public IEnumerator TestOverrideFocusDetails()
        {
            PlayModeTestUtilities.Setup();

            var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

            yield return(null);

            var focusProvider = PlayModeTestUtilities.GetInputSystem().FocusProvider;

            var pointer = new TestPointer();

            Assert.IsFalse(focusProvider.TryGetFocusDetails(pointer, out var focusDetails));
            Assert.IsFalse(focusProvider.TryOverrideFocusDetails(pointer, new Physics.FocusDetails()));

            focusProvider.RegisterPointer(pointer);
            yield return(null);

            Assert.IsTrue(focusProvider.TryGetFocusDetails(pointer, out focusDetails));
            Assert.IsNull(focusDetails.Object);

            var newFocusDetails = new Physics.FocusDetails();

            newFocusDetails.Object      = cube;
            newFocusDetails.RayDistance = 10;
            newFocusDetails.Point       = new Vector3(1, 2, 3);
            Assert.IsTrue(focusProvider.TryOverrideFocusDetails(pointer, newFocusDetails));

            Assert.IsTrue(focusProvider.TryGetFocusDetails(pointer, out focusDetails));
            Assert.AreEqual(newFocusDetails.Object, focusDetails.Object);
            Assert.AreEqual(newFocusDetails.RayDistance, focusDetails.RayDistance);
            Assert.AreEqual(newFocusDetails.Point, focusDetails.Point);
            Assert.AreEqual(newFocusDetails.Object, focusProvider.GetFocusedObject(pointer));
        }
Пример #2
0
 public IEnumerator Setup()
 {
     PlayModeTestUtilities.Setup();
     PlayModeTestUtilities.PushHandSimulationProfile();
     TestUtilities.PlayspaceToOriginLookingForward();
     yield return(null);
 }
        public IEnumerator Setup()
        {
            PlayModeTestUtilities.Setup();
            PlayModeTestUtilities.EnsureInputModule();

            inputSim = PlayModeTestUtilities.GetInputSimulationService();
            Assert.NotNull(inputSim);

            Assert.NotNull(CoreServices.InputSystem);

            GameObject lightObj = new GameObject("Light");

            lightObj.transform.rotation = Quaternion.FromToRotation(Vector3.forward, new Vector3(1, -4, 2));
            Light light = lightObj.AddComponent <Light>();

            light.type = LightType.Directional;

            var shader = StandardShaderUtility.MrtkStandardShader;

            idleMaterial       = new Material(shader);
            idleMaterial.color = Color.yellow;

            pokeMaterial       = new Material(shader);
            pokeMaterial.color = Color.green;
            yield return(null);
        }
Пример #4
0
        public IEnumerator SetUp()
        {
            PlayModeTestUtilities.Setup();
            TestUtilities.PlayspaceToArbitraryPose();

            // Target frame rate is set to 50 to match the physics
            // tick rate. The rest of the test code needs to wait on a frame to have
            // passed, and this is a rough way of ensuring that each WaitForFixedUpdate()
            // will roughly wait for frame to also pass.
            Application.targetFrameRate = 50;

            // Add a second cube in the background, sometimes physics checks fail with just one collider
            // in scene
            GameObject backgroundCube = GameObject.CreatePrimitive(PrimitiveType.Cube);

            backgroundCube.transform.position = Vector3.forward * 30;
            TestUtilities.PlaceRelativeToPlayspace(backgroundCube.transform);

            cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            cube.transform.localPosition = new Vector3(0, 0, 2);
            cube.transform.localScale    = new Vector3(.2f, .2f, .2f);
            TestUtilities.PlaceRelativeToPlayspace(cube.transform);

            var collider = cube.GetComponentInChildren <Collider>();

            Assert.IsNotNull(collider);
            yield return(null);
        }
Пример #5
0
        public void Setup()
        {
            PlayModeTestUtilities.Setup();
            PlayModeTestUtilities.EnsureInputModule();

            inputSim = PlayModeTestUtilities.GetInputSimulationService();
            Assert.NotNull(inputSim);

            Assert.IsTrue(MixedRealityServiceRegistry.TryGetService <IMixedRealityInputSystem>(out inputSystem));
            Assert.NotNull(inputSystem);

            GameObject lightObj = new GameObject("Light");

            lightObj.transform.rotation = Quaternion.FromToRotation(Vector3.forward, new Vector3(1, -4, 2));
            Light light = lightObj.AddComponent <Light>();

            light.type = LightType.Directional;

            var shader = StandardShaderUtility.MrtkStandardShader;

            idleMaterial       = new Material(shader);
            idleMaterial.color = Color.yellow;

            pokeMaterial       = new Material(shader);
            pokeMaterial.color = Color.green;
        }
        public IEnumerator Setup()
        {
            var riggedHandProfile = ScriptableObjectExtensions.GetAllInstances <MixedRealityToolkitConfigurationProfile>()
                                    .FirstOrDefault(x => x.name.Equals(RiggedHandProfileName));

