Fixed unit tests

This commit is contained in:
Pascal Serrarens 2024-01-16 15:28:50 +01:00
parent 27afc9d501
commit d7c2f3b960
59 changed files with 32937 additions and 6336 deletions

View File

@ -673,23 +673,22 @@ namespace Passer.Humanoid {
protected virtual bool GrabRigidbodyParenting(Rigidbody objRigidbody) {
GameObject obj = objRigidbody.gameObject;
if (handRigidbody == null) {
if (handRigidbody == null)
Debug.LogError("Hand no longer has a rigidbody...");
}
RigidbodyDisabled.ParentRigidbody(handRigidbody, objRigidbody);
if (handRigidbody != null)
handRigidbody.mass = objRigidbody.mass;
HumanoidNetworking.DisableNetworkSync(objRigidbody.gameObject);
if (!humanoid.isRemote)
HumanoidNetworking.TakeOwnership(objRigidbody.gameObject);
if (Application.isPlaying)
Object.Destroy(objRigidbody);
else
Object.DestroyImmediate(objRigidbody, true);
RigidbodyDisabled.ParentRigidbody(handRigidbody, objRigidbody);
//if (Application.isPlaying)
// Object.Destroy(objRigidbody);
//else
// Object.DestroyImmediate(objRigidbody, true);
grabbedObject = obj;
return true;
@ -853,8 +852,10 @@ namespace Passer.Humanoid {
}
//grabbedRigidbody.centerOfMass = handTarget.storedCOM;
grabbedRigidbody.velocity = handRigidbody.velocity;
grabbedRigidbody.angularVelocity = handRigidbody.angularVelocity;
if (grabbedRigidbody.isKinematic == false) {
grabbedRigidbody.velocity = handRigidbody.velocity;
grabbedRigidbody.angularVelocity = handRigidbody.angularVelocity;
}
if (grabbedHandle != null)
LetGoHandle(grabbedHandle);

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@ -87,7 +87,7 @@ namespace Passer {
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(startScene, new LoadSceneParameters(LoadSceneMode.Additive));
currentSite = new HistoryEntry() {
siteName = "directload",
siteLocation = "passervr.com/sites/start",
siteLocation = "serrarens.nl/sites/start",
scenePath = "",
assetBundle = currentAssetBundle,
};
@ -248,7 +248,7 @@ namespace Passer {
UnityEngine.UI.Text text = dialogObj.AddComponent<UnityEngine.UI.Text>();
text.text = dialogText;
text.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
text.resizeTextForBestFit = true;
text.alignment = TextAnchor.MiddleCenter;

8
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@ -1,44 +1,49 @@
using System;
using System.IO;
using UnityEngine;
using UnityEngine.TestTools;
#if pHUMANOID4
using NUnit.Framework;
using Passer;
namespace Passer {
using Pawn;
using Humanoid;
public class GrabbingTest : IPrebuildSetup {
public void Setup() {
UnityEditor.SceneManagement.EditorSceneManager.OpenScene("[Test]GrabbingHumanoid.unity");
string testSceneName = "[Test]GrabbingHumanoid.unity";
string[] files = Directory.GetFiles(Application.dataPath, testSceneName, SearchOption.AllDirectories);
if (files.Length == 1) {
// strip dataPath
string file = files[0].Substring(Application.dataPath.Length - 6);
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(file);
}
else
Debug.LogError($"Could not find test scene {testSceneName}");
}
[Test]
public void Rigidbody() {
// Can be grabbed on any place on the mesh.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("CubeRigidbody");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("CubeRigidbody");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj, "Object is not grabbed");
#endregion
#region Grab
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null, "Object is not released");
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, obj, "Object is not grabbed");
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null, "Object is not released");
#endregion
}
[Test]
@ -55,7 +60,7 @@ namespace Passer {
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, obj);
#endregion
@ -74,144 +79,118 @@ namespace Passer {
[Test]
public void KinematicRigidbodyWithoutPhysics() {
// the controller holds the Rigidbody.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = false;
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = false;
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region Grab
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
[Test]
public void KinematicRigidbodyWithPhysics() {
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = true;
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
humanoid.leftHandTarget.physics = true;
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("KinematicCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region Grab
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
[Test]
public void KinematicRigidbodyLimitations() {
// the Rigidbody will move the controller.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("KinematicCubeLimitations");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("MechanicalJointCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region Grab
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, obj);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
[Test]
public void StaticObject() {
// Static object can not be grabbed
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("StaticCube");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("StaticCube");
Assert.IsFalse(obj == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.IsTrue(grabbedObject == null);
#endregion
#region Grab
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.IsTrue(grabbedObject == null);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
[Test]
public void StaticObjectHandle() {
// Can be grabbed but cannot move.
// When Body Pull is enabled, the position of the pawn will move.
try {
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
HumanoidControl humanoid = UnityEngine.Object.FindObjectOfType<HumanoidControl>();
GameObject obj = GameObject.Find("StaticCubeWithHandle");
Assert.IsFalse(obj == null);
GameObject obj = GameObject.Find("StaticCubeWithHandle");
Assert.IsFalse(obj == null);
Handle handle = obj.GetComponentInChildren<Handle>();
Assert.IsFalse(handle == null);
Handle handle = obj.GetComponentInChildren<Handle>();
Assert.IsFalse(handle == null);
#region Grab
GameObject grabbedObject = Grab(humanoid, obj);
Assert.AreEqual(grabbedObject, handle.gameObject);
#endregion
#region Grab
GameObject grabbedObject = Grab(humanoid, obj, false);
Assert.AreEqual(grabbedObject, handle.gameObject);
#endregion
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
#region LetGo
grabbedObject = LetGo(humanoid);
Assert.IsTrue(grabbedObject == null);
#endregion
}
#region Utilities
protected GameObject Grab(HumanoidControl humanoid, GameObject obj) {
humanoid.leftHandTarget.Grab(obj);
return humanoid.leftHandTarget.grabbedObject;
protected GameObject Grab(HumanoidControl humanoid, GameObject obj, bool rangeCheck = true) {
humanoid.leftHandTarget.Grab(obj, rangeCheck);
return humanoid.leftHandTarget.grabbedObject;
}
protected GameObject LetGo(HumanoidControl humanoid) {
humanoid.leftHandTarget.LetGo();
return humanoid.leftHandTarget.grabbedObject;
humanoid.leftHandTarget.LetGo();
return humanoid.leftHandTarget.grabbedObject;
}
#endregion

