Blitz3D+ Command Reference

PhysicsProfileCaptured ( world )

Parameters

world - live explicit physics world

Description

Returns True once a world has captured a physics profile.

Returns True after this world has had a successful CapturePhysicsProfile call; new worlds return False. It stays True until the world is freed. It reports presence, not whether the snapshot reflects the latest step or object changes.

Each world owns one fixed-size snapshot, initially uncaptured. CapturePhysicsProfile copies it without changing simulation state, consuming events or allocating native storage. Values stay fixed through stepping, worker changes, object deletion and other worlds' activity until the next explicit capture. Reading values before capture is an error. Freeing the world invalidates the snapshot.

World arguments must be live explicit physics worlds; invalid, stale and wrong-kind handles raise a runtime error. Metric indices are one-based and checked before returning values. Captures are rejected while the world is stepping.

Requires Extended mode.

See also: CapturePhysicsProfile, PhysicsProfileTime, PhysicsProfileCounter, PhysicsNativeBytes, PhysicsWorkerCount.

Example

; PhysicsProfileCaptured Example
; ------------------------------
; Requires Extended mode.

Graphics3D 640,480,0,2
SetBuffer BackBuffer()

Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
Const CRATE_COUNT=12

SeedRnd MilliSecs()

camera=CreateCamera()
PositionEntity camera,0,6,-12
RotateEntity camera,20,0,0

light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60

; An independent Box3D world with standard gravity
world=CreatePhysicsWorld()

; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)

; A pile of crates, dropped from random heights
Dim crates(CRATE_COUNT)
Dim crate_bodies(CRATE_COUNT)
For i=1 To CRATE_COUNT
    crates(i)=CreateCube()
    ScaleEntity crates(i),0.5,0.5,0.5
    crate_bodies(i)=CreatePhysicsBody(world,crates(i),PHYSICS_DYNAMIC)
    crate_shape=PhysicsBodyBox(crate_bodies(i),1,1,1)
Next
DropPile()

While Not KeyDown(1)

    ; R drops the pile again
    If KeyHit(19) Then DropPile()

    ; Space copies the world's current profile
    If KeyHit(57) Then CapturePhysicsProfile world

    StepPhysics world,1.0/60.0,4

    ; Orange crates are awake, grey crates are asleep
    For i=1 To CRATE_COUNT
        If PhysicsBodyIsAwake(crate_bodies(i))
            EntityColor crates(i),255,120,70
        Else
            EntityColor crates(i),150,150,150
        EndIf
    Next

    ; Arrow keys move the camera
    If KeyDown(200) Then MoveEntity camera,0,0,0.1
    If KeyDown(208) Then MoveEntity camera,0,0,-0.1
    If KeyDown(203) Then TurnEntity camera,0,1,0
    If KeyDown(205) Then TurnEntity camera,0,-1,0

    RenderWorld

    Text 0,0,"Arrow keys: move camera   R: drop again   Space: capture a profile   Esc: exit"
    Text 0,20,"PhysicsProfileCaptured(world) = "+PhysicsProfileCaptured(world)
    If PhysicsProfileCaptured(world)
        Text 0,40,PhysicsProfileTimingName(1)+": "+PhysicsProfileTime(world,1)+" ms at the last capture"
    EndIf

    Flip

Wend

FreePhysicsWorld world
End

Function DropPile()
    For i=1 To CRATE_COUNT
        ResetPhysicsBody crate_bodies(i),Rnd(-1.5,1.5),2+i*0.8,Rnd(-1.5,1.5),0,Rnd(Pi),0
    Next
End Function

Index