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| author | Thierry Berger <contact@thierryberger.com> | 2024-11-19 16:33:26 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-11-19 16:33:26 +0100 |
| commit | 510237cc29ebc667a8c158ef0340b7d1aa669a72 (patch) | |
| tree | 772daf3fac2e463eba254900001fce5a659f2f92 /src/control | |
| parent | ff79f4c67478f8c8045464cac22f9e57388cd4a0 (diff) | |
| download | rapier-510237cc29ebc667a8c158ef0340b7d1aa669a72.tar.gz rapier-510237cc29ebc667a8c158ef0340b7d1aa669a72.tar.bz2 rapier-510237cc29ebc667a8c158ef0340b7d1aa669a72.zip | |
Profiling support (#743)
Diffstat (limited to 'src/control')
| -rw-r--r-- | src/control/character_controller.rs | 5 | ||||
| -rw-r--r-- | src/control/ray_cast_vehicle_controller.rs | 3 |
2 files changed, 8 insertions, 0 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs index 0b086fb..ba0baeb 100644 --- a/src/control/character_controller.rs +++ b/src/control/character_controller.rs @@ -211,6 +211,7 @@ impl KinematicCharacterController { } /// Computes the possible movement for a shape. + #[profiling::function] pub fn move_shape( &self, dt: Real, @@ -430,6 +431,7 @@ impl KinematicCharacterController { self.offset.eval(up_extends) + 0.05 } + #[profiling::function] fn detect_grounded_status_and_apply_friction( &self, dt: Real, @@ -657,6 +659,7 @@ impl KinematicCharacterController { Vector2::new(side_extent, up_extent) } + #[profiling::function] fn handle_stairs( &self, bodies: &RigidBodySet, @@ -817,6 +820,7 @@ impl KinematicCharacterController { /// impulses to the rigid-bodies surrounding the character shape at the time of the collisions. /// Note that the impulse calculation is only approximate as it is not based on a global /// constraints resolution scheme. + #[profiling::function] pub fn solve_character_collision_impulses<'a>( &self, dt: Real, @@ -846,6 +850,7 @@ impl KinematicCharacterController { /// impulses to the rigid-bodies surrounding the character shape at the time of the collision. /// Note that the impulse calculation is only approximate as it is not based on a global /// constraints resolution scheme. + #[profiling::function] fn solve_single_character_collision_impulse( &self, dt: Real, diff --git a/src/control/ray_cast_vehicle_controller.rs b/src/control/ray_cast_vehicle_controller.rs index 98b6339..eaa506b 100644 --- a/src/control/ray_cast_vehicle_controller.rs +++ b/src/control/ray_cast_vehicle_controller.rs @@ -321,6 +321,7 @@ impl DynamicRayCastVehicleController { wheel.wheel_axle_ws = chassis_transform * wheel.axle_cs; } + #[profiling::function] fn ray_cast( &mut self, bodies: &RigidBodySet, @@ -403,6 +404,7 @@ impl DynamicRayCastVehicleController { } /// Updates the vehicle’s velocity based on its suspension, engine force, and brake. + #[profiling::function] pub fn update_vehicle( &mut self, dt: Real, @@ -531,6 +533,7 @@ impl DynamicRayCastVehicleController { } } + #[profiling::function] fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) { let num_wheels = self.wheels.len(); |
