mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-07-31 15:58:27 -04:00
We already had this at 5 pre 8a9c4575 which claims to be a pure refactor so idk why the value was lowered to 2 in that refactor. 5 is more in-line with other engine, but still on the lower end. (Godot has ~7, Unity ~16, Bevy ~12-16, Unreal 6) Fixes https://github.com/Facepunch/sbox-public/issues/11373
814 lines
28 KiB
C#
814 lines
28 KiB
C#
using System;
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namespace SceneTests.Components;
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[TestClass]
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public class ModelPhysicsTest
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{
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private static Model CitizenModel => Model.Load( "models/citizen/citizen.vmdl" );
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[TestMethod]
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public void ComponentCreation()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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Assert.IsNotNull( modelPhysics, "ModelPhysics component should be created" );
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Assert.IsTrue( modelPhysics.IsValid(), "ModelPhysics component should be valid" );
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Assert.AreEqual( 0, modelPhysics.Bodies.Count, "Bodies collection should be empty initially" );
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Assert.AreEqual( 0, modelPhysics.Joints.Count, "Joints collection should be empty initially" );
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Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount, "Shouldn't have built anything" );
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}
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[TestMethod]
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public void ModelAssignment_CreatesPhysics()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>( false );
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// Assign model
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// Physics should be created when model is assigned and component is enabled
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Bodies should be created from model physics" );
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Assert.IsTrue( modelPhysics.Joints.Count > 0, "Joints should be created from model physics" );
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Assert.AreEqual( 1, modelPhysics.PhysicsRebuildCount, "Should have built physics only once" );
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}
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[TestMethod]
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public void RendererIntegration_AutoAssignsModel()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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// Create renderer first with a model
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var renderer = go.Components.Create<SkinnedModelRenderer>();
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renderer.Model = CitizenModel;
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// Create ModelPhysics - should auto-assign model from renderer
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var modelPhysics = go.Components.Create<ModelPhysics>();
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Assert.AreEqual( CitizenModel, modelPhysics.Model, "Model should be auto-assigned from renderer" );
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Assert.AreEqual( renderer, modelPhysics.Renderer, "Renderer should be auto-assigned" );
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}
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[TestMethod]
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public void RigidbodyFlags_AppliedToAllBodies()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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// Set flags before enabling
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var testFlags = RigidbodyFlags.DisableCollisionSounds;
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modelPhysics.RigidbodyFlags = testFlags;
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modelPhysics.Enabled = true;
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// All bodies should have the flags
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to check the flags on" );
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.AreEqual( testFlags, body.Component.RigidbodyFlags,
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"All bodies should have the specified RigidbodyFlags" );
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}
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}
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[TestMethod]
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public void Locking_AppliedToAllBodies()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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// Set locking before enabling
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var testLocking = new PhysicsLock { Roll = true };
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modelPhysics.Locking = testLocking;
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modelPhysics.Enabled = true;
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// All bodies should have the locking
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to check the locking on" );
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.AreEqual( testLocking, body.Component.Locking,
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"All bodies should have the specified locking" );
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}
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}
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[TestMethod]
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public void MotionEnabled_TogglesDynamicPhysics()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// Default should be motion enabled
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Assert.IsTrue( modelPhysics.MotionEnabled, "Motion should be enabled by default" );
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to toggle motion on" );
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// Disable motion
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modelPhysics.MotionEnabled = false;
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.IsFalse( body.Component.MotionEnabled,
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"All bodies should have motion disabled" );
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}
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// Re-enable motion
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modelPhysics.MotionEnabled = true;
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.IsTrue( body.Component.MotionEnabled,
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"All bodies should have motion enabled" );
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}
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}
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[TestMethod]
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public void StartAsleep_PutsBodiesAsleep()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>( false );
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modelPhysics.Model = CitizenModel;
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modelPhysics.StartAsleep = true;
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modelPhysics.Enabled = true;
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// StartAsleep propagates to every Rigidbody at physics creation, so the
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// bodies are asleep without ever ticking the scene
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to check sleep state on" );
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.IsTrue( body.Component.Sleeping,
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"All bodies should be asleep when StartAsleep is true" );
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}
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}
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/// <summary>
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/// Disabling the component disables - not destroys - the bodies, joints and
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/// colliders it created, so they can be re-enabled without a physics rebuild.
