Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/UnitTests/PhysicsTestContext.h
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128
lib/All/JoltPhysics/UnitTests/PhysicsTestContext.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 <Jolt/Physics/PhysicsSystem.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
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#include "Layers.h"
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JPH_SUPPRESS_WARNINGS_STD_BEGIN
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#include <fstream>
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JPH_SUPPRESS_WARNINGS_STD_END
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namespace JPH {
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class TempAllocator;
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class JobSystem;
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class DebugRendererRecorder;
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class StreamOutWrapper;
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};
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// Helper class used in test cases for creating and manipulating physics objects
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class PhysicsTestContext
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{
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public:
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// Constructor / destructor
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PhysicsTestContext(float inDeltaTime = 1.0f / 60.0f, int inCollisionSteps = 1, int inWorkerThreads = 0, uint inMaxBodies = 1024, uint inMaxBodyPairs = 4096, uint inMaxContactConstraints = 1024);
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~PhysicsTestContext();
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// Set the gravity to zero
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void ZeroGravity();
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// Create a floor at Y = 0
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Body & CreateFloor();
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/// Create a body and add it to the world
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Body & CreateBody(const BodyCreationSettings &inSettings, EActivation inActivation);
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/// Create a body and add it to the world
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Body & CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation);
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// Create a box and add it to the world
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Body & CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation = EActivation::Activate);
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// Create a sphere and add it to the world
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Body & CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation = EActivation::Activate);
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// Create a constraint and add it to the world
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template <typename T>
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T & CreateConstraint(Body &inBody1, Body &inBody2, const TwoBodyConstraintSettings &inSettings)
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{
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T *constraint = static_cast<T *>(inSettings.Create(inBody1, inBody2));
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mSystem->AddConstraint(constraint);
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return *constraint;
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}
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// Call the update with zero delta time
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EPhysicsUpdateError SimulateNoDeltaTime();
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// Simulate only for one delta time step
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EPhysicsUpdateError SimulateSingleStep();
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// Simulate the world for inTotalTime time
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EPhysicsUpdateError Simulate(float inTotalTime, function<void()> inPreStepCallback = []() { });
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// Predict position assuming ballistic motion using initial position, velocity acceleration and time
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RVec3 PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const;
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// Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
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Quat PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const;
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// Access to the physics system
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PhysicsSystem * GetSystem() const
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{
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return mSystem;
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}
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// Access to the body interface
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BodyInterface & GetBodyInterface() const
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{
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return mSystem->GetBodyInterface();
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}
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// Get delta time for simulation step
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inline float GetDeltaTime() const
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{
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return mDeltaTime;
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}
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// Get delta time for a simulation collision step
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inline float GetStepDeltaTime() const
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{
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return mDeltaTime / mCollisionSteps;
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}
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// Get the temporary allocator
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TempAllocator * GetTempAllocator() const
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{
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return mTempAllocator;
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}
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// Get the job system
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JobSystem * GetJobSystem() const
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{
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return mJobSystem;
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}
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#ifdef JPH_DEBUG_RENDERER
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// Write the debug output to a file to be able to replay it with JoltViewer
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void RecordDebugOutput(const char *inFileName);
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#endif // JPH_DEBUG_RENDERER
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private:
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TempAllocator * mTempAllocator;
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JobSystem * mJobSystem;
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BPLayerInterfaceImpl mBroadPhaseLayerInterface;
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ObjectVsBroadPhaseLayerFilterImpl mObjectVsBroadPhaseLayerFilter;
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ObjectLayerPairFilterImpl mObjectVsObjectLayerFilter;
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PhysicsSystem * mSystem;
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#ifdef JPH_DEBUG_RENDERER
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DebugRendererRecorder *mDebugRenderer = nullptr;
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ofstream * mStream = nullptr;
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StreamOutWrapper * mStreamWrapper = nullptr;
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#endif // JPH_DEBUG_RENDERER
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float mDeltaTime;
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int mCollisionSteps;
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};
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