Merge pull request #576 from nekomatata/physics-tests-broadphase-update

Update broadphase performance test in physics tests
This commit is contained in:
Aaron Franke
2021-01-21 05:08:05 -05:00
committed by GitHub
8 changed files with 66 additions and 34 deletions

View File

@@ -73,6 +73,10 @@ toggle_pause={
]
}
[memory]
limits/message_queue/max_size_kb=10240
[rendering]
quality/driver/driver_name="GLES2"

View File

@@ -4,6 +4,8 @@ extends Node2D
signal wait_done()
export var _enable_debug_collision = true
var _timer
var _timer_started = false
@@ -21,6 +23,11 @@ class Circle2D:
var _drawn_nodes = []
func _enter_tree():
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta):
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1

View File

@@ -15,9 +15,14 @@ var _log_physics_time_start = 0
func _ready():
_create_objects()
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()
@@ -25,9 +30,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_add_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -35,9 +41,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_move_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -45,9 +52,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_remove_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -85,9 +93,6 @@ func _log_physics_stop():
func _create_objects():
_objects.clear()
var template_body = create_rigidbody_box(BOX_SIZE)
template_body.gravity_scale = 0.0
Log.print_log("* Creating objects...")
var timer = OS.get_ticks_usec()
@@ -97,9 +102,10 @@ func _create_objects():
var pos_y = -0.5 * (column_size - 1) * BOX_SPACE.y
for column in column_size:
var box = template_body.duplicate()
# 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.position = Vector2(pos_x, pos_y)
box.name = "Box%03d" % (row * column + 1)
_objects.push_back(box)
pos_y += BOX_SPACE.y
@@ -109,8 +115,6 @@ func _create_objects():
timer = OS.get_ticks_usec() - timer
Log.print_log(" Create Time: %.3f ms" % (0.001 * timer))
template_body.queue_free()
func _add_objects():
var root_node = $Objects
@@ -142,8 +146,10 @@ func _remove_objects():
Log.print_log("* Removing objects...")
var timer = OS.get_ticks_usec()
for object in _objects:
root_node.remove_child(object)
# Remove objects in reversed order to avoid the overhead of changing children index in parent.
var object_count = _objects.size()
for object_index in 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))

View File

@@ -4,6 +4,9 @@
[node name="Test" type="Node2D"]
script = ExtResource( 1 )
_enable_debug_collision = false
row_size = 300
column_size = 300
[node name="Objects" type="Node2D" parent="."]
position = Vector2( 512, 300 )

View File

@@ -41,7 +41,7 @@ margin_left = 157.0
margin_top = 13.0
margin_right = 375.0
margin_bottom = 27.0
text = "R - RESTART / D - TOGGLE COLLISION / F - TOGGLE FULL SCREEN / ESC - QUIT"
text = "P - TOGGLE PAUSE / R - RESTART / D - TOGGLE COLLISION / F - TOGGLE FULL SCREEN / ESC - QUIT"
__meta__ = {
"_edit_use_anchors_": false
}

View File

@@ -4,6 +4,8 @@ extends Node
signal wait_done()
export var _enable_debug_collision = true
var _timer
var _timer_started = false
@@ -12,6 +14,11 @@ var _wait_physics_ticks_counter = 0
var _drawn_nodes = []
func _enter_tree():
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta):
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1
@@ -60,7 +67,7 @@ func clear_drawn_nodes():
_drawn_nodes.clear()
func create_rigidbody_box(size, pickable):
func create_rigidbody_box(size, pickable = false):
var shape = BoxShape.new()
shape.extents = 0.5 * size

View File

@@ -16,9 +16,14 @@ var _log_physics_time_start = 0
func _ready():
_create_objects()
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()
@@ -26,9 +31,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_add_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -36,9 +42,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_move_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -46,9 +53,10 @@ func _ready():
if is_timer_canceled():
return
_log_physics_start()
_remove_objects()
_log_physics_start()
yield(wait_for_physics_ticks(5), "wait_done")
_log_physics_stop()
@@ -86,9 +94,6 @@ func _log_physics_stop():
func _create_objects():
_objects.clear()
var template_body = create_rigidbody_box(BOX_SIZE)
template_body.gravity_scale = 0.0
Log.print_log("* Creating objects...")
var timer = OS.get_ticks_usec()
@@ -101,9 +106,10 @@ func _create_objects():
var pos_z = -0.5 * (depth_size - 1) * BOX_SPACE.z
for depth in depth_size:
var box = template_body.duplicate()
# 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)
box.name = "Box%03d" % (row * column + 1)
_objects.push_back(box)
pos_z += BOX_SPACE.z
@@ -115,8 +121,6 @@ func _create_objects():
timer = OS.get_ticks_usec() - timer
Log.print_log(" Create Time: %.3f ms" % (0.001 * timer))
template_body.queue_free()
func _add_objects():
var root_node = $Objects
@@ -148,8 +152,10 @@ func _remove_objects():
Log.print_log("* Removing objects...")
var timer = OS.get_ticks_usec()
for object in _objects:
root_node.remove_child(object)
# Remove objects in reversed order to avoid the overhead of changing children index in parent.
var object_count = _objects.size()
for object_index in 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))

View File

@@ -1,13 +1,12 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://tests/performance/test_perf_broadphase.gd" type="Script" id=1]
[ext_resource path="res://utils/camera_orbit.gd" type="Script" id=5]
[node name="Test" type="Spatial"]
script = ExtResource( 1 )
_enable_debug_collision = false
row_size = 50
column_size = 50
depth_size = 50
[node name="Objects" type="Spatial" parent="."]
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 29.8407 )
script = ExtResource( 5 )