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CosmicEngine/lib/All/JoltPhysics/PerformanceTest/LargeMeshScene.h

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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;
};