b1f2c31a36
Ensure that s/fixed_process/physics_process/ is handled properly. [ci skip]
113 lines
4.6 KiB
XML
113 lines
4.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Performance" inherits="Object" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Exposes performance related data.
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</brief_description>
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<description>
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This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [i]Monitor[/i] tab in the editor's [i]Debugger[/i] panel. By using the [method get_monitor] method of this class, you can access this data from your code. Note that a few of these monitors are only available in debug mode and will always return 0 when used in a release build.
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Many of these monitors are not updated in real-time, so there may be a short delay between changes.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_monitor" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="monitor" type="int" enum="Performance.Monitor">
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</argument>
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<description>
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Returns the value of one of the available monitors. You should provide one of this class's constants as the argument, like this:
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[codeblock]
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print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
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[/codeblock]
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</description>
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</method>
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</methods>
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<constants>
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<constant name="TIME_FPS" value="0">
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Frames per second.
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</constant>
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<constant name="TIME_PROCESS" value="1">
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Time it took to complete one frame.
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</constant>
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<constant name="TIME_PHYSICS_PROCESS" value="2">
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Time it took to complete one physics frame.
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</constant>
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<constant name="MEMORY_STATIC" value="3">
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Static memory currently used, in bytes. Not available in release builds.
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</constant>
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<constant name="MEMORY_DYNAMIC" value="4">
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Dynamic memory currently used, in bytes. Not available in release builds.
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</constant>
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<constant name="MEMORY_STATIC_MAX" value="5">
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Available static memory. Not available in release builds.
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</constant>
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<constant name="MEMORY_DYNAMIC_MAX" value="6">
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Available dynamic memory. Not available in release builds.
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</constant>
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<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7">
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Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
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</constant>
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<constant name="OBJECT_COUNT" value="8">
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Number of objects currently instanced (including nodes).
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</constant>
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<constant name="OBJECT_RESOURCE_COUNT" value="9">
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Number of resources currently used.
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</constant>
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<constant name="OBJECT_NODE_COUNT" value="10">
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Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree.
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</constant>
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<constant name="RENDER_OBJECTS_IN_FRAME" value="11">
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3D objects drawn per frame.
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</constant>
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<constant name="RENDER_VERTICES_IN_FRAME" value="12">
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Vertices drawn per frame. 3D only.
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</constant>
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<constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="13">
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Material changes per frame. 3D only
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</constant>
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<constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="14">
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Shader changes per frame. 3D only.
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</constant>
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<constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="15">
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Render surface changes per frame. 3D only.
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</constant>
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<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16">
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Draw calls per frame. 3D only.
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</constant>
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<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20">
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</constant>
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<constant name="RENDER_VIDEO_MEM_USED" value="17">
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Video memory used. Includes both texture and vertex memory.
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</constant>
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<constant name="RENDER_TEXTURE_MEM_USED" value="18">
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Texture memory used.
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</constant>
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<constant name="RENDER_VERTEX_MEM_USED" value="19">
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Vertex memory used.
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</constant>
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<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21">
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Number of active [RigidBody2D] nodes in the game.
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</constant>
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<constant name="PHYSICS_2D_COLLISION_PAIRS" value="22">
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Number of collision pairs in the 2D physics engine.
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</constant>
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<constant name="PHYSICS_2D_ISLAND_COUNT" value="23">
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Number of islands in the 2D physics engine.
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</constant>
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<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="24">
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Number of active [RigidBody] and [VehicleBody] nodes in the game.
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</constant>
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<constant name="PHYSICS_3D_COLLISION_PAIRS" value="25">
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Number of collision pairs in the 3D physics engine.
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</constant>
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<constant name="PHYSICS_3D_ISLAND_COUNT" value="26">
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Number of islands in the 3D physics engine.
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</constant>
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<constant name="MONITOR_MAX" value="27">
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</constant>
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</constants>
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</class>
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