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