public void CreateSetVelocity_() { Vector3 linear = new Vector3(1.1f, 2.2f, 3.3f); Vector3 angular = new Vector3(4.4f, 5.5f, 6.6f); SetVelocity_ result = UnityMessageBuilder.CreateSetVelocity_(linear, angular); Assert.AreEqual(result.linearVelocity.ToUnityVector(), linear); Assert.AreEqual(result.angularVelocity.ToUnityVector(), angular); }
public static void CreateVector3_unityVec() { Vector3 vec = new Vector3(1.1f, 2.2f, 3.3f); Vector3_ result = UnityMessageBuilder.CreateVector(vec); Assert.AreEqual(result.x, vec.x); Assert.AreEqual(result.y, vec.y); Assert.AreEqual(result.z, vec.z); }
public static void CreateShape_() { int id = 42; List <Vector3> vecs = new List <Vector3>(); vecs.Add(new Vector3(1, 1, 1)); vecs.Add(new Vector3(2, 2, 2)); vecs.Add(new Vector3(3, 3, 3)); List <UInt32> indices = new List <UInt32>(); indices.Add(1); indices.Add(0); indices.Add(2); Shape_ result = UnityMessageBuilder.CreateShape_(id, vecs, indices); Assert.AreEqual(result.id, id); Assert.AreEqual(result.vertices.Count, vecs.Count); for (int i = 0; i < result.vertices.Count; i++) { var protoVec = result.vertices[i]; var unityVec = vecs[i]; Assert.AreEqual(unityVec, protoVec.ToUnityVector()); } Assert.AreEqual(indices.Count, result.indices.Count); for (int i = 0; i < result.indices.Count; i++) { Assert.AreEqual(indices[i], result.indices[i]); } result.vertices.RemoveAt(0); Assert.AreEqual(vecs.Count - 1, result.vertices.Count); Assert.AreEqual(vecs[1], result.vertices[0].ToUnityVector()); result.indices.RemoveAt(0); Assert.AreEqual(indices.Count - 1, result.indices.Count); Assert.AreEqual(indices[1], result.indices[0]); }
public static void SetShapeUpdateInfo() { List <Vector3> vert1 = new List <Vector3>(); List <Vector3> vert2 = new List <Vector3>(); List <Vector3> vert3 = new List <Vector3>(); List <Vector3> vert4 = new List <Vector3>(); vert1.Add(new Vector3(1, 1, 1)); vert1.Add(new Vector3(1, 2, 2)); vert1.Add(new Vector3(1, 3, 3)); vert2.Add(new Vector3(2, 1, 1)); vert2.Add(new Vector3(2, 2, 2)); vert2.Add(new Vector3(2, 3, 3)); vert3.Add(new Vector3(3, 1, 1)); vert3.Add(new Vector3(3, 2, 2)); vert3.Add(new Vector3(3, 3, 3)); vert4.Add(new Vector3(4, 1, 1)); vert4.Add(new Vector3(4, 2, 2)); vert4.Add(new Vector3(4, 3, 3)); List <UInt32> indices = new List <UInt32>(); indices.Add(0); indices.Add(1); indices.Add(2); Shape_ shape1 = UnityMessageBuilder.CreateShape_(1, vert1, indices); Shape_ shape2 = UnityMessageBuilder.CreateShape_(2, vert2, indices); Shape_ shape3 = UnityMessageBuilder.CreateShape_(3, vert3, indices); Shape_ shape4 = UnityMessageBuilder.CreateShape_(4, vert3, indices); List <Shape_> changedShapes = new List <Shape_>(); List <Shape_> newShapes = new List <Shape_>(); changedShapes.Add(shape1); changedShapes.Add(shape2); newShapes.Add(shape3); newShapes.Add(shape4); Message result = new Message(); result.SetShapeUpdateInfo(changedShapes, newShapes); Assert.AreEqual(changedShapes.Count, result.shapeUpdateInfo.changedShapes.Count); Assert.AreEqual(newShapes.Count, result.shapeUpdateInfo.newShapes.Count); for (int i = 0; i < changedShapes.Count; i++) { Assert.AreEqual(changedShapes[i].id, result.shapeUpdateInfo.changedShapes[i].id); Assert.AreEqual(changedShapes[i].vertices.Count, result.shapeUpdateInfo.changedShapes[i].vertices.Count); for (int j = 0; j < changedShapes[i].vertices.Count; j++) { Assert.AreEqual(changedShapes[i].vertices[j].ToUnityVector(), result.shapeUpdateInfo.changedShapes[i].vertices[j].ToUnityVector()); } } for (int i = 0; i < newShapes.Count; i++) { Assert.AreEqual(newShapes[i].id, result.shapeUpdateInfo.newShapes[i].id); Assert.AreEqual(newShapes[i].vertices.Count, result.shapeUpdateInfo.newShapes[i].vertices.Count); for (int j = 0; j < newShapes[i].vertices.Count; j++) { Assert.AreEqual(newShapes[i].vertices[j].ToUnityVector(), result.shapeUpdateInfo.newShapes[i].vertices[j].ToUnityVector()); } } }