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Fixed makefiles, removed copy of hello from Bench2d.cpp. Confirmed th…

…at emscripten compile works fine on Linux.
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1 parent 73384fb commit 078bbe795ef6923f3736bb9bb4219bb164ec91d5 Joel Webber committed Dec 13, 2011
Showing with 123 additions and 200 deletions.
  1. +10 −88 c/Bench2d.cpp
  2. +68 −67 c/bench2d.js.mk
  3. +45 −45 c/bench2d.mk
View
@@ -5,11 +5,13 @@
using namespace std;
-#if 1
-#define WARMUP 0
+// Turn this on to include the y-position of the top box in the output.
+#define DEBUG 0
+
+#define WARMUP 64
#define FRAMES 256
-const int e_count = 2;
+const int e_count = 40;
void bench() {
// Define the gravity vector.
@@ -28,7 +30,7 @@ void bench() {
ground->CreateFixture(&shape, 0.0f);
}
-b2Body* topBody;
+ b2Body* topBody;
{
float32 a = 0.5f;
@@ -50,7 +52,7 @@ b2Body* topBody;
b2Body* body = world.CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
-topBody = body;
+ topBody = body;
y += deltaY;
}
@@ -69,7 +71,9 @@ topBody = body;
world.Step(1.0f/60.0f, 3, 3);
clock_t end = clock();
times[i] = end - start;
-printf("%f :: ", topBody->GetPosition().y);
+#if DEBUG
+ printf("%f :: ", topBody->GetPosition().y);
+#endif
printf("%f\n", (float32)(end - start) / CLOCKS_PER_SEC * 1000);
}
@@ -87,85 +91,3 @@ int main(int argc, char** argv) {
return 0;
}
-#else
-
-int main(int argc, char** argv)
-{
- B2_NOT_USED(argc);
- B2_NOT_USED(argv);
-
- // Define the gravity vector.
- b2Vec2 gravity(0.0f, -10.0f);
-
- // Construct a world object, which will hold and simulate the rigid bodies.
- b2World world(gravity);
-
- // Define the ground body.
- b2BodyDef groundBodyDef;
- groundBodyDef.position.Set(0.0f, -10.0f);
-
- // Call the body factory which allocates memory for the ground body
- // from a pool and creates the ground box shape (also from a pool).
- // The body is also added to the world.
- b2Body* groundBody = world.CreateBody(&groundBodyDef);
-
- // Define the ground box shape.
- b2PolygonShape groundBox;
-
- // The extents are the half-widths of the box.
- groundBox.SetAsBox(50.0f, 10.0f);
-
- // Add the ground fixture to the ground body.
- groundBody->CreateFixture(&groundBox, 0.0f);
-
- // Define the dynamic body. We set its position and call the body factory.
- b2BodyDef bodyDef;
- bodyDef.type = b2_dynamicBody;
- bodyDef.position.Set(0.0f, 4.0f);
- b2Body* body = world.CreateBody(&bodyDef);
-
- // Define another box shape for our dynamic body.
- b2PolygonShape dynamicBox;
- dynamicBox.SetAsBox(1.0f, 1.0f);
-
- // Define the dynamic body fixture.
- b2FixtureDef fixtureDef;
- fixtureDef.shape = &dynamicBox;
-
- // Set the box density to be non-zero, so it will be dynamic.
- fixtureDef.density = 1.0f;
-
- // Override the default friction.
- fixtureDef.friction = 0.3f;
-
- // Add the shape to the body.
- body->CreateFixture(&fixtureDef);
-
- // Prepare for simulation. Typically we use a time step of 1/60 of a
- // second (60Hz) and 10 iterations. This provides a high quality simulation
- // in most game scenarios.
- float32 timeStep = 1.0f / 60.0f;
- int32 velocityIterations = 6;
- int32 positionIterations = 2;
-
- // This is our little game loop.
- for (int32 i = 0; i < 60; ++i)
- {
- // Instruct the world to perform a single step of simulation.
- // It is generally best to keep the time step and iterations fixed.
- world.Step(timeStep, velocityIterations, positionIterations);
-
- // Now print the position and angle of the body.
- b2Vec2 position = body->GetPosition();
- float32 angle = body->GetAngle();
-
- printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
- }
-
- // When the world destructor is called, all bodies and joints are freed. This can
- // create orphaned pointers, so be careful about your world management.
-
- return 0;
-}
-#endif
-
View
@@ -1,78 +1,79 @@
-EMMAKEN=/Users/jgw/src/emscripten/tools/emmaken.py -IBox2D_v2.2.1
-EMSCRIPTEN=/Users/jgw/src/emscripten/emscripten.py
-LLVM_LINK=/Users/jgw/llvm/bin/llvm-link
-LLVM_OPT=/Users/jgw/llvm/bin/opt
+# Makefile for generating Javascript from the C++ source, using Emscripten.
+
+# You'll likely need to edit these for your particular directory layout.
