public override void XUpdate() { //UnityEngine.Profiling.Profiler.BeginSample("BEPUPhysics - Update"); _physicsSpace.Update(Time.deltaTime); for (int i = 0; i < nonMonoPhysics.Count; i++) { nonMonoPhysics [i].XPhysicsUpdate(); } for (int i = 0; i < dynamicColliders.Count; i++) { dynamicColliders [i].XPhysicsUpdate(); } //UnityEngine.Profiling.Profiler.EndSample(); }
double RunTest(IParallelLooper threadManager, Func<Space, int> simulationBuilder) { Space space = new Space(threadManager); var timeStepCount = simulationBuilder(space); //Perform one starter frame to warm things up. space.Update(); var startTime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency; for (int i = 0; i < timeStepCount; i++) { space.Update(); } var endTime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency; return endTime - startTime; }
// Update is called once per frame void Update() { world.Update(); }