MaxBodiesScene.h 2.0 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2025 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. // Jolt includes
  6. #include <Jolt/Physics/Collision/Shape/BoxShape.h>
  7. #include <Jolt/Physics/Body/BodyCreationSettings.h>
  8. // Local includes
  9. #include "PerformanceTestScene.h"
  10. #include "Layers.h"
  11. // A scene that creates the max number of bodies that Jolt supports and simulates them
  12. class MaxBodiesScene : public PerformanceTestScene
  13. {
  14. public:
  15. virtual const char * GetName() const override
  16. {
  17. return "MaxBodies";
  18. }
  19. virtual uint GetTempAllocatorSizeMB() const override
  20. {
  21. return 256;
  22. }
  23. virtual uint GetMaxBodies() const override
  24. {
  25. return BodyID::cMaxBodyIndex + 1;
  26. }
  27. virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
  28. {
  29. BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
  30. // Reduce the solver iteration count in the interest of performance
  31. PhysicsSettings settings = inPhysicsSystem.GetPhysicsSettings();
  32. settings.mNumVelocitySteps = 4;
  33. settings.mNumPositionSteps = 1;
  34. inPhysicsSystem.SetPhysicsSettings(settings);
  35. // Create the bodies
  36. uint num_bodies = GetMaxBodies();
  37. BodyIDVector body_ids;
  38. body_ids.reserve(num_bodies);
  39. uint num_per_axis = uint(pow(float(num_bodies), 1.0f / 3.0f)) + 1;
  40. BodyCreationSettings bcs(new BoxShape(Vec3::sReplicate(0.5f)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
  41. for (uint x = 0; x < num_per_axis && body_ids.size() < num_bodies; ++x)
  42. for (uint y = 0; y < num_per_axis && body_ids.size() < num_bodies; ++y)
  43. for (uint z = 0; z < num_per_axis && body_ids.size() < num_bodies; ++z)
  44. {
  45. bcs.mPosition = RVec3(Real(x), Real(y), Real(z));
  46. body_ids.push_back(bi.CreateBody(bcs)->GetID());
  47. }
  48. // Add the bodies to the simulation
  49. BodyInterface::AddState state = bi.AddBodiesPrepare(body_ids.data(), num_bodies);
  50. bi.AddBodiesFinalize(body_ids.data(), num_bodies, state, EActivation::Activate);
  51. }
  52. };