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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
// Jolt includes
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
// Local includes
#include "PerformanceTestScene.h"
#include "Layers.h"
// A scene that creates the max number of bodies that Jolt supports and simulates them
class MaxBodiesScene : public PerformanceTestScene
{
public:
virtual const char * GetName() const override
{
return "MaxBodies";
}
virtual size_t GetTempAllocatorSizeMB() const override
{
return 8192;
}
virtual uint GetMaxBodies() const override
{
return PhysicsSystem::cMaxBodiesLimit;
}
virtual uint GetMaxBodyPairs() const override
{
return PhysicsSystem::cMaxBodyPairsLimit;
}
virtual uint GetMaxContactConstraints() const override
{
return PhysicsSystem::cMaxContactConstraintsLimit;
}
virtual void StartTest(PhysicsSystem &inPhysicsSystem, EMotionQuality inMotionQuality) override
{
BodyInterface &bi = inPhysicsSystem.GetBodyInterface();
// Reduce the solver iteration count in the interest of performance
PhysicsSettings settings = inPhysicsSystem.GetPhysicsSettings();
settings.mNumVelocitySteps = 4;
settings.mNumPositionSteps = 1;
inPhysicsSystem.SetPhysicsSettings(settings);
// Create the bodies
uint num_bodies = inPhysicsSystem.GetMaxBodies();
uint num_constraints = 0;
BodyIDVector body_ids;
body_ids.reserve(num_bodies);
uint num_per_axis = uint(pow(float(num_bodies), 1.0f / 3.0f)) + 1;
Vec3 half_extent = Vec3::sReplicate(0.5f);
BodyCreationSettings bcs(new BoxShape(half_extent), RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
bcs.mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
bcs.mMassPropertiesOverride.SetMassAndInertiaOfSolidBox(2.0f * half_extent, 1000.0f);
for (uint z = 0; z < num_per_axis && body_ids.size() < num_bodies; ++z)
for (uint y = 0; y < num_per_axis && body_ids.size() < num_bodies; ++y)
for (uint x = 0; x < num_per_axis && body_ids.size() < num_bodies; ++x)
{
// When we reach the limit of contact constraints, start placing the boxes further apart so they don't collide
bcs.mPosition = RVec3(num_constraints < PhysicsSystem::cMaxContactConstraintsLimit? Real(x) : 2.0_r * x, 2.0_r * y, 2.0_r * z);
body_ids.push_back(bi.CreateBody(bcs)->GetID());
// From the 2nd box onwards in a row, we will get a contact constraint
if (x > 0)
++num_constraints;
}
// Add the bodies to the simulation
BodyInterface::AddState state = bi.AddBodiesPrepare(body_ids.data(), num_bodies);
bi.AddBodiesFinalize(body_ids.data(), num_bodies, state, EActivation::Activate);
}
};