaXAcc = 0;
mDeltaYAcc = 0;
}