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@ -1,4 +1,5 @@
using System;
using System.IO;
using UnityEngine;
using UnityEngine.TestTools;
@ -9,12 +10,16 @@ namespace Passer {
public class SocketTest : IPrebuildSetup {
public static string testScene = "Sockets";
public void Setup() {
Debug.Log("Setup SocketTest");
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(
"Assets/_TestCases/[Test]" + testScene + ".unity");
string testSceneName = "[Test]Sockets.unity";
string[] files = Directory.GetFiles(Application.dataPath, testSceneName, SearchOption.AllDirectories);
if (files.Length == 1) {
// strip dataPath
string file = files[0].Substring(Application.dataPath.Length - 6);
UnityEditor.SceneManagement.EditorSceneManager.OpenScene(file);
}
else
Debug.LogError($"Could not find test scene {testSceneName}");
}
#region Static Socket
@ -22,162 +27,142 @@ namespace Passer {
[Category("Socket")]
public void StaticSocket_RigidbodyHandle() {
// Rigidbody handles will get a fixed joint without attachedRigidbody
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Joint joint = handle.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Joint joint = handle.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
}
[Test]
[Category("Socket")]
public void StaticSocket_StaticHandle() {
// Static Handles cannot be attached to static sockets
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform == null);
Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved
float distance = Vector3.Distance(handle.transform.position, handlePosition);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socket.transform.position, socketPosition);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should not have moved
float distance = Vector3.Distance(handle.transform.position, handlePosition);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socket.transform.position, socketPosition);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.IsTrue(socket.attachedTransform == null);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socket.transform.position, socketPosition), 0.0001F);
#endregion
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
[Test]
[Category("Socket")]
public void StaticSocket_KinematicHandle() {
// Kinematic Handles should be parented to the socket
try {
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
GameObject socketObj = GameObject.Find("StaticSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should still be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
// Handle should still be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
#endregion
@ -186,161 +171,143 @@ namespace Passer {
[Category("Socket")]
public void RigidbodySocket_RigidbodyHandle() {
// Rigidbody Handles will be parented to Rigidbody Sockets
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
[Test]
[Category("Socket")]
public void RigidbodySocket_StaticHandle() {
// Rigidbody sockets will get a fixed joint to a static handle
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Joint joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Assert.IsTrue(joint.connectedBody == null);
Joint joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint != null);
Assert.IsTrue(joint.connectedBody == null);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
#endregion
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreNotEqual(handle.transform.parent, socket.transform);
joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint == null);
joint = socket.GetComponent<Joint>();
Assert.IsTrue(joint == null);
// Socket should still be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
// Socket should still be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
[Test]
[Category("Socket")]
public void RigidbodySocket_KinematicHandle() {
// Rigidbody sockets will get parented to kinematic handles
try {
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject socketObj = GameObject.Find("RigidbodySocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsFalse(socket == null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsFalse(handle == null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handle.transform.position, handlePosition), 0.0001F);
#endregion
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null, "Socket still is attached to transform");
Assert.AreEqual(socket.transform.parent, socketParent, "Socket is not restored to previous parent");
Assert.IsTrue(socket.attachedTransform == null, "Socket still is attached to transform");
Assert.AreEqual(socket.transform.parent, socketParent, "Socket is not restored to previous parent");
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
// Socket should be at handle position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
#endregion
@ -350,53 +317,47 @@ namespace Passer {
public void KinematicSocket_RigidbodyHandle() {
Setup();
// Rigidbody Handles will be parented to Kinematic Sockets
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("RigidbodyHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should be at socket position
float distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
// Socket should not have moved
distance = Vector3.Distance(socketPosition, socket.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
// Handle should still be at socket position
distance = Vector3.Distance(socket.transform.position, handle.transform.position);
Assert.Less(distance, 0.0001F);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
[Test]
@ -405,47 +366,41 @@ namespace Passer {
Setup();
// Kinematic Sockets should be parented to a static handle
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("StaticHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
Assert.AreEqual(socket.attachedTransform, handle.transform);
Assert.AreEqual(socket.transform.parent, handle.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handlePosition, handle.transform.position), 0.0001F);
#endregion
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Handle should not have moved
Assert.Less(Vector3.Distance(handlePosition, handle.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(socket.transform.parent, socketParent);
#endregion
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(socket.transform.parent, socketParent);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
[Test]
@ -454,47 +409,41 @@ namespace Passer {
Setup();
// Kinematic Handles should be parented to a kinematic socket
try {
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject socketObj = GameObject.Find("KinematicSocket");
Socket socket = socketObj.GetComponent<Socket>();
Assert.IsTrue(socket != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
GameObject handleObj = GameObject.Find("KinematicHandle");
Handle handle = handleObj.GetComponent<Handle>();
Assert.IsTrue(handle != null);
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Transform socketParent = socket.transform.parent;
Transform handleParent = handle.transform.parent;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
Vector3 socketPosition = socket.transform.position;
Vector3 handlePosition = handle.transform.position;
#region Attach
socket.Attach(handle.transform, false);
#region Attach
socket.Attach(handle.transform, false);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
Assert.IsTrue(socket.attachedTransform != null);
Assert.AreEqual(handle.transform.parent, socket.transform);
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
// Handle should be at socket position
Assert.Less(Vector3.Distance(socket.transform.position, handle.transform.position), 0.0001F);
// Socket should not have moved
Assert.Less(Vector3.Distance(socketPosition, socket.transform.position), 0.0001F);
#endregion
#region Release
socket.Release();
#region Release
socket.Release();
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
#endregion
Assert.IsTrue(socket.attachedTransform == null);
Assert.AreEqual(handle.transform.parent, handleParent);
#endregion
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
catch (Exception e) {
Debug.LogError("Test failed");
throw (e);
}
socket.transform.localPosition = Vector3.zero;
handle.transform.localPosition = Vector3.zero;
}
#endregion
}

