Files
godot-demo-projects/3d/physics_tests/tests/performance/test_perf_contacts.gd
2025-10-11 05:03:59 -07:00

199 lines
5.2 KiB
GDScript

extends Test
const OPTION_TYPE_ALL = "Shape type/All"
const OPTION_TYPE_BOX = "Shape type/Box"
const OPTION_TYPE_SPHERE = "Shape type/Sphere"
const OPTION_TYPE_CAPSULE = "Shape type/Capsule"
const OPTION_TYPE_CYLINDER = "Shape type/Cylinder"
const OPTION_TYPE_CONVEX = "Shape type/Convex"
@export var spawns: Array[NodePath] = []
@export var spawn_count: int = 100
@export var spawn_randomize := Vector3.ZERO
var _object_templates: Array[Node3D] = []
var _log_physics: bool = false
var _log_physics_time_usec: int = 0
var _log_physics_time_usec_start: int = 0
func _ready() -> void:
await start_timer(0.5).timeout
if is_timer_canceled():
return
while $DynamicShapes.get_child_count():
var type_node: Node3D = $DynamicShapes.get_child(0)
_object_templates.push_back(type_node)
$DynamicShapes.remove_child(type_node)
$Options.add_menu_item(OPTION_TYPE_ALL)
$Options.add_menu_item(OPTION_TYPE_BOX)
$Options.add_menu_item(OPTION_TYPE_SPHERE)
$Options.add_menu_item(OPTION_TYPE_CAPSULE)
$Options.add_menu_item(OPTION_TYPE_CYLINDER)
$Options.add_menu_item(OPTION_TYPE_CONVEX)
$Options.option_selected.connect(_on_option_selected)
await _start_all_types()
func _exit_tree() -> void:
for object_template in _object_templates:
object_template.free()
func _physics_process(delta: float) -> void:
super._physics_process(delta)
if _log_physics:
var time := Time.get_ticks_usec()
var time_delta := time - _log_physics_time_usec
var time_total := time - _log_physics_time_usec_start
_log_physics_time_usec = time
Log.print_log(" Physics Tick: %.3f ms (total = %.3f ms)" % [0.001 * time_delta, 0.001 * time_total])
func _log_physics_start() -> void:
_log_physics = true
_log_physics_time_usec_start = Time.get_ticks_usec()
_log_physics_time_usec = _log_physics_time_usec_start
func _log_physics_stop() -> void:
_log_physics = false
func _on_option_selected(option: String) -> void:
cancel_timer()
_despawn_objects()
match option:
OPTION_TYPE_ALL:
await _start_all_types()
OPTION_TYPE_BOX:
await _start_type(_find_type_index("Box"))
OPTION_TYPE_SPHERE:
await _start_type(_find_type_index("Sphere"))
OPTION_TYPE_CAPSULE:
await _start_type(_find_type_index("Capsule"))
OPTION_TYPE_CYLINDER:
await _start_type(_find_type_index("Cylinder"))
OPTION_TYPE_CONVEX:
await _start_type(_find_type_index("Convex"))
func _find_type_index(type_name: String) -> int:
for type_index in range(_object_templates.size()):
var type_node := _object_templates[type_index]
if String(type_node.name).find(type_name) > -1:
return type_index
Log.print_error("Invalid shape type: " + type_name)
return -1
func _start_type(type_index: int) -> void:
if type_index < 0:
return
if type_index >= _object_templates.size():
return
await start_timer(1.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_spawn_objects(type_index)
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(1.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_activate_objects()
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(5.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_despawn_objects()
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(1.0).timeout
func _start_all_types() -> void:
Log.print_log("* Start all types.")
for type_index in _object_templates.size():
await _start_type(type_index)
if is_timer_canceled():
return
Log.print_log("* Done all types.")
func _spawn_objects(type_index: int) -> void:
var template_node := _object_templates[type_index]
Log.print_log("* Spawning: " + String(template_node.name))
for spawn in spawns:
var spawn_parent := get_node(spawn)
for _node_index in range(spawn_count):
# Create a new object and shape every time to avoid the overhead of connecting many bodies to the same shape.
var collision := template_node.get_child(0).duplicate()
collision.shape = collision.shape.duplicate()
var body := template_node.duplicate()
body.transform = Transform3D.IDENTITY
if spawn_randomize != Vector3.ZERO:
body.transform.origin.x = randf() * spawn_randomize.x
body.transform.origin.y = randf() * spawn_randomize.y
body.transform.origin.z = randf() * spawn_randomize.z
var prev_collision := body.get_child(0)
body.remove_child(prev_collision)
prev_collision.queue_free()
body.add_child(collision)
body.set_sleeping(true)
spawn_parent.add_child(body)
func _activate_objects() -> void:
Log.print_log("* Activating")
for spawn in spawns:
var spawn_parent := get_node(spawn)
for node_index in spawn_parent.get_child_count():
var node: RigidBody3D = spawn_parent.get_child(node_index)
node.set_sleeping(false)
func _despawn_objects() -> void:
Log.print_log("* Despawning")
for spawn in spawns:
var spawn_parent := get_node(spawn)
# Remove objects in reversed order to avoid the overhead of changing child index in parent.
var object_count := spawn_parent.get_child_count()
for object_index in object_count:
var node := spawn_parent.get_child(object_count - object_index - 1)
spawn_parent.remove_child(node)
node.queue_free()