public IEnumerator TestClickEvents()
        {
            PlayModeTestUtilities.PushControllerSimulationProfile();
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            // Subscribe to interactable's on click so we know the click went through
            bool wasClicked = false;

            interactable.OnClick.AddListener(() => { wasClicked = true; });

            var testHand = new TestHand(Handedness.Right);

            yield return(testHand.Show(Vector3.zero));

            CameraCache.Main.transform.LookAt(interactable.transform);
            yield return(testHand.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            yield return(testHand.SetGesture(ArticulatedHandPose.GestureId.Open));

            yield return(testHand.Hide());

            Assert.True(wasClicked);

            PlayModeTestUtilities.PopControllerSimulationProfile();
        }
Esempio n. 2
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        public IEnumerator PrefabGGVZoom()
        {
            InstantiateFromPrefab();

            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            TestHand handRight = new TestHand(Handedness.Right);

            yield return(handRight.Show(new Vector3(0.0f, 0.0f, 0.6f)));

            TestHand handLeft = new TestHand(Handedness.Left);

            yield return(handLeft.Show(new Vector3(-0.1f, 0.0f, 0.6f)));

            yield return(handRight.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            yield return(handLeft.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            yield return(handRight.Move(new Vector3(0.005f, 0.0f, 0.0f), 10));

            yield return(handLeft.Move(new Vector3(-0.005f, 0.0f, 0.0f), 10));

            Assert.AreEqual(0.5, panZoom.CurrentScale, 0.1, "slate did not zoom in using two ggv hands");

            yield return(handRight.Hide());

            yield return(handLeft.Hide());
        }
        public IEnumerator TestAssembleInteractableAndFarManip()
        {
            GameObject  pinchSliderObject;
            PinchSlider slider;

            // This should not throw exception
            AssembleSlider(Vector3.forward, Vector3.zero, out pinchSliderObject, out slider);

            Debug.Assert(slider.SliderValue == 0.5, "Slider should have value 0.5 at start");

            // Set up ggv simulation
            PlayModeTestUtilities.PushControllerSimulationProfile();
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            var     rightHand  = new TestHand(Handedness.Right);
            Vector3 initialPos = new Vector3(0.05f, 0, 1.0f);

            yield return(rightHand.Show(initialPos));

            yield return(rightHand.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            yield return(rightHand.Move(new Vector3(0.1f, 0, 0)));

            yield return(rightHand.SetGesture(ArticulatedHandPose.GestureId.Open));

            yield return(rightHand.Hide());

            Assert.That(slider.SliderValue, Is.GreaterThan(0.5));

            // clean up
            GameObject.Destroy(pinchSliderObject);
            PlayModeTestUtilities.PopControllerSimulationProfile();
        }
        public IEnumerator ScaleViaHoloLens1Interaction()
        {
            var bbox = InstantiateSceneAndDefaultBbox();

            yield return(null);

            yield return(null);

            var bounds      = bbox.GetComponent <BoxCollider>().bounds;
            var startCenter = new Vector3(0, 0, 1.5f);
            var startSize   = new Vector3(.5f, .5f, .5f);

            TestUtilities.AssertAboutEqual(bounds.center, startCenter, "bbox incorrect center at start");
            TestUtilities.AssertAboutEqual(bounds.size, startSize, "bbox incorrect size at start");

            PlayModeTestUtilities.PushControllerSimulationProfile();
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            CameraCache.Main.transform.LookAt(bbox.ScaleCorners[3].transform);

            var      startHandPos = CameraCache.Main.transform.TransformPoint(new Vector3(0.1f, 0f, 1.5f));
            TestHand rightHand    = new TestHand(Handedness.Right);

            yield return(rightHand.Show(startHandPos));

            yield return(rightHand.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            // After pinching, center should remain the same
            var afterPinchbounds = bbox.GetComponent <BoxCollider>().bounds;

            TestUtilities.AssertAboutEqual(afterPinchbounds.center, startCenter, "bbox incorrect center after pinch");
            TestUtilities.AssertAboutEqual(afterPinchbounds.size, startSize, "bbox incorrect size after pinch");

            var delta = new Vector3(0.1f, 0.1f, 0f);

            yield return(rightHand.Move(delta));

            var endBounds = bbox.GetComponent <BoxCollider>().bounds;

