Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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118
lib/All/JoltPhysics/PerformanceTest/LargeMeshScene.h
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118
lib/All/JoltPhysics/PerformanceTest/LargeMeshScene.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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// Jolt includes
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
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#include <Jolt/Physics/Collision/Shape/MeshShape.h>
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#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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// Local includes
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#include "PerformanceTestScene.h"
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#include "Layers.h"
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// A scene that first finds the largest possible mesh and then simulates some objects on it
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class LargeMeshScene : public PerformanceTestScene
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{
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public:
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virtual const char * GetName() const override
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{
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return "LargeMeshScene";
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}
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virtual bool Load(const String &inAssetPath) override
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{
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// Create mesh shape creation settings
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mMeshCreationSettings.mMotionType = EMotionType::Static;
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mMeshCreationSettings.mObjectLayer = Layers::NON_MOVING;
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mMeshCreationSettings.mPosition = RVec3::sZero();
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mMeshCreationSettings.mFriction = 0.5f;
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mMeshCreationSettings.mRestitution = 0.6f;
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Trace("Finding the largest possible mesh, this will take some time!");
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Trace("N, Num Triangles, Mesh Size, Size / Triangle, SubShapeID Bits, Time");
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for (int i = 1; ; ++i)
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{
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const int n = 500 * i;
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const float cell_size = 1.0f;
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const float max_height = 50.0f;
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// Create heights
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MeshShapeSettings settings;
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float center = n * cell_size / 2;
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settings.mTriangleVertices.reserve((n + 1)*(n + 1));
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for (int x = 0; x <= n; ++x)
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for (int z = 0; z <= n; ++z)
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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));
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// Create regular grid of triangles
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settings.mIndexedTriangles.reserve(2 * n * n);
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for (int x = 0; x < n; ++x)
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for (int z = 0; z < n; ++z)
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{
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settings.mIndexedTriangles.push_back(IndexedTriangle(x + z * (n + 1), x + 1 + z * (n + 1), x + (z + 1)*(n + 1)));
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settings.mIndexedTriangles.push_back(IndexedTriangle(x + 1 + z * (n + 1), x + 1 + (z + 1)*(n + 1), x + (z + 1)*(n + 1)));
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}
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// Start measuring
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chrono::high_resolution_clock::time_point clock_start = chrono::high_resolution_clock::now();
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// Create the mesh shape
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Shape::ShapeResult result = settings.Create();
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// Stop measuring
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chrono::high_resolution_clock::time_point clock_end = chrono::high_resolution_clock::now();
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chrono::nanoseconds duration = chrono::duration_cast<chrono::nanoseconds>(clock_end - clock_start);
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if (result.HasError())
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{
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// Break when we get an error
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Trace("Mesh creation failed with error: %s", result.GetError().c_str());
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break;
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}
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else
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{
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// Trace stats
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RefConst<Shape> shape = result.Get();
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Shape::Stats stats = shape->GetStats();
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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()));
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// Set this shape as the best shape so far
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mMeshCreationSettings.SetShape(shape);
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}
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}
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return true;
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}
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virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
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{
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// Create background
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BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
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bi.CreateAndAddBody(mMeshCreationSettings, EActivation::DontActivate);
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// Construct bodies
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BodyCreationSettings creation_settings;
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creation_settings.mMotionType = EMotionType::Dynamic;
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creation_settings.mMotionQuality = inMotionQuality;
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creation_settings.mObjectLayer = Layers::MOVING;
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creation_settings.mFriction = 0.5f;
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creation_settings.mRestitution = 0.6f;
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creation_settings.SetShape(new BoxShape(Vec3(0.5f, 0.75f, 1.0f)));
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for (int x = -10; x <= 10; ++x)
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for (int y = 0; y < 10; ++y)
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for (int z = -10; z <= 10; ++z)
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{
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creation_settings.mPosition = RVec3(7.5_r * x, 55.0_r + 2.0_r * y, 7.5_r * z);
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bi.CreateAndAddBody(creation_settings, EActivation::Activate);
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}
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}
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private:
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BodyCreationSettings mMeshCreationSettings;
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};
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