示例#1
0
        private static void RoadArchitectUnitTest1()
        {
            //Create node locations:
            List <Vector3> nodeLocations = new List <Vector3>();
            int            MaxCount      = 18;
            float          tMod          = 100f;
            Vector3        xVect         = new Vector3(50f, 40f, 50f);

            for (int i = 0; i < MaxCount; i++)
            {
                //tLocs.Add(xVect + new Vector3(tMod * Mathf.Pow((float)i / ((float)MaxCount * 0.15f), 2f), 1f*((float)i*1.25f), tMod * i));
                nodeLocations.Add(xVect + new Vector3(tMod * Mathf.Pow((float)i / ((float)25 * 0.15f), 2f), 0f, tMod * i));
            }

            //Get road system create road:
            GSDRoadSystem GSDRS = (GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>();
            GSDRoad       tRoad = GSDRoadAutomation.CreateRoad_Programmatically(GSDRS, ref nodeLocations);

            //Bridge0: (Arch)
            tRoad.GSDSpline.mNodes[4].bIsBridgeStart        = true;
            tRoad.GSDSpline.mNodes[4].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[7].bIsBridgeEnd          = true;
            tRoad.GSDSpline.mNodes[7].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[4].BridgeCounterpartNode = tRoad.GSDSpline.mNodes[7];
            tRoad.GSDSpline.mNodes[4].LoadWizardObjectsFromLibrary("Arch12m-2L", true, true);

            //Bridge1: (Federal causeway)
            tRoad.GSDSpline.mNodes[8].bIsBridgeStart        = true;
            tRoad.GSDSpline.mNodes[8].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[8].BridgeCounterpartNode = tRoad.GSDSpline.mNodes[10];
            tRoad.GSDSpline.mNodes[8].LoadWizardObjectsFromLibrary("Causeway1-2L", true, true);
            tRoad.GSDSpline.mNodes[10].bIsBridgeEnd     = true;
            tRoad.GSDSpline.mNodes[10].bIsBridgeMatched = true;

            //Bridge2: (Steel)
            tRoad.GSDSpline.mNodes[11].bIsBridgeStart        = true;
            tRoad.GSDSpline.mNodes[11].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[11].BridgeCounterpartNode = tRoad.GSDSpline.mNodes[13];
            tRoad.GSDSpline.mNodes[11].LoadWizardObjectsFromLibrary("Steel-2L", true, true);
            tRoad.GSDSpline.mNodes[13].bIsBridgeEnd     = true;
            tRoad.GSDSpline.mNodes[13].bIsBridgeMatched = true;

            //Bridge3: (Causeway)
            tRoad.GSDSpline.mNodes[14].bIsBridgeStart        = true;
            tRoad.GSDSpline.mNodes[14].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[16].bIsBridgeEnd          = true;
            tRoad.GSDSpline.mNodes[16].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[14].BridgeCounterpartNode = tRoad.GSDSpline.mNodes[16];
            tRoad.GSDSpline.mNodes[14].LoadWizardObjectsFromLibrary("Causeway4-2L", true, true);
        }
示例#2
0
        //Long road
        private static void RoadArchitectUnitTest5()
        {
            //Create base road:
            List <Vector3> nodeLocations = new List <Vector3>();

            for (int i = 0; i < 48; i++)
            {
                nodeLocations.Add(new Vector3(3000f, 40f, 10f + (79f * i)));
            }
            for (int i = 0; i < 35; i++)
            {
                nodeLocations.Add(new Vector3(2900f - (79f * i), 30f, 3960f));
            }
            for (int i = 0; i < 40; i++)
            {
                nodeLocations.Add(new Vector3(30, 30f, 3960f - (79f * i)));
            }
            GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
        }
示例#3
0
        //Large suspension bridge:
        private static void RoadArchitectUnitTest4()
        {
            //Create base road:
            List <Vector3> nodeLocations = new List <Vector3>();

            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(3500f, 90f, 200f + (800f * i)));
            }
            GSDRoad tRoad = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);

