Files

123 lines
3.9 KiB
C
Raw Permalink Normal View History

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 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 drops a number of convex shapes on a sloping terrain made out of a mesh shape
class ConvexVsMeshScene : public PerformanceTestScene
{
public:
virtual const char * GetName() const override
{
return "ConvexVsMesh";
}
virtual bool Load(const String &inAssetPath) override
{
const int n = 100;
const float cell_size = 3.0f;
const float max_height = 5.0f;
float center = n * cell_size / 2;
// Create vertices
const int num_vertices = (n + 1) * (n + 1);
VertexList vertices;
vertices.resize(num_vertices);
for (int x = 0; x <= n; ++x)
for (int z = 0; z <= n; ++z)
{
float height = Sin(float(x) * 50.0f / n) * Cos(float(z) * 50.0f / n);
vertices[z * (n + 1) + x] = Float3(cell_size * x, max_height * height, cell_size * z);
}
// Create regular grid of triangles
const int num_triangles = n * n * 2;
IndexedTriangleList indices;
indices.resize(num_triangles);
IndexedTriangle *next = indices.data();
for (int x = 0; x < n; ++x)
for (int z = 0; z < n; ++z)
{
int start = (n + 1) * z + x;
next->mIdx[0] = start;
next->mIdx[1] = start + n + 1;
next->mIdx[2] = start + 1;
next++;
next->mIdx[0] = start + 1;
next->mIdx[1] = start + n + 1;
next->mIdx[2] = start + n + 2;
next++;
}
// Create mesh shape settings
Ref<MeshShapeSettings> mesh_shape_settings = new MeshShapeSettings(vertices, indices);
mesh_shape_settings->mMaxTrianglesPerLeaf = 4;
// Create mesh shape creation settings
mMeshSettings.mMotionType = EMotionType::Static;
mMeshSettings.mObjectLayer = Layers::NON_MOVING;
mMeshSettings.mPosition = RVec3(Real(-center), Real(max_height), Real(-center));
mMeshSettings.mFriction = 0.5f;
mMeshSettings.mRestitution = 0.6f;
mMeshSettings.SetShapeSettings(mesh_shape_settings);
// Create other shapes
mShapes = {
new BoxShape(Vec3(0.5f, 0.75f, 1.0f)),
new SphereShape(0.5f),
new CapsuleShape(0.75f, 0.5f),
ConvexHullShapeSettings({ Vec3(0, 1, 0), Vec3(1, 0, 0), Vec3(-1, 0, 0), Vec3(0, 0, 1), Vec3(0, 0, -1) }).Create().Get(),
};
return true;
}
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
{
// Reduce the solver iteration count, the scene doesn't have any constraints so we don't need the default amount of iterations
PhysicsSettings settings = inPhysicsSystem.GetPhysicsSettings();
settings.mNumVelocitySteps = 4;
settings.mNumPositionSteps = 1;
inPhysicsSystem.SetPhysicsSettings(settings);
// Create background
BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
bi.CreateAndAddBody(mMeshSettings, EActivation::DontActivate);
// Construct bodies
for (int x = -10; x <= 10; ++x)
for (int y = 0; y < (int)mShapes.size(); ++y)
for (int z = -10; z <= 10; ++z)
{
BodyCreationSettings creation_settings;
creation_settings.mMotionType = EMotionType::Dynamic;
creation_settings.mMotionQuality = inMotionQuality;
creation_settings.mObjectLayer = Layers::MOVING;
creation_settings.mPosition = RVec3(7.5_r * x, 15.0_r + 2.0_r * y, 7.5_r * z);
creation_settings.mFriction = 0.5f;
creation_settings.mRestitution = 0.6f;
creation_settings.SetShape(mShapes[y]);
bi.CreateAndAddBody(creation_settings, EActivation::Activate);
}
}
private:
BodyCreationSettings mMeshSettings;
Array<Ref<Shape>> mShapes;
};