public IEnumerator Test5AdditionAndUpdate() { List <GameObject> objects = SetupScene(0); BVH <GameObject> bvh = CreateBVH(objects); float t = 0; int last = 0; while (t < TIME_PER_TEST) { t += Time.deltaTime; if (t * 5 > last) { last++; GameObject obj = CreateGameObject(); objects.Add(obj); bvh.Add(obj); } foreach (GameObject obj in objects) { obj.transform.Translate(obj.transform.forward * Time.deltaTime * 5); bvh.MarkForUpdate(obj); } bvh.Optimize(); bvh.RenderDebug(); yield return(null); } DestroyScene(objects); }
public IEnumerator Test4MultipleItemPositionUpdate() { List <GameObject> objects = SetupScene(); BVH <GameObject> bvh = CreateBVH(objects); float t = 0; while (t < TIME_PER_TEST) { t += Time.deltaTime; foreach (GameObject obj in objects) { obj.transform.Translate(obj.transform.forward * Time.deltaTime * 5); bvh.MarkForUpdate(obj); } bvh.Optimize(); bvh.RenderDebug(); yield return(null); } DestroyScene(objects); }
public IEnumerator Test8AddDestroyAndUpdate() { List <GameObject> objects = SetupScene(); BVH <GameObject> bvh = CreateBVH(objects); float t = 0; int last = 0; while (t < TIME_PER_TEST) { t += Time.deltaTime; if (t * 5 > last) { last++; if (Random.Range(0, 2) == 1) { GameObject obj = CreateGameObject(); objects.Add(obj); bvh.Add(obj); } else if (objects.Count > 0) { GameObject obj = objects[objects.Count - 1]; bvh.Remove(obj); objects.RemoveAt(objects.Count - 1); Object.Destroy(obj); } } foreach (GameObject obj in objects) { obj.transform.Translate(obj.transform.forward * Time.deltaTime * 5); bvh.MarkForUpdate(obj); } bvh.Optimize(); bvh.RenderDebug(); yield return(null); } DestroyScene(objects); }