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using BenchmarkDotNet.Attributes;
using BenchmarkDotNet.Engines;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Collisions;
using MonoGame.Extended.Collisions.Layers;
using MonoGame.Extended.Collisions.QuadTree;
namespace MonoGame.Extended.Benchmarks.Collisions;
[SimpleJob(RunStrategy.ColdStart, launchCount:3)]
public class DifferentPoolSizeCollision
{
private const int COMPONENT_BOUNDARY_SIZE = 1000;
private readonly CollisionComponent _collisionComponent;
private readonly Random _random = new Random();
private readonly GameTime _gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromMilliseconds(16));
public DifferentPoolSizeCollision()
{
var size = new Size2(COMPONENT_BOUNDARY_SIZE, COMPONENT_BOUNDARY_SIZE);
_collisionComponent = new CollisionComponent(new RectangleF(Point2.Zero, size));
}
class Collider: ICollisionActor
{
public Collider(Point2 position)
{
Bounds = new RectangleF(position, new Size2(1, 1));
}
public IShapeF Bounds { get; set; }
public Vector2 Shift { get; set; }
public Point2 Position {
get => Bounds.Position;
set => Bounds.Position = value;
}
public void OnCollision(CollisionEventArgs collisionInfo)
{
}
}
[Params(100, 500, 1000)]
public int N { get; set; }
[Params(1, 2)]
public int LayersCount { get; set; }
public int UpdateCount { get; set; } = 100;
private List<Collider> _colliders = new();
private List<Layer> _layers = new();
[GlobalSetup]
public void GlobalSetup()
{
if (LayersCount > 1)
{
for (int i = 0; i < LayersCount; i++)
{
var size = new Size2(COMPONENT_BOUNDARY_SIZE, COMPONENT_BOUNDARY_SIZE);
var layer = new Layer(new SpatialHash(new Size2(5, 5)));//new QuadTreeSpace(new RectangleF(Point2.Zero, size)))));
_collisionComponent.Add(i.ToString(), layer);
_layers.Add(layer);
}
for (int i = 0; i < LayersCount - 1; i++)
_collisionComponent.AddCollisionBetweenLayer(_layers[i], _layers[i + 1]);
}
for (int i = 0; i < N; i++)
{
var layer = LayersCount == 1
? _collisionComponent.Layers.First().Value
: _layers[i % LayersCount];
var collider = new Collider(new Point2(
_random.Next(COMPONENT_BOUNDARY_SIZE),
_random.Next(COMPONENT_BOUNDARY_SIZE)))
{
Shift = new Vector2(
_random.Next(4) - 2,
_random.Next(4) - 2),
};
_colliders.Add(collider);
layer.Space.Insert(collider);
}
}
[GlobalCleanup]
public void GlobalCleanup()
{
foreach (var collider in _colliders)
_collisionComponent.Remove(collider);
_colliders.Clear();
foreach (var layer in _layers)
_collisionComponent.Remove(layer: layer);
_layers.Clear();
}
[Benchmark]
public void Benchmark()
{
for (int i = 0; i < UpdateCount; i++)
{
foreach (var collider in _colliders)
collider.Position += collider.Shift;
//_collisionComponent.Update(_gameTime);
}
}
}
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