2021-06-25 07:50:12 -04:00

193 lines
8.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Cinemachine;
using Cinemachine.Utility;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class Confiner2DUnitTests
{
[UnityTest]
public IEnumerator Test_SimpleSquareConfiner_OrderIndependent_PolygonCollider2D()
{
CreateCameraAndAddVcam(out Camera cam, out CinemachineVirtualCamera vcam);
var confiner2D = vcam.gameObject.AddComponent<CinemachineConfiner2D>();
vcam.AddExtension(confiner2D);
cam.orthographic = true;
vcam.m_Lens.OrthographicSize = UnityVectorExtensions.Epsilon;
var go = new GameObject("PolygonCollider2DHolder");
var polygonCollider2D = go.AddComponent<PolygonCollider2D>();
confiner2D.m_BoundingShape2D = polygonCollider2D;
confiner2D.m_Damping = 0;
confiner2D.m_MaxWindowSize = 0;
{ // clockwise
polygonCollider2D.points = new[]
{
Vector2.left,
Vector2.up,
Vector2.right,
Vector2.down,
};
confiner2D.InvalidateCache();
vcam.transform.position = Vector3.zero;
yield return null; // wait one frame
Assert.IsTrue(vcam.State.CorrectedPosition == Vector3.zero);
vcam.transform.position = Vector2.left * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.left).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.up * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.up).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.right * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.right).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.down * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.down).sqrMagnitude < UnityVectorExtensions.Epsilon);
}
{ // counter clockwise
polygonCollider2D.points = new[]
{
Vector2.left,
Vector2.down,
Vector2.right,
Vector2.up,
};
confiner2D.InvalidateCache();
vcam.transform.position = Vector3.zero;
yield return null; // wait one frame
Assert.IsTrue(vcam.State.CorrectedPosition == Vector3.zero);
vcam.transform.position = Vector2.left * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.left).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.up * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.up).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.right * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.right).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.down * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.down).sqrMagnitude < UnityVectorExtensions.Epsilon);
}
vcam.m_Lens.OrthographicSize = 1;
}
[UnityTest]
public IEnumerator Test_SimpleSquareConfiner_OrderIndependent_CompositeCollider2D()
{
CreateCameraAndAddVcam(out Camera cam, out CinemachineVirtualCamera vcam);
var confiner2D = vcam.gameObject.AddComponent<CinemachineConfiner2D>();
vcam.AddExtension(confiner2D);
cam.orthographic = true;
vcam.m_Lens.OrthographicSize = UnityVectorExtensions.Epsilon;
var compositeHolder = new GameObject("CompositeCollider2DHolder");
var rigidbody2D = compositeHolder.AddComponent<Rigidbody2D>();
rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
rigidbody2D.isKinematic = true;
rigidbody2D.simulated = false;
var compositeCollider2D = compositeHolder.AddComponent<CompositeCollider2D>();
compositeCollider2D.geometryType = CompositeCollider2D.GeometryType.Polygons;
var polyHolder = new GameObject("PolygonCollider2DHolder");
polyHolder.transform.parent = compositeHolder.transform;
var polygonCollider2D = polyHolder.AddComponent<PolygonCollider2D>();
polygonCollider2D.usedByComposite = true;
confiner2D.m_BoundingShape2D = compositeCollider2D;
confiner2D.m_Damping = 0;
confiner2D.m_MaxWindowSize = 0;
{ // clockwise
polygonCollider2D.points = new[]
{
Vector2.left,
Vector2.up,
Vector2.right,
Vector2.down,
};
confiner2D.InvalidateCache();
vcam.transform.position = Vector3.zero;
yield return null; // wait one frame
Assert.IsTrue(vcam.State.CorrectedPosition == Vector3.zero);
vcam.transform.position = Vector2.left * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.left).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.up * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.up).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.right * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.right).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.down * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.down).sqrMagnitude < UnityVectorExtensions.Epsilon);
}
{ // counter clockwise
polygonCollider2D.points = new[]
{
Vector2.left,
Vector2.down,
Vector2.right,
Vector2.up,
};
confiner2D.InvalidateCache();
vcam.transform.position = Vector3.zero;
yield return null; // wait one frame
Assert.IsTrue(vcam.State.CorrectedPosition == Vector3.zero);
vcam.transform.position = Vector2.left * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.left).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.up * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.up).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.right * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.right).sqrMagnitude < UnityVectorExtensions.Epsilon);
vcam.transform.position = Vector2.down * 2f;
yield return null; // wait one frame
Assert.IsTrue((vcam.State.CorrectedPosition - Vector3.down).sqrMagnitude < UnityVectorExtensions.Epsilon);
}
vcam.m_Lens.OrthographicSize = 1;
}
private void CreateCameraAndAddVcam(out Camera cam, out CinemachineVirtualCamera vcam)
{
var cameraHolder = new GameObject("MainCamera");
cam = cameraHolder.AddComponent<Camera>();
cameraHolder.AddComponent<CinemachineBrain>();
var vcamHolder = new GameObject("CM Vcam");
vcam = vcamHolder.AddComponent<CinemachineVirtualCamera>();
vcam.Priority = 100;
}
}