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/// </summary>
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[TestMethod]
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public void DisablingComponent_DisablesPhysics()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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// Enable to create physics
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modelPhysics.Enabled = true;
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var initialBodyCount = modelPhysics.Bodies.Count;
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var initialJointCount = modelPhysics.Joints.Count;
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var initialColliderCount = 0;
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foreach ( var collider in go.GetComponentsInChildren<Collider>( true ) )
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{
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if ( !collider.IsValid() ) continue;
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// Collider should be on a physics bone
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Assert.IsTrue( collider.GameObject.Flags.Contains( GameObjectFlags.PhysicsBone ) );
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initialColliderCount++;
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}
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Assert.IsTrue( initialBodyCount > 0, "Should have bodies when enabled" );
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Assert.IsTrue( initialJointCount > 0, "Should have joints when enabled" );
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Assert.IsTrue( initialColliderCount > 0, "Should have colliders when enabled" );
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// Disable should disable physics components
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modelPhysics.Enabled = false;
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Assert.IsTrue( modelPhysics.Bodies.All( b => !b.Component.Enabled ), "All bodies should be disabled when model physics is disabled" );
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Assert.IsTrue( modelPhysics.Joints.All( j => !j.Component.Enabled ), "All joints should be disabled when model physics is disabled" );
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Assert.IsTrue( go.GetComponentsInChildren<Collider>( true ).All( c => !c.Enabled ), "All colliders should be disabled when model physics is disabled" );
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}
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/// <summary>
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/// Every frame update the root physics body drives the component's transform
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/// (PositionRendererBonesFromPhysics copies the root body's world transform onto
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/// the GameObject). With IgnoreRoot set the transform is left alone.
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/// </summary>
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[TestMethod]
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public void IgnoreRoot_PreventsDrivingTransform()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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modelPhysics.IgnoreRoot = true;
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modelPhysics.Enabled = true;
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to drive the transform" );
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// Teleport the whole ragdoll away from the origin, keeping its pose intact
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// (the bone objects are Absolute, so they don't follow the root GameObject)
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foreach ( var body in modelPhysics.Bodies )
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{
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body.Component.GameObject.WorldPosition += new Vector3( 500, 0, 0 );
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}
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scene.GameTick();
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Assert.IsTrue( go.WorldPosition.Distance( Vector3.Zero ) < 0.001f,
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$"With IgnoreRoot the root body must not drive the transform: {go.WorldPosition}" );
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// Without IgnoreRoot the next update snaps the GameObject to the root body
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modelPhysics.IgnoreRoot = false;
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scene.GameTick();
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Assert.IsTrue( go.WorldPosition.x > 400f,
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$"Without IgnoreRoot the root body should drive the transform: {go.WorldPosition}" );
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}
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/// <summary>
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/// CopyBonesFrom applies the source renderer's world-space bone transforms to the
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/// target's physics bodies: a target ragdoll at the origin snaps to a source
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/// renderer posed far away.
