Blitz3D+ Command Reference

PhysicsProfileCounterName$ ( counter )

Parameters

counter - one-based ID from 1 through CountPhysicsProfileCounters()

Description

Returns the stable counter label as a String.

This needs no world or captured snapshot; invalid IDs raise a runtime error.

Counter IDs mix current population, latest native work and lifetime peaks, as described below. Population changes without stepping can therefore coexist with timings from the preceding step. Work fields may retain the previous collision/worker-context result when no new work updates that stage. These are not all cumulative counters.

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

; PhysicsProfileCounterName 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()

; A lower camera leaves the top of the screen for the list
PositionEntity camera,0,2,-13
RotateEntity camera,0,0,0

While Not KeyDown(1)

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

    StepPhysics world,1.0/60.0,4

    ; Copy this world's native profile after the step
    CapturePhysicsProfile world

    ; 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   Esc: exit"

    ; Counter names are fixed labels; they need no world or capture
    For c=1 To 8
        Text 0,20+(c-1)*20,PhysicsProfileCounterName(c)+": "+PhysicsProfileCounter(world,c)
    Next

    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