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GSDUnitTests.cs
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GSDUnitTests.cs
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using UnityEngine;
#if UNITY_EDITOR
using System.Collections.Generic;
using System.Collections;
using System.IO;
using System.Text;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization;
#endif
namespace GSD.Roads {
#if UNITY_EDITOR
public static class GSDUnitTests
{
private static GSDRoadSystem RoadSystem;
/// <remarks>
/// WARNING: Only call this on an empty scene that has some terrains on it. MicroGSD LLC is not responsbile for data loss if this function is called by user.
/// </remarks>
public static void RoadArchitectUnitTests() {
CleanupTests();
//Create new road system and turn off updates:
GameObject tRoadSystemObj = new GameObject("RoadArchitectSystem1");
RoadSystem = tRoadSystemObj.AddComponent<GSDRoadSystem>(); //Add road system component.
RoadSystem.opt_bAllowRoadUpdates = false;
int numTests = 5;
double totalTestTime = 0f;
for (int i = 1; i <= numTests; i++)
{
UnityEngine.Debug.Log("Running test " + i);
double testTime = RunTest(i);
totalTestTime += testTime;
UnityEngine.Debug.Log("Test " + i + " complete. Test time: " + testTime + "ms");
}
UnityEngine.Debug.Log("All tests completed. Total test time: " + totalTestTime + "ms");
//Turn updates back on and update road:
RoadSystem.opt_bAllowRoadUpdates = true;
RoadSystem.UpdateAllRoads();
}
private static long RunTest(int test)
{
System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew();
switch(test)
{
case 1:
RoadArchitectUnitTest1(); //Bridges
break;
case 2:
RoadArchitectUnitTest2(); //2L intersections
break;
case 3:
RoadArchitectUnitTest3(); //4L intersections
break;
case 4:
RoadArchitectUnitTest4(); //Large suspension bridge
break;
case 5:
RoadArchitectUnitTest5(); //Long road:
break;
}
stopwatch.Stop();
long testTime = stopwatch.ElapsedMilliseconds;
return testTime;
}
public static void CleanupTests()
{
Debug.Log("Cleaning up tests");
//Get the existing road system, if it exists:
GameObject GSDRS = (GameObject)GameObject.Find("RoadArchitectSystem1");
DestroyTerrainHistory(GSDRS);
Object.DestroyImmediate(GSDRS);
FlattenTerrains();
}
private static void DestroyTerrainHistory(GameObject GSDRS)
{
//Destroy the terrain histories:
if (GSDRS != null)
{
Object[] tRoads = GSDRS.GetComponents<GSDRoad>();
foreach (GSDRoad xRoad in tRoads)
{
GSD.Roads.GSDTerraforming.TerrainsReset(xRoad);
}
}
}
private static void FlattenTerrains()
{
//Reset all terrains to 0,0
Object[] zTerrains = Object.FindObjectsOfType<Terrain>();
foreach (Terrain xTerrain in zTerrains)
{
xTerrain.terrainData.SetHeights(0, 0, new float[513, 513]);
}
}
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:
GSDRoad tRoad = GSDRoadAutomation.CreateRoad_Programmatically(RoadSystem, 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);
}
/// <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.iIntersectionTypeEnum.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.iIntersectionTypeEnum.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.iIntersectionTypeEnum.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.iIntersectionTypeEnum.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.iIntersectionTypeEnum.TrafficLight1, GSDRoadIntersection.RoadTypeEnum.TurnLane);
GSDRoadAutomation.CreateIntersections_ProgrammaticallyForRoad(bRoad, GSDRoadIntersection.iIntersectionTypeEnum.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.");
}
}
/// <summary>
/// This will create an intersection if two nodes overlap on the road. Only good if the roads only overlap once.
/// </summary>
/// <param name="bRoad"></param>
/// <param name="tRoad"></param>
private static void UnitTest_IntersectionHelper(GSDRoad bRoad, GSDRoad tRoad, GSDRoadIntersection.iIntersectionTypeEnum iDefaultIntersectionType, GSDRoadIntersection.RoadTypeEnum rType) {
GSDSplineN tInter1 = null;
GSDSplineN tInter2 = null;
foreach (GSDSplineN tNode in bRoad.GSDSpline.mNodes) {
foreach (GSDSplineN xNode in tRoad.GSDSpline.mNodes) {
if (GSDRootUtil.IsApproximately(Vector3.Distance(tNode.transform.position, xNode.transform.position), 0f, 0.05f)) {
tInter1 = tNode;
tInter2 = xNode;
break;
}
}
}
if (tInter1 != null && tInter2 != null) {
GameObject tInter = GSD.Roads.GSDIntersections.CreateIntersection(tInter1, tInter2);
GSDRoadIntersection GSDRI = tInter.GetComponent<GSDRoadIntersection>();
GSDRI.iDefaultIntersectionType = iDefaultIntersectionType;
GSDRI.rType = rType;
}
}
/// <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(RoadSystem, 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(RoadSystem, ref nodeLocations);
tRoad.opt_Lanes = 4;
UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iIntersectionTypeEnum.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);
tRoad.opt_Lanes = 4;
UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iIntersectionTypeEnum.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(RoadSystem, ref nodeLocations);
tRoad.opt_Lanes = 4;
UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iIntersectionTypeEnum.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(RoadSystem, ref nodeLocations);
tRoad.opt_Lanes = 4;
UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iIntersectionTypeEnum.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(RoadSystem, ref nodeLocations);
tRoad.opt_Lanes = 4;
UnitTest_IntersectionHelper(bRoad, tRoad, GSDRoadIntersection.iIntersectionTypeEnum.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.");
}
}
//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(RoadSystem, 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);
}
//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(RoadSystem, ref nodeLocations);
}
}
#endif
}