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/// </summary>
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[TestMethod]
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public void CopyBonesFrom_TransfersBoneData()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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// Create source with renderer, far from the origin
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var sourceGo = scene.CreateObject();
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sourceGo.WorldPosition = new Vector3( 500, 0, 0 );
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var sourceRenderer = sourceGo.Components.Create<SkinnedModelRenderer>();
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sourceRenderer.Model = CitizenModel;
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// Create target with ModelPhysics at the origin
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var targetGo = scene.CreateObject();
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var targetPhysics = targetGo.Components.Create<ModelPhysics>();
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targetPhysics.Model = CitizenModel;
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targetPhysics.Enabled = true;
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// Let the source renderer settle its bone transforms
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scene.GameTick();
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Assert.IsTrue( targetPhysics.Bodies.Count > 0, "Should have bodies to copy bones onto" );
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Assert.IsTrue( targetPhysics.Bodies.All( b => b.Component.GameObject.WorldPosition.x < 100f ),
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"Bodies should start near the origin before the copy" );
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// Copy bones
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targetPhysics.CopyBonesFrom( sourceRenderer, false );
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// Every body should have snapped to the source renderer's bone transforms
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foreach ( var body in targetPhysics.Bodies )
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{
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Assert.IsTrue( body.Component.GameObject.WorldPosition.x > 400f,
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$"Body '{body.Component.GameObject.Name}' should have moved to the source pose: {body.Component.GameObject.WorldPosition}" );
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}
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}
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/// <summary>
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/// UpdateJointScale rescales the joint attachment points from the stored local
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/// frames every fixed update: scaling the body objects measurably moves every
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/// joint anchor to its frame position times the new scale.
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/// </summary>
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[TestMethod]
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public void BodyScaling_UpdatesJointPositions()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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Assert.IsTrue( modelPhysics.Joints.Count > 0, "Should have joints to test scaling" );
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Assert.IsTrue( modelPhysics.Joints.Any( j => j.LocalFrame1.Position.Length > 0.5f ),
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"At least one joint should have an off-origin anchor, or the scale assert below is meaningless" );
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// Scale the bodies themselves - the bone objects are Absolute, so they
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// don't inherit a scale set on the root GameObject
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foreach ( var body in modelPhysics.Bodies )
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{
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body.Component.GameObject.WorldScale = 2.0f;
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}
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// The next fixed update applies the body scale to the joint points
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scene.GameTick();
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foreach ( var joint in modelPhysics.Joints )
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{
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Assert.IsTrue( joint.Component.Point1.LocalPosition.Distance( joint.LocalFrame1.Position * 2.0f ) < 0.01f,
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$"Point1 should scale with the body: {joint.Component.Point1.LocalPosition} vs frame {joint.LocalFrame1.Position}" );
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Assert.IsTrue( joint.Component.Point2.LocalPosition.Distance( joint.LocalFrame2.Position * 2.0f ) < 0.01f,
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$"Point2 should scale with the body: {joint.Component.Point2.LocalPosition} vs frame {joint.LocalFrame2.Position}" );
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}
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}
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[TestMethod]
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public void MultipleEnableDisable_HandlesCorrectly()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>( false );
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modelPhysics.Model = CitizenModel;
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// Enable/Disable multiple times
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for ( int i = 0; i < 3; i++ )
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{
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modelPhysics.Enabled = true;
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, $"Iteration {i}: Should have bodies when enabled" );
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Assert.IsTrue( modelPhysics.Bodies.All( b => b.Component.Enabled ), $"Iteration {i}: All bodies should be enabled when model physics is enabled" );
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modelPhysics.Enabled = false;
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Assert.IsTrue( modelPhysics.Bodies.All( b => !b.Component.Enabled ), $"Iteration {i}: All bodies should be disabled when model physics is disabled" );
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}
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}
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[TestMethod]
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public void NullModel_HandlesGracefully()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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// Enable with null model
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modelPhysics.Model = null;
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modelPhysics.Enabled = true;
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// Should handle gracefully without creating bodies
