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Add FixedMath reference to demos
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Bartl
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Feb 13, 2018
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<?xml version="1.0" encoding="utf-8" ?> | ||
<configuration> | ||
<startup> | ||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" /> | ||
</startup> | ||
</configuration> |
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectGuid>{97B92266-B7EE-468A-BA8B-EDCC6EC27C9B}</ProjectGuid> | ||
<OutputType>Exe</OutputType> | ||
<RootNamespace>BEPUbenchmark</RootNamespace> | ||
<AssemblyName>BEPUbenchmark</AssemblyName> | ||
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<PlatformTarget>AnyCPU</PlatformTarget> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<PlatformTarget>AnyCPU</PlatformTarget> | ||
<DebugType>pdbonly</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="System.Xml.Linq" /> | ||
<Reference Include="System.Data.DataSetExtensions" /> | ||
<Reference Include="Microsoft.CSharp" /> | ||
<Reference Include="System.Data" /> | ||
<Reference Include="System.Net.Http" /> | ||
<Reference Include="System.Xml" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="Benchmark.cs" /> | ||
<Compile Include="Benchmarks\PyramidBenchmark.cs" /> | ||
<Compile Include="Program.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="App.config" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<ProjectReference Include="..\BEPUphysics\BEPUphysics.csproj"> | ||
<Project>{c0d52c9f-14b8-4008-8ddc-109c27561a5c}</Project> | ||
<Name>BEPUphysics</Name> | ||
</ProjectReference> | ||
<ProjectReference Include="..\BEPUutilities\BEPUutilities.csproj"> | ||
<Project>{34853dea-43a6-4f2f-a379-d1ee04d256d2}</Project> | ||
<Name>BEPUutilities</Name> | ||
</ProjectReference> | ||
<ProjectReference Include="..\FixedMath.Net\src\FixedMath.NET.csproj"> | ||
<Project>{d46c606e-5826-465f-9983-251e3d3b2f1c}</Project> | ||
<Name>FixedMath.NET</Name> | ||
</ProjectReference> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | ||
</Project> |
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using BEPUphysics; | ||
using BEPUutilities; | ||
using FixMath.NET; | ||
using System; | ||
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namespace BEPUbenchmark | ||
{ | ||
abstract class Benchmark | ||
{ | ||
protected Space space; | ||
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protected abstract void InitializeSpace(); | ||
protected void Step() | ||
{ | ||
} | ||
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public double Run() | ||
{ | ||
space = new Space(); | ||
space.ForceUpdater.Gravity = new Vector3(0, (Fix64)(-9.81m), 0); | ||
space.TimeStepSettings.TimeStepDuration = 1 / 60m; | ||
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InitializeSpace(); | ||
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long startTime = DateTime.Now.Ticks; | ||
for (int i = 0; i < 1000; i++) | ||
{ | ||
Step(); | ||
space.Update(); | ||
} | ||
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long runTime = (DateTime.Now.Ticks - startTime); | ||
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return (double)runTime / TimeSpan.TicksPerSecond; | ||
} | ||
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public string GetName() | ||
{ | ||
return this.GetType().Name; | ||
} | ||
} | ||
} |
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using BEPUphysics.CollisionRuleManagement; | ||
using BEPUphysics.Constraints.TwoEntity.Joints; | ||
using BEPUphysics.Entities; | ||
using BEPUphysics.Entities.Prefabs; | ||
using BEPUphysics.NarrowPhaseSystems; | ||
using BEPUutilities; | ||
using FixMath.NET; | ||
using System.Linq; | ||
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namespace BEPUbenchmark.Benchmarks | ||
{ | ||
class BurlapBenchmark : Benchmark | ||
{ | ||
protected override void InitializeSpace() | ||
{ | ||
//Joints can also act like springs by modifying their springSettings. | ||
//Though using a bunch of DistanceJoint objects can be slower than just applying direct spring forces, | ||
//it is significantly more stable and allows rigid structures. | ||
//The extra stability can make it useful for cloth-like simulations. | ||
