Files
RobustToolbox/Robust.UnitTesting/Server/GameObjects/Components/Transform_Test.cs
T
AcruidandPieter-Jan Briers d9a411b260 Shared IMap/Map class removal (#904)
* Moved IMap from Shared/Interfaces/Map to Shared/Map namespace.

* Extracted Map class out of the MapManager class.

* Removed the Map class and interface.

* Fully removed the Map and IMap class.
2019-11-26 20:47:04 +01:00

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using System.IO;
using NUnit.Framework;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Robust.UnitTesting.Server.GameObjects.Components
{
[TestFixture]
[TestOf(typeof(TransformComponent))]
class Transform_Test : RobustUnitTest
{
public override UnitTestProject Project => UnitTestProject.Server;
private IServerEntityManager EntityManager;
private IMapManager MapManager;
const string PROTOTYPES = @"
- type: entity
name: dummy
id: dummy
components:
- type: Transform
";
private MapId MapA;
private IMapGrid GridA;
private MapId MapB;
private IMapGrid GridB;
[OneTimeSetUp]
public void Setup()
{
EntityManager = IoCManager.Resolve<IServerEntityManager>();
MapManager = IoCManager.Resolve<IMapManager>();
var manager = IoCManager.Resolve<IPrototypeManager>();
manager.LoadFromStream(new StringReader(PROTOTYPES));
manager.Resync();
// build the net dream
MapA = MapManager.CreateMap();
GridA = MapManager.CreateGrid(MapA);
MapB = MapManager.CreateMap();
GridB = MapManager.CreateGrid(MapB);
//NOTE: The grids have not moved, so we can assert worldpos == localpos for the test
}
[SetUp]
public void ClearSimulation()
{
// One of the tests changes this so we use this to ensure it doesn't get passed to other tests.
IoCManager.Resolve<IGameTiming>().InSimulation = false;
}
[Test]
public void ParentMapSwitchTest()
{
// two entities
var parent = EntityManager.SpawnEntity("dummy");
var child = EntityManager.SpawnEntity("dummy");
var parentTrans = parent.Transform;
var childTrans = child.Transform;
// that are not on the same map
parentTrans.GridPosition = new GridCoordinates(5, 5, GridA);
childTrans.GridPosition = new GridCoordinates(4, 4, GridB);
// if they are parented, the child keeps its world position, but moves to the parents map
childTrans.AttachParent(parentTrans);
Assert.That(childTrans.MapID, Is.EqualTo(parentTrans.MapID));
Assert.That(childTrans.GridID, Is.EqualTo(parentTrans.GridID));
Assert.That(childTrans.GridPosition, Is.EqualTo(new GridCoordinates(4, 4, GridA)));
Assert.That(childTrans.WorldPosition, Is.EqualTo(new Vector2(4, 4)));
// move the parent, and the child should move with it
childTrans.WorldPosition = new Vector2(6, 6);
parentTrans.WorldPosition += new Vector2(-7, -7);
Assert.That(childTrans.WorldPosition, Is.EqualTo(new Vector2(-1, -1)));
// if we detach parent, the child should be left where it was, still relative to parents grid
var oldLpos = childTrans.GridPosition;
var oldWpos = childTrans.WorldPosition;
childTrans.DetachParent();
Assert.That(childTrans.GridPosition, Is.EqualTo(oldLpos));
Assert.That(childTrans.WorldPosition, Is.EqualTo(oldWpos));
}
/// <summary>
/// Tests that a child entity does not move when attaching to a parent.
/// </summary>
[Test]
public void ParentAttachMoveTest()
{
// Arrange
var parent = EntityManager.SpawnEntity("dummy");
var child = EntityManager.SpawnEntity("dummy");
var parentTrans = parent.Transform;
var childTrans = child.Transform;
parentTrans.WorldPosition = new Vector2(5, 5);
childTrans.WorldPosition = new Vector2(6, 6);
// Act
var oldWpos = childTrans.WorldPosition;
childTrans.AttachParent(parentTrans);
var newWpos = childTrans.WorldPosition;
// Assert
Assert.That(oldWpos == newWpos);
}
/// <summary>
/// Tests that the entity orbits properly when the parent rotates.
