Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Bullet] Performance monitor for 3D physics not working for Bullet #16540

Open
Tracked by #45022
nadnam opened this issue Feb 10, 2018 · 4 comments
Open
Tracked by #45022

[Bullet] Performance monitor for 3D physics not working for Bullet #16540

nadnam opened this issue Feb 10, 2018 · 4 comments

Comments

@nadnam
Copy link

nadnam commented Feb 10, 2018

Godot version:
v3.0-stable_x11.64

Issue description:
Performance monitor for 3D physics not working for Bullet, all values are 0. This issue was mentioned earlier here, among other issues: #15975

Steps to reproduce:
Run attached project. Monitor values are shown in window title. Cube will fall on surface and sleeping is disabled, so there should be 1 active object/collision pair/island. Run with GodotPhysics to see correct values.

Minimal reproduction project:
BUgTest.zip

@reduz
Copy link
Member

reduz commented Sep 6, 2018

Well, if Bullet does not expose these, there is not much that can be done, but is this possible, @AndreaCatania ?

@AndreaCatania
Copy link
Contributor

AndreaCatania commented Sep 19, 2018

Yes bullet expose these stats, I need to implement it, but I'm moving it for 3.2 :)

@AndreaCatania AndreaCatania modified the milestones: 3.1, 3.2 Sep 19, 2018
@akien-mga akien-mga modified the milestones: 3.2, 4.0 Dec 13, 2019
@KoBeWi
Copy link
Member

KoBeWi commented Nov 22, 2020

Still valid in 5ab727b

@pouleyKetchoupp pouleyKetchoupp changed the title Performance monitor for 3D physics not working for Bullet [Bullet] Performance monitor for 3D physics not working for Bullet Jan 20, 2021
@fabriceci fabriceci modified the milestones: 4.0, 3.x Mar 26, 2022
@Klowner
Copy link
Contributor

Klowner commented Oct 21, 2022

I figured I'd give this a shot. From what I can see, it doesn't look like Bullet exposes these stats directly (unless I simply can't find it in the Bullet source), but it looks simple enough to count the number of active non-static bodies (adds an O(n) loop over the bodies) for active object count. For collision pairs there's a counter for the total number of collision manifolds. But the island count doesn't appear to be exposed unless you count the number of unique island tags used in the bodies after a stimulation step.

I'd be happy to implement if any of that sounds sensible, any input is greatly appreciated!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

8 participants