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https://github.com/godotengine/godot-demo-projects.git
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188 lines
4.5 KiB
GDScript
188 lines
4.5 KiB
GDScript
extends Test
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const OPTION_TYPE_ALL = "Shape type/All"
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const OPTION_TYPE_BOX = "Shape type/Box"
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const OPTION_TYPE_SPHERE = "Shape type/Sphere"
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const OPTION_TYPE_CAPSULE = "Shape type/Capsule"
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const OPTION_TYPE_CYLINDER = "Shape type/Cylinder"
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const OPTION_TYPE_CONVEX = "Shape type/Convex"
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export(Array) var spawns = Array()
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export(int) var spawn_count = 100
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var _object_templates = []
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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(0.5), "timeout")
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if is_timer_canceled():
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return
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while $DynamicShapes.get_child_count():
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var type_node = $DynamicShapes.get_child(0)
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_object_templates.push_back(type_node)
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$DynamicShapes.remove_child(type_node)
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$Options.add_menu_item(OPTION_TYPE_ALL)
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$Options.add_menu_item(OPTION_TYPE_BOX)
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$Options.add_menu_item(OPTION_TYPE_SPHERE)
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$Options.add_menu_item(OPTION_TYPE_CAPSULE)
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$Options.add_menu_item(OPTION_TYPE_CYLINDER)
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$Options.add_menu_item(OPTION_TYPE_CONVEX)
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$Options.connect("option_selected", self, "_on_option_selected")
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_start_all_types()
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func _exit_tree():
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for object_template in _object_templates:
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object_template.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 _on_option_selected(option):
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cancel_timer()
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_despawn_objects()
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match option:
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OPTION_TYPE_ALL:
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_start_all_types()
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OPTION_TYPE_BOX:
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_start_type(_find_type_index("Box"))
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OPTION_TYPE_SPHERE:
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_start_type(_find_type_index("Sphere"))
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OPTION_TYPE_CAPSULE:
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_start_type(_find_type_index("Capsule"))
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OPTION_TYPE_CYLINDER:
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_start_type(_find_type_index("Cylinder"))
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OPTION_TYPE_CONVEX:
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_start_type(_find_type_index("Convex"))
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func _find_type_index(type_name):
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for type_index in range(_object_templates.size()):
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var type_node = _object_templates[type_index]
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if type_node.name.find(type_name) > -1:
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return type_index
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Log.print_error("Invalid shape type: " + type_name)
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return -1
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func _start_type(type_index):
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if type_index < 0:
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return
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if type_index >= _object_templates.size():
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return
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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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_spawn_objects(type_index)
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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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_activate_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(5.0), "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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_despawn_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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func _start_all_types():
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Log.print_log("* Start all types.")
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for type_index in range(_object_templates.size()):
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yield(_start_type(type_index), "completed")
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if is_timer_canceled():
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return
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Log.print_log("* Done all types.")
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func _spawn_objects(type_index):
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var template_node = _object_templates[type_index]
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for spawn in spawns:
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var spawn_parent = get_node(spawn)
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Log.print_log("* Spawning: " + template_node.name)
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for _node_index in range(spawn_count):
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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 collision = template_node.get_child(0) as CollisionShape
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var shape = collision.shape.duplicate()
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var body = create_rigidbody(shape, false, collision.transform)
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body.set_sleeping(true)
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spawn_parent.add_child(body)
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func _activate_objects():
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for spawn in spawns:
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var spawn_parent = get_node(spawn)
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Log.print_log("* Activating")
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for node_index in range(spawn_parent.get_child_count()):
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var node = spawn_parent.get_child(node_index) as RigidBody
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node.set_sleeping(false)
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func _despawn_objects():
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for spawn in spawns:
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var spawn_parent = get_node(spawn)
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Log.print_log("* Despawning")
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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 = spawn_parent.get_child_count()
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for object_index in range(object_count):
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var node = spawn_parent.get_child(object_count - object_index - 1)
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spawn_parent.remove_child(node)
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node.queue_free()
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