/// </summary>
[Test]
public void ParentRotateTest()
{
// Arrange
var parent = EntityManager.SpawnEntity("dummy");
var child = EntityManager.SpawnEntity("dummy");
var parentTrans = parent.Transform;
var childTrans = child.Transform;
parentTrans.WorldPosition = new Vector2(0, 0);
childTrans.WorldPosition = new Vector2(2, 0);
childTrans.AttachParent(parentTrans);
//Act
parentTrans.LocalRotation = new Angle(MathHelper.Pi / 2);
//Assert
var result = childTrans.WorldPosition;
Assert.That(FloatMath.CloseTo(result.X, 0), result.ToString);
Assert.That(FloatMath.CloseTo(result.Y, 2), result.ToString);
}
/// <summary>
/// Tests that the entity orbits properly when the parent rotates and is not at the origin.
/// </summary>
[Test]
public void ParentTransRotateTest()
{
// Arrange
var parent = EntityManager.SpawnEntity("dummy");
var child = EntityManager.SpawnEntity("dummy");
var parentTrans = parent.Transform;
var childTrans = child.Transform;
parentTrans.WorldPosition = new Vector2(1, 1);
childTrans.WorldPosition = new Vector2(2, 1);
childTrans.AttachParent(parentTrans);
//Act
parentTrans.LocalRotation = new Angle(MathHelper.Pi / 2);
//Assert
var result = childTrans.WorldPosition;
Assert.That(FloatMath.CloseTo(result.X, 1), result.ToString);
Assert.That(FloatMath.CloseTo(result.Y, 2), result.ToString);
}
/// <summary>
/// Tests to see if parenting multiple entities with WorldPosition places the leaf properly.
/// </summary>
[Test]
public void PositionCompositionTest()
{
// Arrange
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node4 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
var node4Trans = node4.Transform;
node1Trans.WorldPosition = new Vector2(0, 0);
node2Trans.WorldPosition = new Vector2(1, 1);
node3Trans.WorldPosition = new Vector2(2, 2);
node4Trans.WorldPosition = new Vector2(0, 2);
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
node4Trans.AttachParent(node3Trans);
//Act
node1Trans.LocalRotation = new Angle(MathHelper.Pi / 2);
//Assert
var result = node4Trans.WorldPosition;
Assert.That(result.X, new ApproxEqualityConstraint(-2f));
Assert.That(result.Y, new ApproxEqualityConstraint(0f));
}
/// <summary>
/// Tests to see if setting the world position of a child causes position rounding errors.
/// </summary>
[Test]
public void ParentWorldPositionRoundingErrorTest()
{
// Arrange
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
node1Trans.WorldPosition = new Vector2(0, 0);
node2Trans.WorldPosition = new Vector2(1, 1);
node3Trans.WorldPosition = new Vector2(2, 2);
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
// Act
var oldWpos = node3Trans.WorldPosition;
for (var i = 0; i < 10000; i++)
{
var dx = i % 2 == 0 ? 5 : -5;
node1Trans.WorldPosition += new Vector2(dx, dx);
node2Trans.WorldPosition += new Vector2(dx, dx);
node3Trans.WorldPosition += new Vector2(dx, dx);
}
var newWpos = node3Trans.WorldPosition;
// Assert
Assert.That(FloatMath.CloseTo(oldWpos.X, newWpos.Y), newWpos.ToString);
Assert.That(FloatMath.CloseTo(oldWpos.Y, newWpos.Y), newWpos.ToString);
}
/// <summary>
/// Tests to see if rotating a parent causes major child position rounding errors.
