Initial Commit
This commit is contained in:
@@ -0,0 +1,128 @@
|
||||
/*=========================================================================
|
||||
|
||||
Library: iMSTK-Unity
|
||||
|
||||
Copyright (c) Kitware, Inc.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0.txt
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
=========================================================================*/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ImstkUnity
|
||||
{
|
||||
/// <summary>
|
||||
/// Add this class to the scene to show simple stats about the runtime
|
||||
/// performance of the critical parts of iMSTK.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(ImstkUnity.SimulationManager))]
|
||||
public class SimulationStats : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of frames between recalculation of displayed values
|
||||
/// </summary>
|
||||
public int calculateRate = 30;
|
||||
|
||||
/// <summary>
|
||||
/// Simple Graphics Frame Rate as measured in the Simulation _manager
|
||||
/// </summary>
|
||||
private float _avgFrameRate = 0.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Average time to do one physics update `simulationManager->advance()`
|
||||
/// </summary>
|
||||
private float _avgPhysicsTime = 0.0f;
|
||||
|
||||
private float _avgEngineTime = 0.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Time taken for all Mesh updates (copying imstk mesh data to unity)
|
||||
/// </summary>
|
||||
private float _meshUpdateTime = 0.0f;
|
||||
|
||||
private int _counter;
|
||||
|
||||
private ImstkUnity.SimulationManager _manager;
|
||||
private DeformableModel[] _deformables;
|
||||
|
||||
private bool _showStats = false;
|
||||
|
||||
private GUIStyle _greyBackground = new GUIStyle();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_greyBackground.normal.background = MakeTex(2, 2, new Color(0, 0, 0, 0.5f));
|
||||
_manager = GetComponent<ImstkUnity.SimulationManager>();
|
||||
_deformables = FindObjectsOfType<DeformableModel>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_showStats = Input.GetKeyDown("p") ? !_showStats : _showStats;
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
|
||||
if (!_showStats) return;
|
||||
|
||||
|
||||
|
||||
if (_counter == 0)
|
||||
{
|
||||
_counter = calculateRate;
|
||||
_avgFrameRate = 1.0f / _manager.FrameTimes.Average;
|
||||
_avgPhysicsTime = _manager.PhysicsTimes.AverageTimeMs;
|
||||
_avgEngineTime = _manager.EngineTime;
|
||||
|
||||
_meshUpdateTime = 0.0f;
|
||||
foreach (var def in _deformables)
|
||||
{
|
||||
_meshUpdateTime += def.UpdateTimes.AverageTimeMs;
|
||||
}
|
||||
}
|
||||
--_counter;
|
||||
|
||||
var rect = new Rect(20, Screen.height - 200, 350, 150);
|
||||
GUILayout.BeginArea(rect, _greyBackground);
|
||||
var fontSize = GUI.skin.label.fontSize;
|
||||
GUI.skin.label.fontSize = 24;
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label(String.Format("Graphics {0:F2} fps", _avgFrameRate),GUILayout.Height(36));
|
||||
GUILayout.Label(String.Format("Physics {0:F2} ms | {1:F2} ms", _avgPhysicsTime, _avgEngineTime), GUILayout.Height(36));
|
||||
GUILayout.Label(String.Format("Mesh [{0}] {1:F2} ms", _deformables.Length, _meshUpdateTime), GUILayout.Height(36));
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
||||
GUI.skin.label.fontSize = fontSize;
|
||||
}
|
||||
|
||||
private Texture2D MakeTex(int width, int height, Color col)
|
||||
{
|
||||
Color[] pix = new Color[width * height];
|
||||
|
||||
for (int i = 0; i < pix.Length; i++)
|
||||
pix[i] = col;
|
||||
|
||||
Texture2D result = new Texture2D(width, height);
|
||||
result.SetPixels(pix);
|
||||
result.Apply();
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user