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Homer Simpson f56a1eea3b Import Oxide engine (Stages 0–10) under MIT license
Full project snapshot migrated to new Gitea remote without history:
engine, editor, physics, script, examples, tests, docs, and assets.
Relicensed from GPLv3 to MIT and updated repo URLs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 20:41:02 +02:00

59 lines
2.1 KiB
Rust

//! Benchmark for scene world-transform resolution.
//!
//! Stage 3 test criterion: a 10,000-entity scene with a 5-level-deep hierarchy
//! must resolve all world transforms in under 1ms. The `world_transforms_10k`
//! benchmark builds exactly that scene and measures a full bulk resolve; check
//! its reported time against the 1ms budget.
use criterion::{black_box, criterion_group, criterion_main, Criterion};
use oxide_engine::math::{Transform, Vec3};
use oxide_engine::scene::{Entity, Scene};
/// Builds a scene of `total` entities arranged as a `depth`-level hierarchy.
///
/// Level 0 holds the roots; each subsequent level's entities are distributed as
/// children of the previous level, so the tree is `depth` levels deep and the
/// node count is exactly `total`.
fn build_scene(total: usize, depth: usize) -> Scene {
let mut scene = Scene::new();
let per_level = total / depth;
let mut previous: Vec<Entity> = Vec::new();
for level in 0..depth {
// The last level absorbs any remainder so the count is exact.
let count = if level == depth - 1 {
total - per_level * (depth - 1)
} else {
per_level
};
let mut current = Vec::with_capacity(count);
for i in 0..count {
let t = Transform::from_translation(Vec3::new(0.01 * i as f32, 0.02, 0.03));
let entity = if previous.is_empty() {
scene.spawn("n", t)
} else {
// Spread children across the previous level round-robin.
scene.spawn_child(previous[i % previous.len()], "n", t)
};
current.push(entity);
}
previous = current;
}
scene
}
fn world_transforms_10k(c: &mut Criterion) {
let scene = build_scene(10_000, 5);
assert_eq!(scene.len(), 10_000);
c.bench_function("world_transforms_10k_depth5", |bencher| {
bencher.iter(|| {
let resolved = scene.world_transforms();
black_box(resolved.len())
});
});
}
criterion_group!(benches, world_transforms_10k);
criterion_main!(benches);