/// </summary>
[Test]
public void ParentRotationRoundingErrorTest()
{
IoCManager.Resolve<IGameTiming>().InSimulation = true;
// Arrange
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
node1Trans.WorldPosition = new Vector2(0, 0);
node2Trans.WorldPosition = new Vector2(1, 1);
node3Trans.WorldPosition = new Vector2(2, 2);
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
// Act
var oldWpos = node3Trans.WorldPosition;
for (var i = 0; i < 100; i++)
{
node1Trans.LocalRotation += new Angle(MathHelper.Pi);
node2Trans.LocalRotation += new Angle(MathHelper.Pi);
node3Trans.LocalRotation += new Angle(MathHelper.Pi);
}
var newWpos = node3Trans.WorldPosition;
//NOTE: Yes, this does cause a non-zero error
// Assert
Assert.That(FloatMath.CloseTo(oldWpos.X, newWpos.Y), newWpos.ToString);
Assert.That(FloatMath.CloseTo(oldWpos.Y, newWpos.Y), newWpos.ToString);
}
/// <summary>
/// Tests that the world and inverse world transforms are built properly.
/// </summary>
[Test]
public void TreeComposeWorldMatricesTest()
{
// Arrange
var control = Matrix3.Identity;
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node4 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
var node4Trans = node4.Transform;
node1Trans.WorldPosition = new Vector2(0, 0);
node2Trans.WorldPosition = new Vector2(1, 1);
node3Trans.WorldPosition = new Vector2(2, 2);
node4Trans.WorldPosition = new Vector2(0, 2);
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
node4Trans.AttachParent(node3Trans);
//Act
node1Trans.LocalRotation = new Angle(MathHelper.Pi / 6.37);
node1Trans.WorldPosition = new Vector2(1, 1);
var worldMat = node4Trans.WorldMatrix;
var invWorldMat = node4Trans.InvWorldMatrix;
Matrix3.Multiply(ref worldMat, ref invWorldMat, out var leftVerifyMatrix);
Matrix3.Multiply(ref invWorldMat, ref worldMat, out var rightVerifyMatrix);
//Assert
// these should be the same (A × A-1 = A-1 × A = I)
Assert.That(leftVerifyMatrix, new ApproxEqualityConstraint(rightVerifyMatrix));
// verify matrix == identity matrix (or very close to because float precision)
Assert.That(leftVerifyMatrix, new ApproxEqualityConstraint(control));
}
/// <summary>
/// Tests that world rotation is built properly
/// </summary>
[Test]
public void WorldRotationTest()
{
// Arrange
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
node1Trans.LocalRotation = Angle.FromDegrees(0);
node2Trans.LocalRotation = Angle.FromDegrees(45);
node3Trans.LocalRotation = Angle.FromDegrees(45);
// Act
node1Trans.LocalRotation = Angle.FromDegrees(135);
// Assert (135 + 45 + 45 = 225)
var result = node3Trans.WorldRotation;
Assert.That(result, new ApproxEqualityConstraint(Angle.FromDegrees(225)));
}
/// <summary>
/// Test that, in a chain A -> B -> C, if A is moved C's world position correctly updates.
/// </summary>
[Test]
public void MatrixUpdateTest()
{
var node1 = EntityManager.SpawnEntity("dummy");
var node2 = EntityManager.SpawnEntity("dummy");
var node3 = EntityManager.SpawnEntity("dummy");
var node1Trans = node1.Transform;
var node2Trans = node2.Transform;
var node3Trans = node3.Transform;
node2Trans.AttachParent(node1Trans);
node3Trans.AttachParent(node2Trans);
node3Trans.LocalPosition = new Vector2(5, 5);
node2Trans.LocalPosition = new Vector2(5, 5);
node1Trans.LocalPosition = new Vector2(5, 5);
Assert.That(node3Trans.WorldPosition, new ApproxEqualityConstraint(new Vector2(15, 15)));
}
}
}