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TestCesiumOriginShift.cs
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TestCesiumOriginShift.cs
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using CesiumForUnity;
using NUnit.Framework;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.TestTools;
public class TestCesiumOriginShift
{
[UnityTest]
public IEnumerator ActivatesSubSceneWithinRange()
{
GameObject goGeoreference = new GameObject("Georeference");
CesiumGeoreference georeference = goGeoreference.AddComponent<CesiumGeoreference>();
georeference.longitude = -55.0;
georeference.latitude = 55.0;
georeference.height = 1000.0;
GameObject goOriginShift = new GameObject("OriginShifter");
goOriginShift.transform.parent = goGeoreference.transform;
CesiumOriginShift originShift = goOriginShift.AddComponent<CesiumOriginShift>();
// Start the sub-scene disabled; otherwise it will immediately set the georeference origin.
GameObject goSubScene = new GameObject("SubScene");
goSubScene.SetActive(false);
goSubScene.transform.parent = goGeoreference.transform;
CesiumSubScene subScene = goSubScene.AddComponent<CesiumSubScene>();
subScene.SetOriginLongitudeLatitudeHeight(-55.0, 55.0, 3000.0);
yield return null;
Assert.AreEqual(subScene.isActiveAndEnabled, false);
// Move the origin shifter up so that it's in range.
// Do an explicit Sync to avoid a one frame delay if the Transfer change check coroutine
// runs before this test coroutine.
goOriginShift.transform.position = new Vector3(0.0f, 1500.0f, 0.0f);
goOriginShift.GetComponent<CesiumGlobeAnchor>().Sync();
yield return null;
Assert.AreEqual(subScene.isActiveAndEnabled, true);
}
[UnityTest]
public IEnumerator IgnoresSubSceneTransformForActivationCheck()
{
GameObject goGeoreference = new GameObject("Georeference");
CesiumGeoreference georeference = goGeoreference.AddComponent<CesiumGeoreference>();
georeference.longitude = -55.0;
georeference.latitude = 55.0;
georeference.height = 1000.0;
GameObject goOriginShift = new GameObject("OriginShifter");
goOriginShift.transform.parent = goGeoreference.transform;
CesiumOriginShift originShift = goOriginShift.AddComponent<CesiumOriginShift>();
// Start the sub-scene disabled; otherwise it will immediately set the georeference origin.
GameObject goSubScene = new GameObject("SubScene");
goSubScene.SetActive(false);
goSubScene.transform.parent = goGeoreference.transform;
// This transform would put the sub-scene in range of the goOriginShift if it were considered,
// but it should _not_ be.
goSubScene.transform.localPosition = new Vector3(0.0f, -1500.0f, 0.0f);
CesiumSubScene subScene = goSubScene.AddComponent<CesiumSubScene>();
subScene.SetOriginLongitudeLatitudeHeight(-55.0, 55.0, 3000.0);
yield return null;
Assert.AreEqual(subScene.isActiveAndEnabled, false);
}
[UnityTest]
public IEnumerator UsesGeoreferenceTransformForActivationCheck()
{
GameObject goGeoreference = new GameObject("Georeference");
CesiumGeoreference georeference = goGeoreference.AddComponent<CesiumGeoreference>();
georeference.longitude = -55.0;
georeference.latitude = 55.0;
georeference.height = 1000.0;
georeference.transform.localPosition = new Vector3(0.0f, -1500.0f, 0.0f);
GameObject goOriginShift = new GameObject("OriginShifter");
goOriginShift.transform.parent = goGeoreference.transform;
CesiumOriginShift originShift = goOriginShift.AddComponent<CesiumOriginShift>();
// Start the sub-scene disabled; otherwise it will immediately set the georeference origin.
