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Add Functional Test / Stack & Pyramid For testing stack stability. Add Functional Test / Raycasts Visually test raycast on different shapes. Add Performance Test / Broadphase Add/move/remove lots of non-colliding objects and measure time. Fix leaks on exit Some Nodes are copied and removed from the scene to be used as templates, they need to be freed manually on exit. Fix Performance Test / Contacts Positions adjusted, some shape types were not created at the center.
59 lines
1.5 KiB
GDScript
59 lines
1.5 KiB
GDScript
extends Test
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export(int, 1, 100) var height = 10
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export(int, 1, 100) var width_max = 100
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export(int, 1, 100) var depth_max = 1
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export(Vector3) var box_size = Vector3(1.0, 1.0, 1.0)
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export(Vector3) var box_spacing = Vector3(0.0, 0.0, 0.0)
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func _ready():
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_create_pyramid()
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func _create_pyramid():
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var root_node = $Pyramid
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var template_shape = BoxShape.new()
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template_shape.extents = 0.5 * box_size
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var template_collision = CollisionShape.new()
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template_collision.shape = template_shape
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var template_body = RigidBody.new()
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template_body.add_child(template_collision)
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var pos_y = 0.5 * box_size.y + box_spacing.y
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for level in height:
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var level_index = height - level - 1
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var num_boxes = 2 * level_index + 1
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var num_boxes_width = min(num_boxes, width_max)
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var num_boxes_depth = min(num_boxes, depth_max)
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var row_node = Spatial.new()
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row_node.transform.origin = Vector3(0.0, pos_y, 0.0)
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row_node.name = "Row%02d" % (level + 1)
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root_node.add_child(row_node)
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var pos_x = -0.5 * (num_boxes_width - 1) * (box_size.x + box_spacing.x)
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for box_index_x in num_boxes_width:
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var pos_z = -0.5 * (num_boxes_depth - 1) * (box_size.z + box_spacing.z)
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for box_index_z in num_boxes_depth:
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var box_index = box_index_x * box_index_z
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var box = template_body.duplicate()
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box.transform.origin = Vector3(pos_x, 0.0, pos_z)
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box.name = "Box%02d" % (box_index + 1)
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row_node.add_child(box)
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pos_z += box_size.z + box_spacing.z
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pos_x += box_size.x + box_spacing.x
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pos_y += box_size.y + box_spacing.y
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template_body.queue_free()
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