// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2023 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once // Jolt includes #include // Local includes #include "PerformanceTestScene.h" #include "Layers.h" // A scene that creates a pyramid of boxes to create a very large island class PyramidScene : public PerformanceTestScene { public: virtual const char * GetName() const override { return "Pyramid"; } virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override { BodyInterface &bi = inPhysicsSystem.GetBodyInterface(); // Floor bi.CreateAndAddBody(BodyCreationSettings(new BoxShape(Vec3(50.0f, 1.0f, 50.0f), 0.0f), RVec3(Vec3(0.0f, -1.0f, 0.0f)), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING), EActivation::DontActivate); const float cBoxSize = 2.0f; const float cBoxSeparation = 0.5f; const float cHalfBoxSize = 0.5f * cBoxSize; const int cPyramidHeight = 15; RefConst box_shape = new BoxShape(Vec3::sReplicate(cHalfBoxSize), 0.0f); // No convex radius to force more collisions // Pyramid for (int i = 0; i < cPyramidHeight; ++i) for (int j = i / 2; j < cPyramidHeight - (i + 1) / 2; ++j) for (int k = i / 2; k < cPyramidHeight - (i + 1) / 2; ++k) { RVec3 position(Real(-cPyramidHeight + cBoxSize * j + (i & 1? cHalfBoxSize : 0.0f)), Real(1.0f + (cBoxSize + cBoxSeparation) * i), Real(-cPyramidHeight + cBoxSize * k + (i & 1? cHalfBoxSize : 0.0f))); BodyCreationSettings settings(box_shape, position, Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING); settings.mAllowSleeping = false; // No sleeping to force the large island to stay awake bi.CreateAndAddBody(settings, EActivation::Activate); } } };