Files
godot-demo-projects/3d/physics_tests/tests/performance/test_perf_broadphase.gd
2021-04-14 08:19:10 -07:00

162 lines
3.4 KiB
GDScript

extends Test
const BOX_SIZE = Vector3(0.8, 0.8, 0.8)
const BOX_SPACE = Vector3(1.0, 1.0, 1.0)
export(int, 1, 1000) var row_size = 20
export(int, 1, 1000) var column_size = 20
export(int, 1, 1000) var depth_size = 20
var _objects = []
var _log_physics = false
var _log_physics_time = 0
var _log_physics_time_start = 0
func _ready():
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_log_physics_start()
_create_objects()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_log_physics_start()
_add_objects()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_log_physics_start()
_move_objects()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_log_physics_start()
_remove_objects()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
Log.print_log("* Done.")
func _exit_tree():
for object in _objects:
object.free()
func _physics_process(_delta):
if _log_physics:
var time = OS.get_ticks_usec()
var time_delta = time - _log_physics_time
var time_total = time - _log_physics_time_start
_log_physics_time = time
Log.print_log(" Physics Tick: %.3f ms (total = %.3f ms)" % [0.001 * time_delta, 0.001 * time_total])
func _log_physics_start():
_log_physics = true
_log_physics_time_start = OS.get_ticks_usec()
_log_physics_time = _log_physics_time_start
func _log_physics_stop():
_log_physics = false
func _create_objects():
_objects.clear()
Log.print_log("* Creating objects...")
var timer = OS.get_ticks_usec()
var pos_x = -0.5 * (row_size - 1) * BOX_SPACE.x
for row in row_size:
var pos_y = -0.5 * (column_size - 1) * BOX_SPACE.y
for column in column_size:
var pos_z = -0.5 * (depth_size - 1) * BOX_SPACE.z
for depth in depth_size:
# Create a new object and shape every time to avoid the overhead of connecting many bodies to the same shape.
var box = create_rigidbody_box(BOX_SIZE)
box.gravity_scale = 0.0
box.transform.origin = Vector3(pos_x, pos_y, pos_z)
_objects.push_back(box)
pos_z += BOX_SPACE.z
pos_y += BOX_SPACE.y
pos_x += BOX_SPACE.x
timer = OS.get_ticks_usec() - timer
Log.print_log(" Create Time: %.3f ms" % (0.001 * timer))
func _add_objects():
var root_node = $Objects
Log.print_log("* Adding objects...")
var timer = OS.get_ticks_usec()
for object in _objects:
root_node.add_child(object)
timer = OS.get_ticks_usec() - timer
Log.print_log(" Add Time: %.3f ms" % (0.001 * timer))
func _move_objects():
Log.print_log("* Moving objects...")
var timer = OS.get_ticks_usec()
for object in _objects:
object.transform.origin += BOX_SPACE
timer = OS.get_ticks_usec() - timer
Log.print_log(" Move Time: %.3f ms" % (0.001 * timer))
func _remove_objects():
var root_node = $Objects
Log.print_log("* Removing objects...")
var timer = OS.get_ticks_usec()
# Remove objects in reversed order to avoid the overhead of changing children index in parent.
var object_count = _objects.size()
for object_index in range(object_count):
root_node.remove_child(_objects[object_count - object_index - 1])
timer = OS.get_ticks_usec() - timer
Log.print_log(" Remove Time: %.3f ms" % (0.001 * timer))