+EMMAKEN=~/src/emscripten/tools/emmaken.py -IBox2D_v2.2.1
+EMSCRIPTEN=~/src/emscripten/emscripten.py
+LLVM_LINK=~/llvm/bin/llvm-link
+LLVM_OPT=~/llvm/bin/opt
# This set of flags has been chosen by the "cargo cult" method -- I picked them
# mostly from the ammo.js build file, and tweaked them until I got the best
# results. It's entirely possible I've missed something important here.
EMSCRIPTEN_FLAGS = \
-#-s ASSERTIONS=0 \
-#--optimize \
-#-s USE_TYPED_ARRAYS=1 \
-#-s RELOOP=1 \
-#-s SAFE_HEAP=0 \
-#-s QUANTUM_SIZE=1 \
-#-s SKIP_STACK_IN_SMALL=1 \
-#-s INIT_STACK=0 \
-#-s PGO=0 \
-#-s CHECK_OVERFLOWS=0 \
-#-s CHECK_SIGNED_OVERFLOWS=0 \
-#-s CORRECT_OVERFLOWS=0 \
-#-s CHCK_SIGNS=0 \
-#-s CORRECT_SIGNS=0 \
-#-s DISABLE_EXCEPTION_CATCHING=1 \
-#-s RUNTYPE_TYPE_INFO=0 \
-#-s CORRECT_ROUNDINGS=0 \
-#-s MICRO_OPTS=0
+--optimize \
+-s USE_TYPED_ARRAYS=1 \
+-s ASSERTIONS=0 \
+-s RELOOP=1 \
+-s SAFE_HEAP=0 \
+-s QUANTUM_SIZE=1 \
+-s SKIP_STACK_IN_SMALL=1 \
+-s INIT_STACK=0 \
+-s CHECK_OVERFLOWS=0 \
+-s CHECK_SIGNED_OVERFLOWS=0 \
+-s CORRECT_OVERFLOWS=0 \
+-s CHECK_SIGNS=0 \
+-s CORRECT_SIGNS=0 \
+-s DISABLE_EXCEPTION_CATCHING=1 \
+-s RUNTYPE_TYPE_INFO=0 \
+-s CORRECT_ROUNDINGS=0
OBJECTS = \
Bench2d.bc \
-Box2D_v2.2.1/Box2d/Collision/b2BroadPhase.bc \
-Box2D_v2.2.1/Box2d/Collision/b2CollideCircle.bc \
-Box2D_v2.2.1/Box2d/Collision/b2CollideEdge.bc \
-Box2D_v2.2.1/Box2d/Collision/b2CollidePolygon.bc \
-Box2D_v2.2.1/Box2d/Collision/b2Collision.bc \
-Box2D_v2.2.1/Box2d/Collision/b2Distance.bc \
-Box2D_v2.2.1/Box2d/Collision/b2DynamicTree.bc \
-Box2D_v2.2.1/Box2d/Collision/b2TimeOfImpact.bc \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2ChainShape.bc \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2CircleShape.bc \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2EdgeShape.bc \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2PolygonShape.bc \
-Box2D_v2.2.1/Box2d/Common/b2BlockAllocator.bc \
-Box2D_v2.2.1/Box2d/Common/b2Draw.bc \
-Box2D_v2.2.1/Box2d/Common/b2Math.bc \
-Box2D_v2.2.1/Box2d/Common/b2Settings.bc \
-Box2D_v2.2.1/Box2d/Common/b2StackAllocator.bc \
-Box2D_v2.2.1/Box2d/Common/b2Timer.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2Body.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2ContactManager.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2Fixture.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2Island.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2World.bc \
-Box2D_v2.2.1/Box2d/Dynamics/b2WorldCallbacks.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ChainAndCircleContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ChainAndPolygonContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2CircleContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2Contact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ContactSolver.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2EdgeAndCircleContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2EdgeAndPolygonContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2PolygonAndCircleContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2PolygonContact.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2DistanceJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2FrictionJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2GearJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2Joint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2MouseJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2PrismaticJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2PulleyJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2RevoluteJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2RopeJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2WeldJoint.bc \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2WheelJoint.bc \
-Box2D_v2.2.1/Box2d/Rope/b2Rope.bc
+Box2D_v2.2.1/Box2D/Collision/b2BroadPhase.bc \
+Box2D_v2.2.1/Box2D/Collision/b2CollideCircle.bc \
+Box2D_v2.2.1/Box2D/Collision/b2CollideEdge.bc \
+Box2D_v2.2.1/Box2D/Collision/b2CollidePolygon.bc \
+Box2D_v2.2.1/Box2D/Collision/b2Collision.bc \
+Box2D_v2.2.1/Box2D/Collision/b2Distance.bc \
+Box2D_v2.2.1/Box2D/Collision/b2DynamicTree.bc \
+Box2D_v2.2.1/Box2D/Collision/b2TimeOfImpact.bc \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2ChainShape.bc \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2CircleShape.bc \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2EdgeShape.bc \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2PolygonShape.bc \
+Box2D_v2.2.1/Box2D/Common/b2BlockAllocator.bc \
+Box2D_v2.2.1/Box2D/Common/b2Draw.bc \
+Box2D_v2.2.1/Box2D/Common/b2Math.bc \
+Box2D_v2.2.1/Box2D/Common/b2Settings.bc \
+Box2D_v2.2.1/Box2D/Common/b2StackAllocator.bc \
+Box2D_v2.2.1/Box2D/Common/b2Timer.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2Body.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2ContactManager.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2Fixture.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2Island.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2World.bc \
