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Jo 2025-01-07 02:06:59 +01:00
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"name": "UnityEditor.XR.LegacyInputHelpers.Tests",
"references": [
"UnityEditor.XR.LegacyInputHelpers"
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using UnityEngine;
using UnityEngine.TestTools;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor.XR.LegacyInputHelpers;
using UnityEditor;
namespace UnityEditor.XR.LegacyInputHelpers.Tests
{
[TestFixture]
internal class TestSeededInput
{
const int kNumOverlaps = 4; // we know there are four overlaps between the input asset, and the seeded assets.
const int kNumDupesToKeep = 2;
[Test]
public void SeededInput_FillsOutCompleteData()
{
// load the input asset
var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
var serializedObject = new SerializedObject(inputManagerAsset);
var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// cache the number of items so we can reset.
int prevInputManagerSize = inputManagerCurrentData.arraySize;
SeedXRInputBindings tsxib = new SeedXRInputBindings();
Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
for (int i = 0; i < tsxib.axisList.Count; ++i)
{
axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
}
tsxib.GenerateXRBindings();
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// did we create the right number of things?
Assert.That(inputManagerCurrentData.arraySize == (prevInputManagerSize + tsxib.axisList.Count) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included.
List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// the axis map should now be true for every element.
foreach(var item in axisMap)
{
Assert.That(item.Value.exists == true);
}
inputManagerCurrentData.arraySize = prevInputManagerSize;
serializedObject.ApplyModifiedProperties();
AssetDatabase.Refresh();
}
[Test]
public void SeededInput_DoesntAddDuplicates()
{
// load the input asset
var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
var serializedObject = new SerializedObject(inputManagerAsset);
var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// cache the number of items so we can reset.
int prevInputManagerSize = inputManagerCurrentData.arraySize;
inputManagerCurrentData.arraySize = 0;
SeedXRInputBindings tsxib = new SeedXRInputBindings();
Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
for (int i = 0; i < tsxib.axisList.Count; ++i)
{
axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
}
tsxib.GenerateXRBindings();
// slam back the value to a smaller number
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// we want to maintain a few records to ensure that we dont add duplicates.
inputManagerCurrentData.arraySize = kNumDupesToKeep;
List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// now, we should only have two elements that match, seeing as we only left two items in the asset.
int trueCount = 0;
foreach (var item in axisMap)
{
if (item.Value.exists)
trueCount++;
}
Assert.That(trueCount == kNumDupesToKeep);
tsxib.GenerateXRBindings();
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
Assert.That(inputManagerCurrentData.arraySize == (prevInputManagerSize + tsxib.axisList.Count) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included.
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// the axis map should now be true for every element.
foreach (var item in axisMap)
{
Assert.That(item.Value.exists == true);
}
inputManagerCurrentData.arraySize = prevInputManagerSize;
serializedObject.ApplyModifiedProperties();
AssetDatabase.Refresh();
}
}
}

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using NUnit.Framework;
using UnityEngine.Experimental.XR.Interaction;
namespace UnityEngine.SpatialTracking
{
[TestFixture]
internal class TrackedPoseDriverTests
{
internal class TestTrackedPoseDriverWrapper : TrackedPoseDriver
{
public void FakeUpdate()
{
Update();
}
public void FakeOnBeforeRender()
{
OnBeforeRender();
}
}
static Vector3 testpos = new Vector3(1.0f, 2.0f, 3.0f);
static Quaternion testrot = new Quaternion(0.09853293f, 0.09853293f, 0.09853293f, 0.9853293f);
internal class TestPoseProvider : BasePoseProvider
{
public PoseDataFlags flags = PoseDataFlags.Position | PoseDataFlags.Rotation;
public override PoseDataFlags GetPoseFromProvider(out Pose output)
