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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@@ -0,0 +1,59 @@
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Input/Mouse.h>
// We're using DX8's DirectInput API
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
class ApplicationWindowWin;
/// Mouse interface class, keeps track of the mouse button state and of the absolute and relative movements of the mouse.
class MouseWin : public Mouse
{
public:
/// Constructor
MouseWin();
virtual ~MouseWin() override;
/// 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 mMousePos.x; }
virtual int GetY() const override { return mMousePos.y; }
virtual int GetDX() const override { return mMouseState.lX; }
virtual int GetDY() const override { return mMouseState.lY; }
virtual bool IsLeftPressed() const override { return (mMouseState.rgbButtons[0] & 0x80) != 0; }
virtual bool IsRightPressed() const override { return (mMouseState.rgbButtons[1] & 0x80) != 0; }
virtual bool IsMiddlePressed() const override { return (mMouseState.rgbButtons[2] & 0x80) != 0; }
virtual void HideCursor() override;
virtual void ShowCursor() override;
private:
void DetectParsecRunning();
void Reset();
void ResetMouse();
enum
{
BUFFERSIZE = 64, ///< Number of keys cached
};
ApplicationWindowWin * mWindow;
ComPtr<IDirectInput8> mDI;
ComPtr<IDirectInputDevice8> mMouse;
bool mIsParsecRunning; ///< If the Parsec remote desktop solution is running, if so we can't trust the mouse movement information from DX and it will make the mouse too sensitive
DIMOUSESTATE mMouseState;
bool mMousePosInitialized = false;
POINT mMousePos;
};