Entity latticePiece; | ||
BallSocketJoint joint; | ||
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NarrowPhaseHelper.Factories.BoxBox.Count = 4000; | ||
NarrowPhaseHelper.Factories.BoxSphere.Count = 1000; | ||
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int numColumns = 40; | ||
int numRows = 40; | ||
Fix64 xSpacing = 1.0m; | ||
Fix64 zSpacing = 1.0m; | ||
var lattice = new Entity[numRows, numColumns]; | ||
for (int i = 0; i < numRows; i++) | ||
for (int j = 0; j < numColumns; j++) | ||
{ | ||
latticePiece = new Box( | ||
new Vector3( | ||
xSpacing * i - (numRows - 1) * xSpacing / 2, | ||
15.58m, | ||
2 + zSpacing * j - (numColumns - 1) * zSpacing / 2), | ||
xSpacing, .2m, zSpacing, 10); | ||
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lattice[i, j] = latticePiece; | ||
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space.Add(latticePiece); | ||
} | ||
//The joints composing the cloth can have their max iterations set independently from the solver iterations. | ||
//More iterations (up to the solver's own max) will increase the quality at the cost of speed. | ||
int clothIterations = 3; | ||
//So while the above clamps joint iterations, setting the solver's iteration limit can lower the | ||
//rest of the solving load (collisions). | ||
space.Solver.IterationLimit = 10; | ||
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Fix64 damping = 20000, stiffness = 20000; | ||
Fix64 starchDamping = 5000, starchStiffness = 500; | ||
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//Loop through the grid and set up the joints. | ||
for (int i = 0; i < numRows; i++) | ||
for (int j = 0; j < numColumns; j++) | ||
{ | ||
if (i == 0 && j + 1 < numColumns) | ||
{ | ||
//Add in column connections for left edge. | ||
joint = new BallSocketJoint(lattice[0, j], lattice[0, j + 1], lattice[0, j].Position + new Vector3(-xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
} | ||
if (i == numRows - 1 && j + 1 < numColumns) | ||
{ | ||
//Add in column connections for right edge. | ||
joint = new BallSocketJoint(lattice[numRows - 1, j], lattice[numRows - 1, j + 1], lattice[numRows - 1, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
} | ||
if (i + 1 < numRows && j == 0) | ||
{ | ||
//Add in row connections for top edge. | ||
joint = new BallSocketJoint(lattice[i, 0], lattice[i + 1, 0], lattice[i, 0].Position + new Vector3(xSpacing / 2, 0, -zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
} | ||
if (i + 1 < numRows && j == numColumns - 1) | ||
{ | ||
//Add in row connections for bottom edge. | ||
joint = new BallSocketJoint(lattice[i, numColumns - 1], lattice[i + 1, numColumns - 1], lattice[i, numColumns - 1].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
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} | ||
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if (i + 1 < numRows && j + 1 < numColumns) | ||
{ | ||
//Add in interior connections. | ||
joint = new BallSocketJoint(lattice[i, j], lattice[i + 1, j], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
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joint = new BallSocketJoint(lattice[i, j], lattice[i, j + 1], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
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joint = new BallSocketJoint(lattice[i, j], lattice[i + 1, j + 1], lattice[i, j].Position + new Vector3(xSpacing / 2, 0, zSpacing / 2)); | ||
joint.SpringSettings.Damping = damping; joint.SpringSettings.Stiffness = stiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
} | ||
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if (i + 2 < numRows && j + 2 < numColumns) | ||
{ | ||
//Add in skipping 'starch' connections. | ||
joint = new BallSocketJoint(lattice[i, j], lattice[i + 2, j], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing)); | ||
joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
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joint = new BallSocketJoint(lattice[i, j], lattice[i, j + 2], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing)); | ||
joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
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joint = new BallSocketJoint(lattice[i, j], lattice[i + 2, j + 2], lattice[i, j].Position + new Vector3(xSpacing, 0, zSpacing)); | ||
