extends Test const BOX_SIZE = Vector3(0.8, 0.8, 0.8) const BOX_SPACE = Vector3(1.0, 1.0, 1.0) @export_range(1, 1000) var row_size = 20 @export_range(1, 1000) var column_size = 20 @export_range(1, 1000) var depth_size = 20 var _objects = [] var _log_physics = false var _log_physics_time = 0 var _log_physics_time_start = 0 func _ready(): await start_timer(1.0).timeout if is_timer_canceled(): return _log_physics_start() _create_objects() 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() _add_objects() 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() _move_objects() 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() _remove_objects() await wait_for_physics_ticks(5).wait_done _log_physics_stop() await start_timer(1.0).timeout if is_timer_canceled(): return Log.print_log("* Done.") func _exit_tree(): for object in _objects: object.free() 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 _create_objects(): _objects.clear() Log.print_log("* Creating objects...") var timer = Time.get_ticks_usec() var pos_x = -0.5 * (row_size - 1) * BOX_SPACE.x for row in row_size: var pos_y = -0.5 * (column_size - 1) * BOX_SPACE.y for column in column_size: var pos_z = -0.5 * (depth_size - 1) * BOX_SPACE.z for depth in depth_size: # 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) _objects.push_back(box) pos_z += BOX_SPACE.z pos_y += BOX_SPACE.y pos_x += BOX_SPACE.x timer = Time.get_ticks_usec() - timer Log.print_log(" Create Time: %.3f ms" % (0.001 * timer)) func _add_objects(): var root_node = $Objects Log.print_log("* Adding objects...") var timer = Time.get_ticks_usec() for object in _objects: root_node.add_child(object) timer = Time.get_ticks_usec() - timer Log.print_log(" Add Time: %.3f ms" % (0.001 * timer)) func _move_objects(): Log.print_log("* Moving objects...") var timer = Time.get_ticks_usec() for object in _objects: object.transform.origin += BOX_SPACE timer = Time.get_ticks_usec() - timer Log.print_log(" Move Time: %.3f ms" % (0.001 * timer)) func _remove_objects(): var root_node = $Objects Log.print_log("* Removing objects...") var timer = Time.get_ticks_usec() # Remove objects in reversed order to avoid the overhead of changing children index in parent. var object_count = _objects.size() for object_index in range(object_count): root_node.remove_child(_objects[object_count - object_index - 1]) timer = Time.get_ticks_usec() - timer Log.print_log(" Remove Time: %.3f ms" % (0.001 * timer))