Files
RobustToolbox/Robust.Benchmarks/Physics/TumblerBenchmark.cs
metalgearsloth 348ab70a8d Update B2DynamicTree (#5332)
* Update B2DynamicTree

* API updates

* weh

* forcing it

* Fix all of the bugs

* Rebuild

* A crumb of danger

* Fix merge conflicts
2025-03-08 14:15:47 +11:00

109 lines
4.2 KiB
C#

using System;
using System.Numerics;
using BenchmarkDotNet.Attributes;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.Physics;
[Virtual]
public class PhysicsTumblerBenchmark
{
private ISimulation _sim = default!;
[GlobalSetup]
public void Setup()
{
_sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = _sim.Resolve<IEntityManager>();
var physics = entManager.System<SharedPhysicsSystem>();
var fixtures = entManager.System<FixtureSystem>();
var mapUid = entManager.System<SharedMapSystem>().CreateMap(out var mapId);
SetupTumbler(entManager, mapId);
for (var i = 0; i < 300; i++)
{
entManager.TickUpdate(0.016f, false);
var boxUid = entManager.SpawnEntity(null, new MapCoordinates(0f, 10f, mapId));
var box = entManager.AddComponent<PhysicsComponent>(boxUid);
physics.SetBodyType(boxUid, BodyType.Dynamic, body: box);
physics.SetFixedRotation(boxUid, false, body: box);
var shape = new PolygonShape();
shape.SetAsBox(0.125f, 0.125f);
fixtures.CreateFixture(boxUid, "fix1", new Fixture(shape, 2, 2, true, 0.0625f), body: box);
physics.WakeBody(boxUid, body: box);
physics.SetSleepingAllowed(boxUid, box, false);
}
if (entManager.TryGetComponent(mapUid, out BroadphaseComponent? mapBroadphase))
entManager.System<SharedBroadphaseSystem>().RebuildBottomUp(mapBroadphase);
}
[Benchmark]
public void Tumbler()
{
var entManager = _sim.Resolve<IEntityManager>();
for (var i = 0; i < 1000; i++)
{
entManager.TickUpdate(0.016f, false);
}
}
private void SetupTumbler(IEntityManager entManager, MapId mapId)
{
var physics = entManager.System<SharedPhysicsSystem>();
var fixtures = entManager.System<FixtureSystem>();
var joints = entManager.System<SharedJointSystem>();
var groundUid = entManager.SpawnEntity(null, new MapCoordinates(0f, 0f, mapId));
var ground = entManager.AddComponent<PhysicsComponent>(groundUid);
// Due to lookup changes fixtureless bodies are invalid, so
var cShape = new PhysShapeCircle(1f);
fixtures.CreateFixture(groundUid, "fix1", new Fixture(cShape, 0, 0, false));
var bodyUid = entManager.SpawnEntity(null, new MapCoordinates(0f, 10f, mapId));
var body = entManager.AddComponent<PhysicsComponent>(bodyUid);
physics.SetBodyType(bodyUid, BodyType.Dynamic, body: body);
physics.SetSleepingAllowed(bodyUid, body, false);
physics.SetFixedRotation(bodyUid, false, body: body);
// TODO: Box2D just deref, bleh shape structs someday
var shape1 = new PolygonShape();
shape1.SetAsBox(0.5f, 10.0f, new Vector2(10.0f, 0.0f), 0.0f);
fixtures.CreateFixture(bodyUid, "fix1", new Fixture(shape1, 2, 0, true, 20f));
var shape2 = new PolygonShape();
shape2.SetAsBox(0.5f, 10.0f, new Vector2(-10.0f, 0.0f), 0f);
fixtures.CreateFixture(bodyUid, "fix2", new Fixture(shape2, 2, 0, true, 20f));
var shape3 = new PolygonShape();
shape3.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, 10.0f), 0f);
fixtures.CreateFixture(bodyUid, "fix3", new Fixture(shape3, 2, 0, true, 20f));
var shape4 = new PolygonShape();
shape4.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, -10.0f), 0f);
fixtures.CreateFixture(bodyUid, "fix4", new Fixture(shape4, 2, 0, true, 20f));
physics.WakeBody(groundUid, body: ground);
physics.WakeBody(bodyUid, body: body);
var revolute = joints.CreateRevoluteJoint(groundUid, bodyUid);
revolute.LocalAnchorA = new Vector2(0f, 10f);
revolute.LocalAnchorB = new Vector2(0f, 0f);
revolute.ReferenceAngle = 0f;
revolute.MotorSpeed = 0.05f * MathF.PI;
revolute.MaxMotorTorque = 100000000f;
revolute.EnableMotor = true;
}
}