// [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */] // [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */] // [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */] // [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */] // [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */] // [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */] // [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */] // [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */] public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw) { // Enough simulation steps to cover the timescale the operation should take int simSteps = (int)(timeScale / simulationTimeStep) + 1; // Tip the vehicle Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw); TestVehicle.Orientation = initOrientation; TestVehicle.Position = TestVehicleInitPosition; // The vehicle controller is not enabled directly (by setting a vehicle type). // Instead the appropriate values are set and calls are made just the parts of the // controller we want to exercise. Stepping the physics engine then applies // the actions of that one feature. BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); // vehicleActor.enableAngularVerticalAttraction = true; TestVehicle.IsPhysical = true; PhysicsScene.ProcessTaints(); // Step the simulator a bunch of times and vertical attraction should orient the vehicle up for (int ii = 0; ii < simSteps; ii++) { vehicleActor.ForgetKnownVehicleProperties(); vehicleActor.ComputeAngularVerticalAttraction(); vehicleActor.PushKnownChanged(); PhysicsScene.Simulate(simulationTimeStep); } } TestVehicle.IsPhysical = false; PhysicsScene.ProcessTaints(); // After these steps, the vehicle should be upright /* * float finalRoll, finalPitch, finalYaw; * TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw); * Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f)); * Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f)); * Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f)); */ Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation; Assert.That(upPointer.Z, Is.GreaterThan(0.99f)); }
public void Execute_ShouldTest_WhenPassedCommand() { var testSystem = new TestVehicle().Execute(new List <string>() { "0" }); foreach (var tyre in Engine.Vehicles[0].Tyres) { Assert.IsTrue(testSystem.Contains("of vehicle 0")); } }
public void TestCaseInsensitiveExpando() { var expando = new CaseInsensitiveExpando(); expando.Set("OBJECTID", "12345"); dynamic d = expando; var objectId = d.ObjectId; var vehicle = new TestVehicle(d.ObjectId); Assert.IsTrue(vehicle.Id == "12345"); expando.Set("State", 1); var state = (Colors)d.State; }
void RecalculateVehicle() { vehicleMassDistribution = TestVehicle.ToMassDistribution(); vehicleBlockTypeDistribution = TestVehicle.testVehicle; CoM = FloatingTools.CalculateCoM(vehicleMassDistribution); vehicleMass = FloatingTools.CalculateVehicleMass(vehicleMassDistribution); allBlocks = ConvertRunningCalculationArrayToDictionary(GenerateRunningCalculationFloatingArray(vehicleBlockTypeDistribution, vehicleMassDistribution)); allVehicleBlocks = SeperateVehicleBlocksFromAir(allBlocks); secureOutOfWaterHeight = Mathf.Abs(FloatingTools.GetVectorBetweenTwoPoints(Vector3.zero, allBlocks[Vector3.zero].relativePosition).magnitude) + FloatingTools.Constants.blockSize; currentGravity = Physics.gravity; }
public static void LoadPhysicsSceneWithVehicle(int[,,] vehicle) { TestVehicle.OverrideDefaultVehicle(vehicle); SceneManager.LoadScene("MainScene", LoadSceneMode.Single); }
private void Start() { GenerateVehicle(TestVehicle.ToBool()); }