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

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
// Jolt includes
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
// 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<Shape> 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);
}
}
};