예제 #1
0
        // [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));
        }
예제 #2
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        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"));
            }
        }
예제 #3
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파일: Tests.cs 프로젝트: lxdotnet/lxdn-core
        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;
        }
예제 #4
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    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;
    }
예제 #5
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 public static void LoadPhysicsSceneWithVehicle(int[,,] vehicle)
 {
     TestVehicle.OverrideDefaultVehicle(vehicle);
     SceneManager.LoadScene("MainScene", LoadSceneMode.Single);
 }
예제 #6
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 private void Start()
 {
     GenerateVehicle(TestVehicle.ToBool());
 }