joint.SpringSettings.Damping = starchDamping; joint.SpringSettings.Stiffness = starchStiffness; | ||
joint.SolverSettings.MaximumIterationCount = clothIterations; | ||
space.Add(joint); | ||
} | ||
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//Add in collision rules. | ||
if (j - 1 >= 0) | ||
{ | ||
if (i - 1 >= 0) CollisionRules.AddRule(lattice[i, j], lattice[i - 1, j - 1], CollisionRule.NoBroadPhase); | ||
CollisionRules.AddRule(lattice[i, j], lattice[i, j - 1], CollisionRule.NoBroadPhase); | ||
if (i + 1 < numRows) CollisionRules.AddRule(lattice[i, j], lattice[i + 1, j - 1], CollisionRule.NoBroadPhase); | ||
} | ||
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if (i + 1 < numRows) CollisionRules.AddRule(lattice[i, j], lattice[i + 1, j], CollisionRule.NoBroadPhase); | ||
} | ||
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//Add some ground. | ||
var sphere = new Sphere(new Vector3(7, 0, 0), 10); | ||
sphere.Material.KineticFriction = .2m; | ||
space.Add(sphere); | ||
space.Add(new Box(new Vector3(0, -20.5m, 0), 100, 10, 100)); | ||
} | ||
} | ||
} |
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using BEPUphysics.Entities.Prefabs; | ||
using BEPUutilities; | ||
using FixMath.NET; | ||
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namespace BEPUbenchmark.Benchmarks | ||
{ | ||
class PyramidBenchmark : Benchmark | ||
{ | ||
protected override void InitializeSpace() | ||
{ | ||
Fix64 boxSize = 2; | ||
int boxCount = 20; | ||
Fix64 platformLength = MathHelper.Min(50, boxCount * boxSize + 10); | ||
space.Add(new Box(new Vector3(0, -.5m, 0), boxCount * boxSize + 20, 1, | ||
platformLength)); | ||
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for (int i = 0; i < boxCount; i++) | ||
{ | ||
for (int j = 0; j < boxCount - i; j++) | ||
{ | ||
space.Add(new Box( | ||
new Vector3( | ||
-boxCount * boxSize / 2 + boxSize / 2 * i + j * (boxSize), | ||
(boxSize / 2) + i * boxSize, | ||
0), | ||
boxSize, boxSize, boxSize, 20)); | ||
} | ||
} | ||
//Down here are the 'destructors' used to blow up the pyramid. | ||
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Sphere pow = new Sphere(new Vector3(-25, 5, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
pow = new Sphere(new Vector3(-15, 10, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
pow = new Sphere(new Vector3(-5, 15, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
pow = new Sphere(new Vector3(5, 15, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
pow = new Sphere(new Vector3(15, 10, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
pow = new Sphere(new Vector3(25, 5, 70), 2, 40); | ||
pow.LinearVelocity = new Vector3(0, 10, -100); | ||
space.Add(pow); | ||
} | ||
} | ||
} |
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using BEPUbenchmark.Benchmarks; | ||
using System; | ||
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namespace BEPUbenchmark | ||
{ | ||
class Program | ||
{ | ||
static Benchmark[] benchmarks = { new PyramidBenchmark() }; | ||
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static void Main(string[] args) | ||
{ | ||
Console.WriteLine("Running benchmarks...\n"); | ||
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double runtime = 0; | ||
foreach (Benchmark b in benchmarks) | ||
{ | ||
Console.Write(b.GetName()+"... "); | ||
double time = b.Run(); | ||
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Console.WriteLine(Math.Round(time, 2) + "s"); | ||
runtime += time; | ||
} | ||
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Console.WriteLine("\nCumulative runtime: "+Math.Round(runtime, 2)); | ||
Console.WriteLine("\nPress enter exit"); | ||
Console.Read(); | ||
} | ||
} | ||
} |
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("BEPUbenchmark")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyCompany("Microsoft")] | ||
[assembly: AssemblyProduct("BEPUbenchmark")] | ||
[assembly: AssemblyCopyright("Copyright © Microsoft 2018")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("97b92266-b7ee-468a-ba8b-edcc6ec27c9b")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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