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@ -11,12 +11,17 @@ namespace Passer.Humanoid {
[UnitySetUp]
public IEnumerator Setup() {
if (File.Exists(Application.dataPath + "/Passer/HumanoidControl/Tests/Runtime/Grabbing/Scenes/[Test]GrabbingHumanoid.unity"))
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode("Assets/Passer/HumanoidControl/Tests/Runtime/Grabbing/Scenes/[Test]GrabbingHumanoid.unity", new LoadSceneParameters(LoadSceneMode.Single));
string testSceneName = "[Test]GrabbingHumanoid.unity";
string[] files = Directory.GetFiles(Application.dataPath, testSceneName, SearchOption.AllDirectories);
if (files.Length == 1) {
// strip dataPath
string file = files[0].Substring(Application.dataPath.Length - 6);
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(file, new LoadSceneParameters(LoadSceneMode.Single));
}
else
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode("Packages/HumanoidControl4_Free/Tests/Runtime/Grabbing/Scenes/[Test]GrabbingHumanoid.unity", new LoadSceneParameters(LoadSceneMode.Single));
yield return new WaitForSeconds(0.1F);
Debug.LogError($"Could not find test scene {testSceneName}");
yield return new WaitForSeconds(0.1F);
}
[UnityTest]

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@ -11,10 +11,17 @@ namespace Passer.Humanoid {
public class Sites_Test {
[UnitySetUp]
public IEnumerator Setup() {
if (File.Exists(Application.dataPath + "/Passer/HumanoidControl/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity"))
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode("Assets/Passer/HumanoidControl/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity", new LoadSceneParameters(LoadSceneMode.Single));
string testSceneName = "[Test]HumanoidVisitor Desktop.unity";
string[] files = Directory.GetFiles(Application.dataPath, testSceneName, SearchOption.AllDirectories);
if (files.Length == 1) {
// strip dataPath
string file = files[0].Substring(Application.dataPath.Length - 6);
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(file, new LoadSceneParameters(LoadSceneMode.Single));
}
else
UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode("Packages/HumanoidControl4_Free/Tests/Runtime/Sites/[Test]HumanoidVisitor Desktop.unity", new LoadSceneParameters(LoadSceneMode.Single));
Debug.LogError($"Could not find test scene {testSceneName}");
yield return new WaitForSeconds(0.1F);
}

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