// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "test.h" /// This stress tests the dynamic tree broad-phase. This also shows that tile /// based collision is _not_ smooth due to Box2D not knowing about adjacency. class Tiles : public Test { public: enum { e_count = 20 }; Tiles() { m_fixtureCount = 0; b2Timer timer; { float a = 0.5f; b2BodyDef bd; bd.position.y = -a; b2Body* ground = m_world->CreateBody(&bd); #if 1 int32 N = 200; int32 M = 10; b2Vec2 position; position.y = 0.0f; for (int32 j = 0; j < M; ++j) { position.x = -N * a; for (int32 i = 0; i < N; ++i) { b2PolygonShape shape; shape.SetAsBox(a, a, position, 0.0f); ground->CreateFixture(&shape, 0.0f); ++m_fixtureCount; position.x += 2.0f * a; } position.y -= 2.0f * a; } #else int32 N = 200; int32 M = 10; b2Vec2 position; position.x = -N * a; for (int32 i = 0; i < N; ++i) { position.y = 0.0f; for (int32 j = 0; j < M; ++j) { b2PolygonShape shape; shape.SetAsBox(a, a, position, 0.0f); ground->CreateFixture(&shape, 0.0f); position.y -= 2.0f * a; } position.x += 2.0f * a; } #endif } { float a = 0.5f; b2PolygonShape shape; shape.SetAsBox(a, a); b2Vec2 x(-7.0f, 0.75f); b2Vec2 y; b2Vec2 deltaX(0.5625f, 1.25f); b2Vec2 deltaY(1.125f, 0.0f); for (int32 i = 0; i < e_count; ++i) { y = x; for (int32 j = i; j < e_count; ++j) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = y; //if (i == 0 && j == 0) //{ // bd.allowSleep = false; //} //else //{ // bd.allowSleep = true; //} b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&shape, 5.0f); ++m_fixtureCount; y += deltaY; } x += deltaX; } } m_createTime = timer.GetMilliseconds(); } void Step(Settings& settings) override { const b2ContactManager& cm = m_world->GetContactManager(); int32 height = cm.m_broadPhase.GetTreeHeight(); int32 leafCount = cm.m_broadPhase.GetProxyCount(); int32 minimumNodeCount = 2 * leafCount - 1; float minimumHeight = ceilf(logf(float(minimumNodeCount)) / logf(2.0f)); g_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight)); m_textLine += m_textIncrement; Test::Step(settings); g_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d", m_createTime, m_fixtureCount); m_textLine += m_textIncrement; //b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree; //if (m_stepCount == 400) //{ // tree->RebuildBottomUp(); //} } static Test* Create() { return new Tiles; } int32 m_fixtureCount; float m_createTime; }; static int testIndex = RegisterTest("Benchmark", "Tiles", Tiles::Create);