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