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godot-demo-projects/2d/physics_tests/tests/performance/test_perf_contacts.gd
A Thousand Ships 82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00

208 lines
5.1 KiB
GDScript

extends Test
const OPTION_TYPE_ALL = "Shape type/All"
const OPTION_TYPE_RECTANGLE = "Shape type/Rectangle"
const OPTION_TYPE_SPHERE = "Shape type/Sphere"
const OPTION_TYPE_CAPSULE = "Shape type/Capsule"
const OPTION_TYPE_CONVEX_POLYGON = "Shape type/Convex Polygon"
const OPTION_TYPE_CONCAVE_POLYGON = "Shape type/Concave Polygon"
@export var spawns = []
@export var spawn_count = 100
@export var spawn_randomize = Vector2.ZERO
@onready var options = $Options
var _object_templates = []
var _log_physics = false
var _log_physics_time = 0
var _log_physics_time_start = 0
func _ready():
await start_timer(0.5).timeout
if is_timer_canceled():
return
var dynamic_shapes = $DynamicShapes
while dynamic_shapes.get_child_count():
var type_node = dynamic_shapes.get_child(0)
type_node.position = Vector2.ZERO
_object_templates.push_back(type_node)
dynamic_shapes.remove_child(type_node)
options.add_menu_item(OPTION_TYPE_ALL)
options.add_menu_item(OPTION_TYPE_RECTANGLE)
options.add_menu_item(OPTION_TYPE_SPHERE)
options.add_menu_item(OPTION_TYPE_CAPSULE)
options.add_menu_item(OPTION_TYPE_CONVEX_POLYGON)
options.add_menu_item(OPTION_TYPE_CONCAVE_POLYGON)
options.option_selected.connect(_on_option_selected)
await _start_all_types()
func _physics_process(delta):
super._physics_process(delta)
if _log_physics:
var time = Time.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 = Time.get_ticks_usec()
_log_physics_time = _log_physics_time_start
func _log_physics_stop():
_log_physics = false
func _exit_tree():
for object_template in _object_templates:
object_template.free()
func _on_option_selected(option):
cancel_timer()
_despawn_objects()
match option:
OPTION_TYPE_ALL:
await _start_all_types()
OPTION_TYPE_RECTANGLE:
await _start_type(_find_type_index("Rectangle"))
OPTION_TYPE_SPHERE:
await _start_type(_find_type_index("Sphere"))
OPTION_TYPE_CAPSULE:
await _start_type(_find_type_index("Capsule"))
OPTION_TYPE_CONVEX_POLYGON:
await _start_type(_find_type_index("ConvexPolygon"))
OPTION_TYPE_CONCAVE_POLYGON:
await _start_type(_find_type_index("ConcavePolygon"))
func _find_type_index(type_name):
for type_index in range(_object_templates.size()):
var type_node = _object_templates[type_index]
if String(type_node.name).find(type_name) > -1:
return type_index
Log.print_error("Invalid shape type: " + type_name)
return -1
func _start_type(type_index):
if type_index < 0:
return
if type_index >= _object_templates.size():
return
await start_timer(1.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_spawn_objects(type_index)
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(1.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_activate_objects()
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(5.0).timeout
if is_timer_canceled():
return
_log_physics_start()
_despawn_objects()
await wait_for_physics_ticks(5).wait_done
_log_physics_stop()
await start_timer(1.0).timeout
func _start_all_types():
Log.print_log("* Start all types.")
for type_index in range(_object_templates.size()):
await _start_type(type_index)
if is_timer_canceled():
return
Log.print_log("* Done all types.")
func _spawn_objects(type_index):
var template_node = _object_templates[type_index]
Log.print_log("* Spawning: " + String(template_node.name))
for spawn in spawns:
var spawn_parent = get_node(spawn)
for _node_index in range(spawn_count):
# Create a new object and shape every time to avoid the overhead of connecting many bodies to the same shape.
var collision = template_node.get_child(0).duplicate()
if collision is CollisionShape2D:
collision.shape = collision.shape.duplicate()
var body = template_node.duplicate()
body.transform = Transform2D.IDENTITY
if spawn_randomize != Vector2.ZERO:
body.position.x = randf() * spawn_randomize.x
body.position.y = randf() * spawn_randomize.y
var prev_collision = body.get_child(0)
body.remove_child(prev_collision)
prev_collision.queue_free()
body.add_child(collision)
body.set_sleeping(true)
spawn_parent.add_child(body)
func _activate_objects():
Log.print_log("* Activating")
for spawn in spawns:
var spawn_parent = get_node(spawn)
for node_index in range(spawn_parent.get_child_count()):
var node = spawn_parent.get_child(node_index) as RigidBody2D
node.set_sleeping(false)
func _despawn_objects():
Log.print_log("* Despawning")
for spawn in spawns:
var spawn_parent = get_node(spawn)
var object_count = spawn_parent.get_child_count()
if object_count == 0:
continue
# Remove objects in reversed order to avoid the overhead of changing children index in parent.
for object_index in range(object_count):
var node = spawn_parent.get_child(object_count - object_index - 1)
spawn_parent.remove_child(node)
node.queue_free()