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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- // Jolt includes
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- // Local includes
- #include "PerformanceTestScene.h"
- #include "Layers.h"
- // A scene that first finds the largest possible mesh and then simulates some objects on it
- class LargeMeshScene : public PerformanceTestScene
- {
- public:
- virtual const char * GetName() const override
- {
- return "LargeMeshScene";
- }
- virtual bool Load(const String &inAssetPath) override
- {
- // Create mesh shape creation settings
- mMeshCreationSettings.mMotionType = EMotionType::Static;
- mMeshCreationSettings.mObjectLayer = Layers::NON_MOVING;
- mMeshCreationSettings.mPosition = RVec3::sZero();
- mMeshCreationSettings.mFriction = 0.5f;
- mMeshCreationSettings.mRestitution = 0.6f;
- Trace("Finding the largest possible mesh, this will take some time!");
- Trace("N, Num Triangles, Mesh Size, Size / Triangle, SubShapeID Bits, Time");
- for (int i = 1; ; ++i)
- {
- const int n = 500 * i;
- const float cell_size = 1.0f;
- const float max_height = 50.0f;
- // Create heights
- MeshShapeSettings settings;
- float center = n * cell_size / 2;
- settings.mTriangleVertices.reserve((n + 1)*(n + 1));
- for (int x = 0; x <= n; ++x)
- for (int z = 0; z <= n; ++z)
- settings.mTriangleVertices.push_back(Float3(cell_size * x - center, max_height * Sin(float(x) * 50.0f / n) * Cos(float(z) * 50.0f / n), cell_size * z - center));
- // Create regular grid of triangles
- settings.mIndexedTriangles.reserve(2 * n * n);
- for (int x = 0; x < n; ++x)
- for (int z = 0; z < n; ++z)
- {
- settings.mIndexedTriangles.push_back(IndexedTriangle(x + z * (n + 1), x + 1 + z * (n + 1), x + (z + 1)*(n + 1)));
- settings.mIndexedTriangles.push_back(IndexedTriangle(x + 1 + z * (n + 1), x + 1 + (z + 1)*(n + 1), x + (z + 1)*(n + 1)));
- }
- // Start measuring
- chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
- // Create the mesh shape
- Shape::ShapeResult result = settings.Create();
- // Stop measuring
- chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
- chrono::nanoseconds duration = chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
- if (result.HasError())
- {
- // Break when we get an error
- Trace("Mesh creation failed with error: %s", result.GetError().c_str());
- break;
- }
- else
- {
- // Trace stats
- RefConst<Shape> shape = result.Get();
- Shape::Stats stats = shape->GetStats();
- Trace("%u, %u, %llu, %.1f, %d, %.3f", n, stats.mNumTriangles, (uint64)stats.mSizeBytes, double(stats.mSizeBytes) / double(stats.mNumTriangles), shape->GetSubShapeIDBitsRecursive(), 1.0e-9 * double(duration.count()));
- // Set this shape as the best shape so far
- mMeshCreationSettings.SetShape(shape);
- }
- }
- return true;
- }
- virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
- {
- // Create background
- BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
- bi.CreateAndAddBody(mMeshCreationSettings, EActivation::DontActivate);
- // Construct bodies
- BodyCreationSettings creation_settings;
- creation_settings.mMotionType = EMotionType::Dynamic;
- creation_settings.mMotionQuality = inMotionQuality;
- creation_settings.mObjectLayer = Layers::MOVING;
- creation_settings.mFriction = 0.5f;
- creation_settings.mRestitution = 0.6f;
- creation_settings.SetShape(new BoxShape(Vec3(0.5f, 0.75f, 1.0f)));
- for (int x = -10; x <= 10; ++x)
- for (int y = 0; y < 10; ++y)
- for (int z = -10; z <= 10; ++z)
- {
- creation_settings.mPosition = RVec3(7.5_r * x, 55.0_r + 2.0_r * y, 7.5_r * z);
- bi.CreateAndAddBody(creation_settings, EActivation::Activate);
- }
- }
- private:
- BodyCreationSettings mMeshCreationSettings;
- };
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