axmol/tests/cpp-tests/Source/Box2DTestBed/tests/tiles.cpp

154 lines
4.8 KiB
C++

// 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));
DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
Test::Step(settings);
DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d", m_createTime, m_fixtureCount);
// 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);