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: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
#include "Layers.h"
JPH_SUPPRESS_WARNINGS_STD_BEGIN
#include <fstream>
JPH_SUPPRESS_WARNINGS_STD_END
namespace JPH {
class TempAllocator;
class JobSystem;
class DebugRendererRecorder;
class StreamOutWrapper;
};
// Helper class used in test cases for creating and manipulating physics objects
class PhysicsTestContext
{
public:
// Constructor / destructor
PhysicsTestContext(float inDeltaTime = 1.0f / 60.0f, int inCollisionSteps = 1, int inWorkerThreads = 0, uint inMaxBodies = 1024, uint inMaxBodyPairs = 4096, uint inMaxContactConstraints = 1024);
~PhysicsTestContext();
// Set the gravity to zero
void ZeroGravity();
// Create a floor at Y = 0
Body & CreateFloor();
/// Create a body and add it to the world
Body & CreateBody(const BodyCreationSettings &inSettings, EActivation inActivation);
/// Create a body and add it to the world
Body & CreateBody(const ShapeSettings *inShapeSettings, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation);
// Create a box and add it to the world
Body & CreateBox(RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, Vec3Arg inHalfExtent, EActivation inActivation = EActivation::Activate);
// Create a sphere and add it to the world
Body & CreateSphere(RVec3Arg inPosition, float inRadius, EMotionType inMotionType, EMotionQuality inMotionQuality, ObjectLayer inLayer, EActivation inActivation = EActivation::Activate);
// Create a constraint and add it to the world
template <typename T>
T & CreateConstraint(Body &inBody1, Body &inBody2, const TwoBodyConstraintSettings &inSettings)
{
T *constraint = static_cast<T *>(inSettings.Create(inBody1, inBody2));
mSystem->AddConstraint(constraint);
return *constraint;
}
// Call the update with zero delta time
EPhysicsUpdateError SimulateNoDeltaTime();
// Simulate only for one delta time step
EPhysicsUpdateError SimulateSingleStep();
// Simulate the world for inTotalTime time
EPhysicsUpdateError Simulate(float inTotalTime, function<void()> inPreStepCallback = []() { });
// Predict position assuming ballistic motion using initial position, velocity acceleration and time
RVec3 PredictPosition(RVec3Arg inPosition, Vec3Arg inVelocity, Vec3Arg inAcceleration, float inTotalTime) const;
// Predict rotation assuming ballistic motion using initial orientation, angular velocity angular acceleration and time
Quat PredictOrientation(QuatArg inRotation, Vec3Arg inAngularVelocity, Vec3Arg inAngularAcceleration, float inTotalTime) const;
// Access to the physics system
PhysicsSystem * GetSystem() const
{
return mSystem;
}
// Access to the body interface
BodyInterface & GetBodyInterface() const
{
return mSystem->GetBodyInterface();
}
// Get delta time for simulation step
inline float GetDeltaTime() const
{
return mDeltaTime;
}
// Get delta time for a simulation collision step
inline float GetStepDeltaTime() const
{
return mDeltaTime / mCollisionSteps;
}
// Get the temporary allocator
TempAllocator * GetTempAllocator() const
{
return mTempAllocator;
}
// Get the job system
JobSystem * GetJobSystem() const
{
return mJobSystem;
}
#ifdef JPH_DEBUG_RENDERER
// Write the debug output to a file to be able to replay it with JoltViewer
void RecordDebugOutput(const char *inFileName);
#endif // JPH_DEBUG_RENDERER
private:
TempAllocator * mTempAllocator;
JobSystem * mJobSystem;
BPLayerInterfaceImpl mBroadPhaseLayerInterface;
ObjectVsBroadPhaseLayerFilterImpl mObjectVsBroadPhaseLayerFilter;
ObjectLayerPairFilterImpl mObjectVsObjectLayerFilter;
PhysicsSystem * mSystem;
#ifdef JPH_DEBUG_RENDERER
DebugRendererRecorder *mDebugRenderer = nullptr;
ofstream * mStream = nullptr;
StreamOutWrapper * mStreamWrapper = nullptr;
#endif // JPH_DEBUG_RENDERER
float mDeltaTime;
int mCollisionSteps;
};