GameObject goSubScene = new GameObject("SubScene");
goSubScene.SetActive(false);
goSubScene.transform.parent = goGeoreference.transform;
CesiumSubScene subScene = goSubScene.AddComponent<CesiumSubScene>();
subScene.SetOriginLongitudeLatitudeHeight(-55.0, 55.0, 3000.0);
yield return null;
Assert.AreEqual(subScene.isActiveAndEnabled, true);
}
[UnityTest]
public IEnumerator UsesDistanceProperty()
{
double3 baseEcef = new double3(-2694019.41, -4297353.83809221, 3854717.9087824);
GameObject goGeoreference = new GameObject("Georeference");
CesiumGeoreference georeference = goGeoreference.AddComponent<CesiumGeoreference>();
georeference.ecefX = baseEcef.x;
georeference.ecefY = baseEcef.y;
georeference.ecefZ = baseEcef.z;
GameObject goOriginShift = new GameObject("OriginShifter");
goOriginShift.transform.parent = goGeoreference.transform;
CesiumGlobeAnchor globeAnchor = goOriginShift.AddComponent<CesiumGlobeAnchor>();
CesiumOriginShift originShift = goOriginShift.AddComponent<CesiumOriginShift>();
originShift.distance = 5000;
yield return null;
globeAnchor.positionGlobeFixed = baseEcef + new double3(4999.0, 0, 0);
yield return null;
IEqualityComparer<double> epsilon6 = Comparers.Double(1e-6);
// The anchor is still within the distance threshold, so the georeference should remain unchanged.
Assert.That(baseEcef.x + 4999.0, Is.EqualTo(globeAnchor.positionGlobeFixed.x).Using(epsilon6));
Assert.That(baseEcef.x, Is.EqualTo(georeference.ecefX).Using(epsilon6));
globeAnchor.positionGlobeFixed = baseEcef + new double3(5010.0, 0, 0);
yield return null;
// The anchor has surpassed the distance threshold, so the georeference should shift to the anchor's ECEF coordinates.
Assert.That(baseEcef.x + 5010.0, Is.EqualTo(globeAnchor.positionGlobeFixed.x).Using(epsilon6));
Assert.That(globeAnchor.positionGlobeFixed.x, Is.EqualTo(georeference.ecefX).Using(epsilon6));
}
// Testing a bug where the character controller would cause a jump ahead when the activation distance is hit.
[UnityTest]
public IEnumerator ShiftsOriginWithCharacterController()
{
double3 baseEcef = new double3(-2694020, -4297355, 3854720);
GameObject goGeoreference = new GameObject("Georeference");
CesiumGeoreference georeference = goGeoreference.AddComponent<CesiumGeoreference>();
georeference.ecefX = baseEcef.x;
georeference.ecefY = baseEcef.y;
georeference.ecefZ = baseEcef.z;
GameObject goOriginShift = new GameObject("OriginShifter");
goOriginShift.transform.parent = goGeoreference.transform;
CesiumGlobeAnchor globeAnchor = goOriginShift.AddComponent<CesiumGlobeAnchor>();
CesiumOriginShift originShift = goOriginShift.AddComponent<CesiumOriginShift>();
originShift.distance = 5000;
CharacterController controller = goOriginShift.AddComponent<CharacterController>();
controller.radius = 1.0f;
controller.height = 1.0f;
controller.center = Vector3.zero;
controller.enableOverlapRecovery = false;
yield return null;
IEqualityComparer<double> epsilon6 = Comparers.Double(1e-6, 1e-4);
Assert.That(baseEcef.x, Is.EqualTo(globeAnchor.positionGlobeFixed.x).Using(epsilon6));
yield return null;
// Move, but not far enough to trigger an origin shift
double3 previousPositionEcef = globeAnchor.positionGlobeFixed.x;
double3 movement = georeference.TransformEarthCenteredEarthFixedDirectionToUnity(new double3(2500.0, 0, 0));
controller.Move((float3)movement);
// Explicitly sync the globe anchor, so that the origin shift's LateUpdate sees the new position this frame.
// Otherwise, it will base the shift on the position in the previous frame because CesiumGlobeAnchor
// coroutine that updates from the Transform already ran for this frame before the Move above was called.
globeAnchor.Sync();
yield return null;
Assert.That(previousPositionEcef.x + 2500.0, Is.EqualTo(globeAnchor.positionGlobeFixed.x).Using(epsilon6));
Assert.Less(georeference.ecefX - globeAnchor.positionGlobeFixed.x, 5000.0);
// Move again, this time triggering an origin shift
previousPositionEcef = globeAnchor.positionGlobeFixed.x;
movement = georeference.TransformEarthCenteredEarthFixedDirectionToUnity(new double3(3000.0, 0, 0));
controller.Move((float3)movement);
globeAnchor.Sync();
yield return null;
Assert.That(previousPositionEcef.x + 3000.0, Is.EqualTo(globeAnchor.positionGlobeFixed.x).Using(epsilon6));
Assert.Less(System.Math.Abs(georeference.ecefX - globeAnchor.positionGlobeFixed.x), 5000.0);
}
}