Esempio n. 1
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        public void SerializeTilesTest()
        {
            TileInSpace.ResetCounter();
            FloatingObjectInSpace.ResetCounter();

            //Set test Floating objects set
            FloatingObjectInSpace testFloatingObjectInSpace = new FloatingObjectInSpace(v_TestFloatingObject, new Point3D(0, 0, 0));
            FloatingObjectsSet    testFloatingObjectsSet    = new FloatingObjectsSet {
                testFloatingObjectInSpace
            };

            //Set test Tile set
            List <Point3D> testPointList = new List <Point3D>()
            {
                new Point3D(1, 1, 1), new Point3D(2, 2, 2)
            };
            Tile baseObject = new Tile("testName", testPointList, null, null, null, Color.Black);
            List <TileInSpace> testTilesList = new List <TileInSpace> {
                new TileInSpace(baseObject, Point3D.Origin, Quaternion.One)
            };

            SerializeSnapshot testSnapshot = new SerializeSnapshot(c_TestMSystemDescription, new List <Tile> {
                baseObject
            });

            testSnapshot.Serialize(0, testFloatingObjectsSet, testTilesList);
            string    serializedSnapShot = testSnapshot.GetXmlDocAsAString();
            XDocument expecteDocument    = XDocument.Load("../../Classes/Xml/TestXML/serializedSnapShotTest.xml");

            //TODO Due to TileInSpace static counter this test fails if you use "run all tests".
            Assert.AreEqual(expecteDocument.ToString(), serializedSnapShot); //Compare both documents.
        }
Esempio n. 2
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 /// <summary>
 /// Adds a new snapshot to the snapshots XML document
 /// </summary>
 /// <param name="snapshotXmlDoc">Target snapshots XML document</param>
 /// <param name="stepID">Snapshot number.</param>
 /// <param name="floatingObjects">Floating objects to be serialized.</param>
 /// <param name="tilesWorld">Tiles to be serialized.</param>
 public static void AddSnapshot(ulong stepID, FloatingObjectsSet floatingObjects, TilesWorld tilesWorld, SerializeSnapshot snapshotXmlDoc)
 {
     if (floatingObjects == null)
     {
         throw new ArgumentNullException("Parameter 'floatingObjects' may not be null.");
     }
     if (tilesWorld == null)
     {
         throw new ArgumentNullException("Parameter 'tilesWorld' may not be null.");
     }
     if (snapshotXmlDoc == null)
     {
         throw new ArgumentNullException("Parameter 'snapshotXmlDoc' may not be null.");
     }
     snapshotXmlDoc.Serialize(stepID, floatingObjects, tilesWorld);
 }
Esempio n. 3
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        /// <summary>
        /// Serializes one snapshot.
        /// </summary>
        /// <param name="stepID">Snapshot number.</param>
        /// <param name="floatingObjects">Floating objects to be serialized.</param>
        /// <param name="tiles">Tiles to be serialized.</param>
        public void Serialize(ulong stepID, FloatingObjectsSet floatingObjects, IEnumerable <TileInSpace> tiles)
        {
            // Child snapshot declaration.
            XElement snapshot = new XElement("snapshot", new XAttribute("stepID", stepID.ToString()));

            v_RootXmlElement.GetElement("snapshots").Add(snapshot);

            // Child floatingObjects.
            XElement floatingObjectsNode = new XElement("floatingObjects");

            snapshot.Add(floatingObjectsNode);

            // Child tiles.
            XElement tilesNode = new XElement("tiles");

            snapshot.Add(tilesNode);

            SerializeFloatingObjects(floatingObjectsNode, floatingObjects);
            SerializeTiles(tilesNode, tiles);
        }
Esempio n. 4
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        /// <summary>
        /// Serializes floating objects.
        /// </summary>
        /// <param name="floatingObjectsNode">Xml node where the floating objects belong.</param>
        /// <param name="floatingObjects">Floating objects to serialize.</param>
        private void SerializeFloatingObjects(XElement floatingObjectsNode, FloatingObjectsSet floatingObjects)
        {
            foreach (FloatingObjectInSpace floatingObject in floatingObjects)
            {
                /*  <floatingObject name="a" objectID="1">
                 *      <position>
                 *          <posX value="0"/>
                 *          <posY value="0"/>
                 *          <posZ value="0"/>
                 *      </position>
                 *  </floatingObject>  */

                XElement floatingObjectElement =
                    new XElement("floatingObject",
                                 new XAttribute("name", floatingObject.Name),
                                 new XAttribute("objectID", floatingObject.ID.ToString()));
                SerializePosition(floatingObjectElement, floatingObject.Position);

                floatingObjectsNode.Add(floatingObjectElement);
            }
        }
Esempio n. 5
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        public void CreateComplexSnapshotFileTest()
        // Petr: Actually not a test - only temporary debugging method. Please do not remove.
        // Produces a test snapshot file for Honza - testing the visualization package in Unity.
        {
            //Set test Floating objects set
            var testFloatingObjectInSpace = new FloatingObjectInSpace(v_TestFloatingObject, new Point3D(0, 1, 2)); // Add more
            var testFloatingObjectsSet    = new FloatingObjectsSet {
                testFloatingObjectInSpace
            };