            PlayModeTestUtilities.Setup(riggedHandProfile);

            yield return(null);
        }
        public void Setup()
        {
            PlayModeTestUtilities.Setup();
            TestUtilities.PlayspaceToOriginLookingForward();

            cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            cube.transform.position = new Vector3(1, 0, 1);

            interactable = cube.AddComponent <Interactable>();
            Assert.NotNull(interactable, "Failed to add interactable to cube");
        }
        public void SetupFocusProviderRaycastTests()
        {
            PlayModeTestUtilities.Setup();

            focusProvider = PlayModeTestUtilities.GetInputSystem().FocusProvider;

            pointer = new TestPointer();
            focusProvider.RegisterPointer(pointer);

            GameObject raycastTestPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(AssetDatabase.GUIDToAssetPath("dc3b0cf66c0615e4c81d979f35d51eaa"));

            raycastTestPrefabInstance = Object.Instantiate(raycastTestPrefab);
        }
Пример #9
0
        public void SetupFocusProviderRaycastTests()
        {
            PlayModeTestUtilities.Setup();

            focusProvider = PlayModeTestUtilities.GetInputSystem().FocusProvider;

            pointer = new TestPointer();
            focusProvider.RegisterPointer(pointer);

            GameObject raycastTestPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(Path.Combine("Assets", "MixedRealityToolkit.Tests", "PlayModeTests", "Prefabs", "FocusProviderRaycastTest.prefab"));

            raycastTestPrefabInstance = Object.Instantiate(raycastTestPrefab);
        }
Пример #10
0
        public IEnumerator TestDefaultProfile()
        {
            PlayModeTestUtilities.Setup();

            TestHand hand = new TestHand(Handedness.Right);

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


            var allPointers = GetAllPointers();

            // https://nunit.org/docs/2.5.5/collectionConstraints.html
            Assert.That(allPointers, Has.No.InstanceOf(typeof(GGVPointer)));
            Assert.That(allPointers, Has.Some.InstanceOf(typeof(ShellHandRayPointer)));
        }
        public IEnumerator TestRaysCustomMediator()
        {
            // MRTK has already been created by SetUp prior to calling this,
            // we have to shut it down to re-init with the custom input profile which
            // replaces the default pointer mediator.
            PlayModeTestUtilities.TearDown();
            yield return(null);

            var profile = TestUtilities.GetDefaultMixedRealityProfile <MixedRealityToolkitConfigurationProfile>();

            profile.InputSystemProfile.PointerProfile = AssetDatabase.LoadAssetAtPath <MixedRealityPointerProfile>(ProfilePath);
            PlayModeTestUtilities.Setup(profile);
            yield return(null);

            yield return(TestRaysWorker());
        }
Пример #12
0
        public IEnumerator TestEditorProfile()
        {
            PlayModeTestUtilities.Setup();

            InputSimulationService inputSimulationService = PlayModeTestUtilities.GetInputSimulationService();

            inputSimulationService.UserInputEnabled = true;

            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            var allPointers = GetAllPointers();

            // https://nunit.org/docs/2.5.5/collectionConstraints.html
            Assert.That(allPointers, Has.Some.InstanceOf(typeof(GGVPointer)));
            Assert.That(allPointers, Has.No.InstanceOf(typeof(ShellHandRayPointer)));
        }
Пример #13
0
        public void SetUp()
        {
            PlayModeTestUtilities.Setup();

            float centerZ = 2.0f;
            float scale   = 0.2f;
            var   cube    = GameObject.CreatePrimitive(PrimitiveType.Cube);

            cube.transform.localPosition = new Vector3(0, 0, centerZ);
            cube.transform.localScale    = Vector3.one * scale;

            colliderSurfaceZ = centerZ - scale * 0.5f;

            var collider = cube.GetComponentInChildren <Collider>();

            Assert.IsNotNull(collider);
        }
Пример #14
0
        public void SetUp()
        {
            PlayModeTestUtilities.Setup();
            TestUtilities.PlayspaceToOriginLookingForward();

            // Target frame rate is set to 50 to match the physics
            // tick rate. The rest of the test code needs to wait on a frame to have
            // passed, and this is a rough way of ensuring that each WaitForFixedUpdate()
            // will roughly wait for frame to also pass.
            Application.targetFrameRate = 50;

            var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

            cube.transform.localPosition = new Vector3(0, 0, 2);
            cube.transform.localScale    = new Vector3(.2f, .2f, .2f);

            var collider = cube.GetComponentInChildren <Collider>();

            Assert.IsNotNull(collider);

            handler = collider.gameObject.AddComponent <PointerHandler>();
        }
        public IEnumerator TestGazeProviderDestroyed()
        {
            PlayModeTestUtilities.Setup();
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            // remove the gaze provider and it's components from the scene
            GazeProvider gazeProvider = CoreServices.InputSystem.GazeProvider.GameObjectReference.GetComponent <GazeProvider>();

            gazeProvider.GazePointer.BaseCursor.Destroy();
            DebugUtilities.LogVerbose("Application was playing, destroyed the gaze pointer's BaseCursor");
            UnityObjectExtensions.DestroyObject(gazeProvider as Component);
            gazeProvider = null;