{
Pose tmp = new Pose();
tmp.position = testpos;
tmp.rotation = testrot;
output = tmp;
return flags;
}
}
internal static TestTrackedPoseDriverWrapper CreateGameObjectWithTPD()
{
GameObject go = new GameObject();
TestTrackedPoseDriverWrapper tpd = go.AddComponent<TestTrackedPoseDriverWrapper>();
return tpd;
}
internal static BasePoseProvider CreatePoseProviderOnTPD(TestTrackedPoseDriverWrapper tpd)
{
TestPoseProvider tpp = tpd.gameObject.AddComponent<TestPoseProvider>();
tpd.poseProviderComponent = tpp;
return tpp;
}
[Test]
public void TPDApiSetTest()
{
TestTrackedPoseDriverWrapper tpd = CreateGameObjectWithTPD();
bool ret = tpd.SetPoseSource(TrackedPoseDriver.DeviceType.GenericXRDevice, TrackedPoseDriver.TrackedPose.Head);
Assert.That(ret, Is.EqualTo(true));
Assert.That(tpd.poseSource, Is.EqualTo(TrackedPoseDriver.TrackedPose.Head));
ret = tpd.SetPoseSource(TrackedPoseDriver.DeviceType.GenericXRDevice, TrackedPoseDriver.TrackedPose.LeftPose);
Assert.That(ret, Is.EqualTo(false));
Assert.That(tpd.poseSource, Is.EqualTo(TrackedPoseDriver.TrackedPose.Head));
ret = tpd.SetPoseSource(TrackedPoseDriver.DeviceType.GenericXRController, TrackedPoseDriver.TrackedPose.RightPose);
Assert.That(ret, Is.EqualTo(true));
Assert.That(tpd.poseSource, Is.EqualTo(TrackedPoseDriver.TrackedPose.RightPose));
}
[Test]
public void TPDPoseProviderTest()
{
TestTrackedPoseDriverWrapper tpd = CreateGameObjectWithTPD();
BasePoseProvider pp = CreatePoseProviderOnTPD(tpd);
Assert.That(tpd.poseProviderComponent, Is.EqualTo(pp));
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
}
public void Reset(GameObject go)
{
go.transform.position = new Vector3(0.0f, 0.0f, 0.0f);
go.transform.rotation = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f);
}
[Test]
public void TPDUpdateOptionTest()
{
TestTrackedPoseDriverWrapper tpd = CreateGameObjectWithTPD();
BasePoseProvider pp = CreatePoseProviderOnTPD(tpd);
Assert.That(tpd.poseProviderComponent, Is.EqualTo(pp));
// check the update/before render case
tpd.updateType = TrackedPoseDriver.UpdateType.BeforeRender;
tpd.trackingType = TrackedPoseDriver.TrackingType.RotationAndPosition;
Reset(tpd.gameObject);
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.Not.EqualTo(testpos));
Assert.That(!tpd.gameObject.transform.rotation.Equals(testrot));
tpd.FakeOnBeforeRender();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
Reset(tpd.gameObject);
tpd.updateType = TrackedPoseDriver.UpdateType.Update;
tpd.trackingType = TrackedPoseDriver.TrackingType.RotationAndPosition;
tpd.FakeOnBeforeRender();
Assert.That(tpd.gameObject.transform.position, Is.Not.EqualTo(testpos));
Assert.That(!tpd.gameObject.transform.rotation.Equals(testrot));
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
// check the rot/pos case
tpd.updateType = TrackedPoseDriver.UpdateType.UpdateAndBeforeRender;
tpd.trackingType = TrackedPoseDriver.TrackingType.PositionOnly;
Reset(tpd.gameObject);
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(!tpd.gameObject.transform.rotation.Equals(testrot));
tpd.trackingType = TrackedPoseDriver.TrackingType.RotationOnly;
Reset(tpd.gameObject);
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.Not.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
}
[Test]
public void TPDPartialUpdateDataTest()
{
TestTrackedPoseDriverWrapper tpd = CreateGameObjectWithTPD();
BasePoseProvider pp = CreatePoseProviderOnTPD(tpd);
TestPoseProvider tpp = pp as TestPoseProvider;
Assert.That(tpd.poseProviderComponent, Is.EqualTo(pp));
tpp.flags = PoseDataFlags.Position;
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(!tpd.gameObject.transform.rotation.Equals(testrot));
Reset(tpd.gameObject);
tpp.flags = PoseDataFlags.Rotation;
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.Not.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
Reset(tpd.gameObject);
tpp.flags = PoseDataFlags.Position | PoseDataFlags.Rotation;
tpd.FakeUpdate();
Assert.That(tpd.gameObject.transform.position, Is.EqualTo(testpos));
Assert.That(tpd.gameObject.transform.rotation.Equals(testrot));
}
}
}

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"name": "UnityEngine.SpatialTracking.Tests",
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"UnityEngine.SpatialTracking"
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