Beispiel #1
0
        public void TestSolLog()
        {
            StarMapService service = new StarMapService("secret", "McDonald", "http://beta.edsm.net:8080/");

            service.sendStarMapLog("Sol", null, null, null);

            StarMapInfo info = service.getStarMapInfo("Sol");

            Assert.IsTrue(info.Visits >= 1);  // can be any number thanks to repeated testing
        }
Beispiel #2
0
        public void TestProximaCentauriComment()
        {
            StarMapService service = new StarMapService("secret", "McDonald", "http://beta.edsm.net:8080/");

            service.sendStarMapLog("Proxima Centauri", null, null, null);

            service.sendStarMapComment("Proxima Centauri", "Not so far away");

            StarMapInfo info = service.getStarMapInfo("Proxima Centauri");

            Assert.AreEqual("Not so far away", info.Comment);
        }
    void Start()
    {
        //read json file and parse to StarMapInfo object

        string path = Application.streamingAssetsPath + JSONPath;

        json  = File.ReadAllText(path);
        stars = JsonUtility.FromJson <StarMapInfo>(json);


        sky_mat = new Material(skyVertexShader);


        int kernelHandle = sky_shader.FindKernel("CSMain");

        //set ComputeShader StarMapGenerator variables
        sky_shader.SetFloat("radius", radius);
        sky_shader.SetFloats("origin", new float[] { 0, 0, 0 });
        sky_shader.SetFloats("zAxis", new float[] { 0, 0, -1 });

        //Initialize Star Array which only stores rad, dec and mag of each star in floats
        starArray = convertStarData(stars.starmap);
        sky_shader.SetInt("length", starArray.Length);


        //Initialize input data buffer, passing radiants, decline, magnitude and color
        stardata = new ComputeBuffer(starArray.Length, 3 * sizeof(float));
        stardata.SetData(starArray);

        outputBuffer = new ComputeBuffer(starArray.Length, 4 * sizeof(float));
        sky_shader.SetBuffer(kernelHandle, "stardata", stardata);
        sky_shader.SetBuffer(kernelHandle, "outputBuffer", outputBuffer);
        sky_mat.SetFloat("_StarSize", star_radius);
        sky_mat.SetBuffer("outputBuffer", outputBuffer);
        //Initialize Shaders, principle:
        //Compute Shader calculates every world position for each star
        //Writes World Pos in outputBuffer
        //Surface Shader uses outputBuffer to render Stars
        InitShader(kernelHandle);

        releaseBuffers(stardata);
    }