[Ignore] //ignoring this while I refactor public void Physics_Verify_RemoveFlaggedObjects() { List <bool> tfl = new List <bool>() { true, false }; foreach (bool tf in tfl) { Physics physics = new Physics(); Universe universe = new Universe(tf); int numBodies = 10; int countFlagged = 0; for (int i = 0; i < numBodies; i++) { Body b = tf ? new Body() : new RelativeBody(); if (random.NextDouble() < 0.5) { b.deletionFlag = true; countFlagged++; } universe.AddBody(b); } physics.RemoveFlaggedObjects(ref universe); Assert.AreEqual(numBodies - countFlagged, universe.GetBodies().Count); } }
public void Physics_Verify_UpdateBodies() { List <bool> tfl = new List <bool>() { true, false }; foreach (bool tf in tfl) { Physics physics = new Physics(); Universe universe = new Universe(tf); List <Vector> newVects = new List <Vector>(); int numBodies = 4; for (int i = 0; i < numBodies; i++) { Body b = tf ? new Body() : new RelativeBody(); b.p = Vector.RandVect(); Vector rVecNext = Vector.RandVect(); newVects.Add(rVecNext); b.pNext = rVecNext; universe.AddBody(b); } physics.UpdateBodies(universe); for (int i = 0; i < numBodies; i++) { Assert.IsTrue(newVects[i] == universe.GetBodies()[i].p); } } }
// Use this for initialization protected void Start() { lr = gameObject.AddComponent(typeof(LineRenderer)) as LineRenderer; lr.SetColors(Color.grey, Color.black); lr.SetWidth(.1f, .05f); lr.material = lineRendererMaterial; position = new Vector2d(transform.position.x * Universe.scale, transform.position.y * Universe.scale); if (double.IsNaN(position.x) || double.IsNaN(position.y)) { position = new Vector2d(0, 0); } Universe.AddBody(this); }