            //Suspension bridge:
            tRoad.GSDSpline.mNodes[1].bIsBridgeStart        = true;
            tRoad.GSDSpline.mNodes[1].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[3].bIsBridgeEnd          = true;
            tRoad.GSDSpline.mNodes[3].bIsBridgeMatched      = true;
            tRoad.GSDSpline.mNodes[1].BridgeCounterpartNode = tRoad.GSDSpline.mNodes[3];
            tRoad.GSDSpline.mNodes[1].LoadWizardObjectsFromLibrary("SuspL-2L", true, true);
        }
示例#4
0
        //Long road
        private static void RoadArchitectUnitTest5()
        {
            //Create base road:
            List <Vector3> nodeLocations = new List <Vector3>();

            for (int index = 0; index < 48; index++)
            {
                nodeLocations.Add(new Vector3(3000f, 40f, 10f + (79f * index)));
            }
            for (int index = 0; index < 35; index++)
            {
                nodeLocations.Add(new Vector3(2900f - (79f * index), 30f, 3960f));
            }
            for (int index = 0; index < 40; index++)
            {
                nodeLocations.Add(new Vector3(30, 30f, 3960f - (79f * index)));
            }
            GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
        }
示例#5
0
        /// <summary>
        /// Create 4L intersections:
        /// </summary>
        private static void RoadArchitectUnitTest3()
        {
            //Create node locations:
            float   StartLocX    = 200f;
            float   StartLocY    = 2500f;
            float   StartLocYSep = 300f;
            float   tHeight      = 20f;
            GSDRoad bRoad; //Buffer
            GSDRoad tRoad; //Buffer

            //Create base road:
            List <Vector3> nodeLocations = new List <Vector3>();

            for (int i = 0; i < 9; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (i * StartLocYSep), tHeight, StartLocY + (StartLocYSep * 2f)));
            }
            bRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            bRoad.opt_Lanes = 4;


            //Get road system, create road #1:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX, tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            tRoad.opt_Lanes = 4;
            UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Get road system, create road #2:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 2f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            tRoad.opt_Lanes = 4;
            UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Get road system, create road #3:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 4f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            tRoad.opt_Lanes = 4;
            UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Get road system, create road #4:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 6f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            tRoad.opt_Lanes = 4;
            UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Get road system, create road #5:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 8f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad           = GSDRoadAutomation.CreateRoad_Programmatically((GSDRoadSystem)GameObject.Find("RoadArchitectSystem1").GetComponent <GSDRoadSystem>(), ref nodeLocations);
            tRoad.opt_Lanes = 4;
            UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Now count road intersections, if not 5 throw error
            int iCount = 0;

            foreach (GSDSplineN tNode in bRoad.GSDSpline.mNodes)
            {
                if (tNode.bIsIntersection)
                {
                    iCount += 1;
                }
            }
            if (iCount != 5)
            {
                Debug.LogError("Unit Test #3 failed: " + iCount.ToString() + " intersections instead of 5.");
            }
        }
        /// <summary>
        /// Create 2L intersections:
        /// </summary>
        private static void RoadArchitectUnitTest2()
        {
            //Create node locations:
            float   StartLocX    = 800f;
            float   StartLocY    = 200f;
            float   StartLocYSep = 200f;
            float   tHeight      = 20f;
            GSDRoad bRoad        = null; if (bRoad == null)
            {
            }                                           //Buffer
            GSDRoad tRoad = null; if (tRoad == null)
            {
            }                                           //Buffer

            //Create base road:
            List <Vector3> nodeLocations = new List <Vector3>();

            for (int i = 0; i < 9; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (i * 200f), tHeight, 600f));
            }
            bRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);

            //Get road system, create road #1:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX, tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
            //UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Get road system, create road #2:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 2f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
            //UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.TurnLane);

            //Get road system, create road #3:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 4f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
            //UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.BothTurnLanes);

            //Get road system, create road #4:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 6f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
            //UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.TurnLane);

            //Get road system, create road #4:
            nodeLocations.Clear();
            for (int i = 0; i < 5; i++)
            {
                nodeLocations.Add(new Vector3(StartLocX + (StartLocYSep * 8f), tHeight, StartLocY + (i * StartLocYSep)));
            }
            tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, ref nodeLocations);
            //UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iStopTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.TurnLane);

            GSDRoadAutomation.CreateIntersections_ProgrammaticallyForRoad(bRoad, GSDRoadIntersection.iStopTypeEnum.None, GSDRoadIntersection.RoadTypeEnum.NoTurnLane);

            //Now count road intersections, if not 5 throw error
            int iCount = 0;

            foreach (GSDSplineN tNode in bRoad.GSDSpline.mNodes)
            {
                if (tNode.bIsIntersection)
                {
                    iCount += 1;
                }
            }
            if (iCount != 5)
            {
                Debug.LogError("Unit Test #2 failed: " + iCount.ToString() + " intersections instead of 5.");
            }
        }