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@marijnz
Created March 4, 2019 09:33
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[PerformanceTest]
public void FindPolygonBurst()
{
var navMeshData = CreateNavMesh();
var count = 0;
var testPoint = new Vector2(1, 1);
var tile = navMeshData.GetTileAtWorldPosition(testPoint);
var polygonsCorners = new NativeArray<float4>(tile.polygons.Count * 3, Allocator.TempJob);
for (var i = 0; i < tile.polygons.Count; i++)
{
var polygon = navMeshData.polygons[tile.polygons[i]];
polygonsCorners[i * 3 ] = new float4(polygon.corners[0].x, polygon.corners[0].y, 0 , 0);
polygonsCorners[i * 3 + 1] = new float4(polygon.corners[1].x, polygon.corners[1].y, 0 , 0);
polygonsCorners[i * 3 + 2] = new float4(polygon.corners[2].x, polygon.corners[2].y, 0 , 0);
}
var result = new NativeArray<int>(1, Allocator.TempJob);
var job = new FindPolygonContainingPoint
{
polygons = polygonsCorners,
point = new float4(testPoint.x, testPoint.y, 0, 0),
result = result
};
Measure.Method(() =>
{
for (int i = 0; i < 10; i++)
{
job.Run(polygonsCorners.Length / 3);
}
})
.WarmupCount(10)
.MeasurementCount(100)
.IterationsPerMeasurement(10)
.GC()
.Run();
polygonsCorners.Dispose();
result.Dispose();
}
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