            TestUtilities.AssertAboutEqual(endBounds.center, new Vector3(0.033f, 0.033f, 1.467f), "endBounds incorrect center");
            TestUtilities.AssertAboutEqual(endBounds.size, Vector3.one * .561f, "endBounds incorrect size", 0.02f);

            GameObject.Destroy(bbox.gameObject);
            // Wait for a frame to give Unity a change to actually destroy the object
            yield return(null);

            // Restore the input simulation profile
            PlayModeTestUtilities.PopControllerSimulationProfile();

            yield return(null);
        }
        public IEnumerator TestGaze()
        {
            PointerStateContainer gazeOn = new PointerStateContainer()
            {
                GazePointerEnabled   = true,
                GGVPointerEnabled    = true,
                PokePointerEnabled   = null,
                SpherePointerEnabled = null,
                LinePointerEnabled   = null
            };

            // set input simulation mode to GGV
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            TestHand rightHand = new TestHand(Handedness.Right);
            TestHand leftHand  = new TestHand(Handedness.Left);

            TestContext.Out.WriteLine("Show both hands");
            yield return(rightHand.Show(Vector3.zero));

            yield return(leftHand.Show(Vector3.zero));

            EnsurePointerStates(Handedness.Right, gazeOn);
            EnsurePointerStates(Handedness.Left, gazeOn);

            TestContext.Out.WriteLine("Turn off gaze cursor");
            PointerUtils.SetGazePointerBehavior(PointerBehavior.AlwaysOff);

            yield return(null);

            PointerStateContainer gazeOff = new PointerStateContainer()
            {
                GazePointerEnabled   = false,
                GGVPointerEnabled    = false,
                PokePointerEnabled   = null,
                SpherePointerEnabled = null,
                LinePointerEnabled   = null
            };

            EnsurePointerStates(Handedness.Right, gazeOff);
            EnsurePointerStates(Handedness.Left, gazeOff);
        }
Esempio n. 6
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        /// <summary>
        /// Scroll a slate using GGV and ensure that the slate scrolls
        /// expected amount. Assumes panZoom has already been created.
        /// </summary>
        /// <param name="expectedScroll">The amount panZoom is expected to scroll</param>
        private IEnumerator RunGGVScrollTest(float expectedScroll)
        {
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            Vector2 totalPanDelta = Vector2.zero;

            panZoom.PanUpdated.AddListener((hpd) => totalPanDelta += hpd.PanDelta);

            TestHand handRight = new TestHand(Handedness.Right);

            yield return(handRight.SetGesture(ArticulatedHandPose.GestureId.Pinch));

            yield return(handRight.Show(Vector3.zero));

            // Move requires a slower action (i.e. higher numSteps) in order to
            // achieve a reliable pan.
            yield return(handRight.Move(new Vector3(0.0f, -0.1f, 0f), 30));

            Assert.AreEqual(expectedScroll, totalPanDelta.y, 0.1, "pan delta is not correct");

            yield return(handRight.Hide());
        }
        public IEnumerator TestToggleEvents()
        {
            PlayModeTestUtilities.PushControllerSimulationProfile();
            PlayModeTestUtilities.SetControllerSimulationMode(ControllerSimulationMode.HandGestures);

            var toggleReceiver = interactable.AddReceiver <InteractableOnToggleReceiver>();

            interactable.transform.position = Vector3.forward * 2f;
            interactable.NumOfDimensions    = 2;
            interactable.CanSelect          = true;
            interactable.CanDeselect        = true;
            bool didSelect   = false;
            bool didUnselect = false;

            toggleReceiver.OnSelect.AddListener(() => didSelect     = true);
            toggleReceiver.OnDeselect.AddListener(() => didUnselect = true);

            var testHand = new TestHand(Handedness.Right);

            yield return(testHand.Show(Vector3.forward));

            CameraCache.Main.transform.LookAt(interactable.transform.position);

            yield return(testHand.SetGesture(ArticulatedHandPose.GestureId.Open));

            yield return(testHand.Click());

            yield return(testHand.Click());

            yield return(testHand.Hide());

            Assert.True(didSelect, "Toggle select did not fire");
            Assert.True(didUnselect, "Toggle unselect did not fire");

            PlayModeTestUtilities.PopControllerSimulationProfile();
        }