Ejemplo n.º 1
0
 public void UpdateWorldOneStaticBoxTest()
 {
     Unity.Physics.PhysicsWorld world = BroadPhaseTests.createTestWorld(1);
     BroadPhaseTests.addStaticBoxToWorld(world, 0, Vector3.zero, quaternion.identity, new Vector3(10, .1f, 10));
     world.CollisionWorld.UpdateDynamicTree(ref world, 1 / 60, -9.81f * math.up());
     world.Dispose();
 }
Ejemplo n.º 2
0
 public void SheduleUpdateJobsOneStaticBoxTest()
 {
     Unity.Physics.PhysicsWorld world = BroadPhaseTests.createTestWorld(1);
     BroadPhaseTests.addStaticBoxToWorld(world, 0, Vector3.zero, quaternion.identity, new Vector3(10, .1f, 10));
     Unity.Jobs.JobHandle handle         = new Unity.Jobs.JobHandle();
     Unity.Jobs.JobHandle worldJobHandle = world.CollisionWorld.ScheduleUpdateDynamicLayer(ref world, 1 / 60, 1, handle);
     worldJobHandle.Complete();
     Assert.IsTrue(worldJobHandle.IsCompleted);
     world.Dispose();
 }
Ejemplo n.º 3
0
 public void SheduleUpdateJobsOneStaticBoxTest()
 {
     for (int numThreads = 0; numThreads <= 8; numThreads++)
     {
         Unity.Physics.PhysicsWorld world = BroadPhaseTests.createTestWorld(1);
         BroadPhaseTests.addStaticBoxToWorld(world, 0, Vector3.zero, quaternion.identity, new Vector3(10, .1f, 10));
         Unity.Jobs.JobHandle handle         = new Unity.Jobs.JobHandle();
         Unity.Jobs.JobHandle worldJobHandle = world.CollisionWorld.ScheduleUpdateDynamicTree(ref world, 1 / 60, -9.81f * math.up(), handle, numThreads);
         worldJobHandle.Complete();
         Assert.IsTrue(worldJobHandle.IsCompleted);
         world.Dispose();
     }
 }