CreatePhysicsWorldReserved ( static_shapes,dynamic_shapes,static_bodies,dynamic_bodies,contacts )

Parameters

static_shapes - initial capacity hint for static shapes
dynamic_shapes - initial capacity hint for moving shapes, including kinematic bodies' shapes

static_bodies - initial capacity hint for static bodies
dynamic_bodies - initial capacity hint for moving bodies, including kinematic bodies

contacts - initial capacity hint for contacts

Description

Creates and returns an ordinary owned physics world with native initial-capacity hints.

Zero lets the relevant native storage start with its normal minimum. All counts must be non-negative. The sum of static_shapes and dynamic_shapes, the sum of static_bodies and dynamic_bodies, and contacts must each be at most 1,048,575; overflow is rejected before creating a world.

These are allocation hints, not hard population limits or a guarantee of allocation-free stepping. Shape-specific storage and later growth can still allocate. Large reservations move memory cost to world creation. Measure your own population: the native regression's 1,024-body/sphere workload made 1,086 allocations during population with default capacity and 1,033 with reservations. That measurement excludes the allocations already performed during world creation.

All simulation defaults match CreatePhysicsWorld: gravity (0,-10,0) m/s², sleeping and continuous collision enabled, one worker, maximum linear speed 400 m/s, restitution/hit thresholds 1 m/s, contact tuning 30 Hz / damping 10 / recovery speed 3 m/s, and contact recycling distance 0.05 m. Use the ordinary world commands to populate, step, query, record and free it. Existing worlds are never recreated by a capacity request.

Ordinary world/body arguments must be live handles of the correct kind; invalid or stale handles raise a runtime error. Mutations are rejected while the owning world is stepping.


See also: CreatePhysicsWorld, FreePhysicsWorld, PhysicsWorkerCount.

Example

; CreatePhysicsWorldReserved Example
; ----------------------------------

Graphics3D 640,480,0,2
SetBuffer BackBuffer()

Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
Const CRATE_COUNT=12

SeedRnd MilliSecs()

camera=CreateCamera()
PositionEntity camera,0,6,-12
RotateEntity camera,20,0,0

light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60

; Reserve room for the floor, the crates and their contacts up front
world=CreatePhysicsWorldReserved(1,CRATE_COUNT,1,CRATE_COUNT,64)

; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)

; A pile of crates, dropped from random heights
Dim crates(CRATE_COUNT)
Dim crate_bodies(CRATE_COUNT)
For i=1 To CRATE_COUNT
    crates(i)=CreateCube()
    ScaleEntity crates(i),0.5,0.5,0.5
    crate_bodies(i)=CreatePhysicsBody(world,crates(i),PHYSICS_DYNAMIC)
    crate_shape=PhysicsBodyBox(crate_bodies(i),1,1,1)
Next
DropPile()

While Not KeyDown(1)

    ; R drops the pile again
    If KeyHit(19) Then DropPile()

    StepPhysics world,1.0/60.0,4

    ; Orange crates are awake, grey crates are asleep
    For i=1 To CRATE_COUNT
        If PhysicsBodyIsAwake(crate_bodies(i))
            EntityColor crates(i),255,120,70
        Else
            EntityColor crates(i),150,150,150
        EndIf
    Next

    ; Arrow keys move the camera
    If KeyDown(200) Then MoveEntity camera,0,0,0.1
    If KeyDown(208) Then MoveEntity camera,0,0,-0.1
    If KeyDown(203) Then TurnEntity camera,0,1,0
    If KeyDown(205) Then TurnEntity camera,0,-1,0

    RenderWorld

    Text 0,0,"Arrow keys: move camera   R: drop again   Esc: exit"
    Text 0,20,"CreatePhysicsWorldReserved(1,"+CRATE_COUNT+",1,"+CRATE_COUNT+",64)"
    Text 0,40,"Bodies: "+CountPhysicsBodies(world)+"   native memory: "+PhysicsNativeBytes()+" bytes"

    Flip

Wend

FreePhysicsWorld world
End

Function DropPile()
    For i=1 To CRATE_COUNT
        ResetPhysicsBody crate_bodies(i),Rnd(-1.5,1.5),2+i*0.8,Rnd(-1.5,1.5),0,Rnd(Pi),0
    Next
End Function

Index