            // Ensure that the input system and it's related input sources are able to be reinitialized without issue.
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            PlayModeTestUtilities.GetInputSystem().Initialize();

            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(null);
        }
        public IEnumerator TestTeleportAndContentOffset()
        {
            var             iss = PlayModeTestUtilities.GetInputSimulationService();
            ExperienceScale originalExperienceScale;
            float           originalProfileContentOffset;

            float contentOffset = 1.3f;

            // MRTK has already been created by SetUp prior to calling this,
            // we have to shut it down to re-init with the custom input profile which
            // has our contentOffset value set
            PlayModeTestUtilities.TearDown();
            yield return(null);

            // Initialize a profile with the appropriate contentOffset
            var profile = TestUtilities.GetDefaultMixedRealityProfile <MixedRealityToolkitConfigurationProfile>();

            originalProfileContentOffset = profile.ExperienceSettingsProfile.ContentOffset;
            originalExperienceScale      = profile.ExperienceSettingsProfile.TargetExperienceScale;

            profile.ExperienceSettingsProfile.ContentOffset         = contentOffset;
            profile.ExperienceSettingsProfile.TargetExperienceScale = ExperienceScale.Room;

            PlayModeTestUtilities.Setup(profile);

            yield return(new WaitForSeconds(0.5f));

            // Ensure that the SceneContent object is contentOffset units above the origin
            Assert.AreEqual(GameObject.Find("MixedRealitySceneContent").transform.position.y, contentOffset, 0.005f);

            // Create a floor and make sure it's below the camera
            var floor = GameObject.CreatePrimitive(PrimitiveType.Plane);

            floor.transform.position = -0.5f * Vector3.up;

            // Test Right Hand Teleport
            TestUtilities.PlayspaceToOriginLookingForward();
            float initialForwardPosition = MixedRealityPlayspace.Position.z;

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

            // Make sure the hand is in front of the camera
            yield return(rightHand.Show(Vector3.forward * 0.6f));

            rightHand.SetRotation(Quaternion.identity);

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

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

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

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            // We should have teleported in the forward direction after the teleport
            Assert.IsTrue(MixedRealityPlayspace.Position.z > initialForwardPosition);
            rightHand.Hide();

            // Test Left Hand Teleport
            TestUtilities.PlayspaceToOriginLookingForward();

            // Make sure the hand is in front of the camera
            yield return(leftHand.Show(Vector3.forward * 0.6f));

            yield return(leftHand.SetGesture(ArticulatedHandPose.GestureId.TeleportStart));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            yield return(leftHand.SetGesture(ArticulatedHandPose.GestureId.TeleportEnd));

            // Wait for the hand to animate
            yield return(PlayModeTestUtilities.WaitForInputSystemUpdate());

            yield return(new WaitForSeconds(1.0f / iss.InputSimulationProfile.HandGestureAnimationSpeed + 0.1f));

            // We should have teleported in the forward direction after the teleport
            Assert.IsTrue(MixedRealityPlayspace.Position.z > initialForwardPosition);

            // Reset the profile's settings to it's original value
            profile.ExperienceSettingsProfile.TargetExperienceScale = originalExperienceScale;
            profile.ExperienceSettingsProfile.ContentOffset         = originalProfileContentOffset;

            leftHand.Hide();
        }
 public void Setup()
 {
     PlayModeTestUtilities.Setup();
 }
 public IEnumerator Setup()
 {
     PlayModeTestUtilities.Setup();
     PlayModeTestUtilities.EnsureInputModule();
     yield return(null);
 }
 public void Setup()
 {
     PlayModeTestUtilities.Setup();
     asyncCoroutineRunner = new GameObject("AsyncCoroutineRunner").AddComponent <AsyncCoroutineRunner>();
 }
Пример #20
0
 public IEnumerator Setup()
 {
     PlayModeTestUtilities.Setup();
     asyncCoroutineRunner = new GameObject("AsyncCoroutineRunner").AddComponent <AsyncCoroutineRunner>();
     yield return(null);
 }
Пример #21
0
 public IEnumerator SetUp()
 {
     PlayModeTestUtilities.Setup();
     yield return(null);
 }
Пример #22
0
 public IEnumerator Setup()
 {
     PlayModeTestUtilities.Setup();
     TestUtilities.PlayspaceToOriginLookingForward();
     yield return(null);
 }
 public void Setup()
 {
     PlayModeTestUtilities.Setup();
     TestUtilities.PlayspaceToOriginLookingForward();
 }
 public IEnumerator Setup()
 {
     PlayModeTestUtilities.Setup();
     TestUtilities.PlayspaceToArbitraryPose();
     yield return(null);
 }
Пример #25
0
 public void Setup()
 {
     PlayModeTestUtilities.Setup();
     PlayModeTestUtilities.PushHandSimulationProfile();
     TestUtilities.PlayspaceToOriginLookingForward();
 }
 public void Setup()
 {
     PlayModeTestUtilities.Setup();
     PlayModeTestUtilities.EnsureInputModule();
 }