+Box2D_v2.2.1/Box2D/Dynamics/b2WorldCallbacks.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2CircleContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2Contact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ContactSolver.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2PolygonContact.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2DistanceJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2FrictionJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2GearJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2Joint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2MouseJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2PrismaticJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2PulleyJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2RevoluteJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2RopeJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2WeldJoint.bc \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2WheelJoint.bc \
+Box2D_v2.2.1/Box2D/Rope/b2Rope.bc
all: bench2d.js
View
@@ -3,51 +3,51 @@ CFLAGS = -g -O3 -IBox2D_v2.2.1 -DNDEBUG=1
LFLAGS = -lstdc++
OBJECTS = Bench2d.o \
-Box2D_v2.2.1/Box2d/Collision/b2BroadPhase.o \
-Box2D_v2.2.1/Box2d/Collision/b2CollideCircle.o \
-Box2D_v2.2.1/Box2d/Collision/b2CollideEdge.o \
-Box2D_v2.2.1/Box2d/Collision/b2CollidePolygon.o \
-Box2D_v2.2.1/Box2d/Collision/b2Collision.o \
-Box2D_v2.2.1/Box2d/Collision/b2Distance.o \
-Box2D_v2.2.1/Box2d/Collision/b2DynamicTree.o \
-Box2D_v2.2.1/Box2d/Collision/b2TimeOfImpact.o \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2ChainShape.o \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2CircleShape.o \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2EdgeShape.o \
-Box2D_v2.2.1/Box2d/Collision/Shapes/b2PolygonShape.o \
-Box2D_v2.2.1/Box2d/Common/b2BlockAllocator.o \
-Box2D_v2.2.1/Box2d/Common/b2Draw.o \
-Box2D_v2.2.1/Box2d/Common/b2Math.o \
-Box2D_v2.2.1/Box2d/Common/b2Settings.o \
-Box2D_v2.2.1/Box2d/Common/b2StackAllocator.o \
-Box2D_v2.2.1/Box2d/Common/b2Timer.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2Body.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2ContactManager.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2Fixture.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2Island.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2World.o \
-Box2D_v2.2.1/Box2d/Dynamics/b2WorldCallbacks.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ChainAndCircleContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ChainAndPolygonContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2CircleContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2Contact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2ContactSolver.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2EdgeAndCircleContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2EdgeAndPolygonContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2PolygonAndCircleContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Contacts/b2PolygonContact.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2DistanceJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2FrictionJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2GearJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2Joint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2MouseJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2PrismaticJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2PulleyJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2RevoluteJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2RopeJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2WeldJoint.o \
-Box2D_v2.2.1/Box2d/Dynamics/Joints/b2WheelJoint.o \
-Box2D_v2.2.1/Box2d/Rope/b2Rope.o
+Box2D_v2.2.1/Box2D/Collision/b2BroadPhase.o \
+Box2D_v2.2.1/Box2D/Collision/b2CollideCircle.o \
+Box2D_v2.2.1/Box2D/Collision/b2CollideEdge.o \
+Box2D_v2.2.1/Box2D/Collision/b2CollidePolygon.o \
+Box2D_v2.2.1/Box2D/Collision/b2Collision.o \
+Box2D_v2.2.1/Box2D/Collision/b2Distance.o \
+Box2D_v2.2.1/Box2D/Collision/b2DynamicTree.o \
+Box2D_v2.2.1/Box2D/Collision/b2TimeOfImpact.o \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2ChainShape.o \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2CircleShape.o \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2EdgeShape.o \
+Box2D_v2.2.1/Box2D/Collision/Shapes/b2PolygonShape.o \
+Box2D_v2.2.1/Box2D/Common/b2BlockAllocator.o \
+Box2D_v2.2.1/Box2D/Common/b2Draw.o \
+Box2D_v2.2.1/Box2D/Common/b2Math.o \
+Box2D_v2.2.1/Box2D/Common/b2Settings.o \
+Box2D_v2.2.1/Box2D/Common/b2StackAllocator.o \
+Box2D_v2.2.1/Box2D/Common/b2Timer.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2Body.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2ContactManager.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2Fixture.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2Island.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2World.o \
+Box2D_v2.2.1/Box2D/Dynamics/b2WorldCallbacks.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2CircleContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2Contact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2ContactSolver.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Contacts/b2PolygonContact.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2DistanceJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2FrictionJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2GearJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2Joint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2MouseJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2PrismaticJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2PulleyJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2RevoluteJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2RopeJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2WeldJoint.o \
+Box2D_v2.2.1/Box2D/Dynamics/Joints/b2WheelJoint.o \
+Box2D_v2.2.1/Box2D/Rope/b2Rope.o
all: bench2d

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