            Tile baseTile        = CreateTile("q2");
            Tile baseTubule      = CreateSegment("s1");
            var  v_baseTilesList = new List <Tile> {
                baseTile, baseTubule
            };

            var testTilesList = new List <TileInSpace>
            {
                new TileInSpace(baseTile, Point3D.Origin, Quaternion.One)
            };

            SerializeSnapshot testSnapshot = new SerializeSnapshot(c_TestMSystemDescription, v_baseTilesList);

            testSnapshot.Serialize(0, testFloatingObjectsSet, testTilesList);

            TileInSpace bottomTile = testTilesList.First();

            bottomTile.State = TileInSpace.FState.Unchanged;
            var level1Tiles = new List <TileInSpace>();

            for (int i = 0; i < 5; i++)
            {
                level1Tiles.Add(bottomTile.Connectors[i].ConnectObject(baseTile.Connectors[0]));
            }

            testTilesList.AddRange(level1Tiles);

            var tubule1 = bottomTile.Connectors.Last().ConnectObject(baseTubule.Connectors[0]);

            testTilesList.Add(tubule1);
            testSnapshot.Serialize(1, testFloatingObjectsSet, testTilesList);

            // Adding the second level of tiles of dodecahedron and tubules
            tubule1.State = TileInSpace.FState.Unchanged;
            var level2Tiles   = new List <TileInSpace>();
            var level2Tubules = new List <TileInSpace>();

            foreach (var tile in level1Tiles)
            {
                tile.State = TileInSpace.FState.Unchanged;
                level2Tiles.Add(tile.Connectors[2].ConnectObject(baseTile.Connectors[0]));
            }
            for (int i = 1; i < 3; i++)
            {
                level2Tubules.Add(tubule1.Connectors[i].ConnectObject(baseTubule.Connectors[0]));
            }

            testTilesList.AddRange(level2Tiles);
            testTilesList.AddRange(level2Tubules);
            testSnapshot.Serialize(2, testFloatingObjectsSet, testTilesList);

            foreach (var tile in level2Tiles)
            {
                tile.State = TileInSpace.FState.Unchanged;
            }

            // Adding the last top tile of dodecahedron
            TileInSpace topTile = level2Tiles.Last().Connectors[3].ConnectObject(baseTile.Connectors[0]);

            testTilesList.Add(topTile);

            var level3Tubules = new List <TileInSpace>();

            foreach (var tubule in level2Tubules)
            {
                tubule.State = TileInSpace.FState.Unchanged;
                for (int i = 1; i < 3; i++)
                {
                    level3Tubules.Add(tubule.Connectors[i].ConnectObject(baseTubule.Connectors[0]));
                }
            }

            // Dodecahedron complete, three levels of tubule tree complete
            testTilesList.AddRange(level3Tubules);
            testSnapshot.Serialize(3, testFloatingObjectsSet, testTilesList);

            topTile.State = TileInSpace.FState.Unchanged;
            foreach (var tubule in level3Tubules)
            {
                tubule.State = TileInSpace.FState.Unchanged;
            }

            foreach (var tile in level2Tiles)
            {
                tile.State = TileInSpace.FState.Destroy;
            }

            // Level 2 tiles destructed
            testSnapshot.Serialize(4, testFloatingObjectsSet, testTilesList);

            testTilesList.RemoveAll(obj => level2Tiles.Contains(obj));
            topTile.Move(new Vector3D(0, 0, -5));

            // Top tile moved 5 units down
            testSnapshot.Serialize(5, testFloatingObjectsSet, testTilesList);

            topTile.State = TileInSpace.FState.Unchanged;
            var         Tile        = CreateSquareTile("TestSquare");
            TileInSpace baseSquare  = new TileInSpace(Tile, new Point3D(30, 0, 0), Quaternion.One);
            TileInSpace eastSquare  = baseSquare.Connectors[0].ConnectObject(Tile.Connectors[1]);
            TileInSpace southSquare = eastSquare.Connectors[0].ConnectObject(Tile.Connectors[0]);
            TileInSpace topSquare   = southSquare.Connectors[1].ConnectObject(Tile.Connectors[0]);

            // Four squares added, forming an incomplete cube
            testTilesList.AddRange(new List <TileInSpace>()
            {
                baseSquare, eastSquare, southSquare, topSquare
            });
            testSnapshot.Serialize(6, testFloatingObjectsSet, testTilesList);

            testSnapshot.SaveXmlFile(@"..\..\..\Cytos_v2\Examples\TestSnapshotFile.xml");
        }