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Assert.AreEqual( 0, modelPhysics.Bodies.Count, "Should have no bodies with null model" );
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Assert.AreEqual( 0, modelPhysics.Joints.Count, "Should have no joints with null model" );
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}
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[TestMethod]
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public void RigidbodyAccess_ValidAfterCreation()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// All body components should be valid and accessible
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Assert.IsTrue( modelPhysics.Bodies.Count > 0, "Should have bodies to check" );
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foreach ( var body in modelPhysics.Bodies )
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{
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Assert.IsTrue( body.Component.IsValid(), "Body component should be valid" );
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Assert.IsTrue( body.Component.GameObject.IsValid(), "Body GameObject should be valid" );
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Assert.IsTrue( body.Bone >= 0, "Body should have valid bone index" );
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}
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}
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[TestMethod]
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public void JointConfiguration_PreservesSettings()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// Joints should maintain their configuration
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Assert.IsTrue( modelPhysics.Joints.Count > 0, "Should have joints to check" );
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foreach ( var joint in modelPhysics.Joints )
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{
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Assert.IsTrue( joint.Component.IsValid(), "Joint component should be valid" );
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Assert.IsTrue( joint.Body1.Component.IsValid(), "Joint Body1 should be valid" );
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Assert.IsTrue( joint.Body2.Component.IsValid(), "Joint Body2 should be valid" );
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Assert.AreEqual( Sandbox.Joint.AttachmentMode.LocalFrames, joint.Component.Attachment,
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"Joints should use LocalFrames attachment mode" );
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}
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}
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[TestMethod]
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public void CreatesHeadBoneWithRigidbody()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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// Assign the citizen model which should have a head bone
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// Find the head child GameObject
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GameObject headObject = go.GetComponentsInChildren<Rigidbody>().Where( x => x.GameObject.Name == "head" ).Single().GameObject;
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// Verify head GameObject exists
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Assert.IsNotNull( headObject, "A child GameObject named 'head' should be created" );
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Assert.IsTrue( headObject.IsValid(), "Head GameObject should be valid" );
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// Verify head has a Rigidbody component
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var headRigidbody = headObject.GetComponent<Rigidbody>();
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Assert.IsNotNull( headRigidbody, "Head GameObject should have a Rigidbody component" );
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Assert.IsTrue( headRigidbody.IsValid(), "Head Rigidbody should be valid" );
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// Additional verification - check it's in the Bodies list
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var headBody = modelPhysics.Bodies.FirstOrDefault( b => b.Component.GameObject == headObject );
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Assert.AreEqual( headRigidbody, headBody.Component, "Rigidbody in Bodies should match head's Rigidbody" );
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// Verify the GameObject has the physics bone flags set
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Assert.IsTrue( headObject.Flags.HasFlag( GameObjectFlags.Absolute ), "Head GameObject should have Absolute flag" );
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Assert.IsTrue( headObject.Flags.HasFlag( GameObjectFlags.PhysicsBone ), "Head GameObject should have PhysicsBone flag" );
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}
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[TestMethod]
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public void CreatesNeck0BoneWithoutRigidbody()
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{
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var scene = new Scene();
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using var sceneScope = scene.Push();
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var go = scene.CreateObject();
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var modelPhysics = go.Components.Create<ModelPhysics>();
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// Assign the citizen model which should have a neck_0 bone
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modelPhysics.Model = CitizenModel;
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modelPhysics.Enabled = true;
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// Find the neck_0 child GameObject
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GameObject neckObject = go.GetAllObjects( true ).Where( x => x.Name == "neck_0" ).FirstOrDefault();
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// Verify neck_0 GameObject exists (bone objects are created for all bones)
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Assert.IsNotNull( neckObject, "A child GameObject named 'neck_0' should be created" );
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Assert.IsTrue( neckObject.IsValid(), "Neck_0 GameObject should be valid" );
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// Verify neck_0 does NOT have a Rigidbody component
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var neckRigidbody = neckObject.GetComponent<Rigidbody>();
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Assert.IsNull( neckRigidbody, "Neck_0 GameObject should NOT have a Rigidbody component" );
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// Verify it's not in the Bodies list
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var neckBody = modelPhysics.Bodies.FirstOrDefault( b => b.Component.GameObject == neckObject );
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Assert.IsNull( neckBody.Component, "Neck_0 should NOT be in the Bodies collection" );
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// Verify the GameObject doesn't have the physics bone flags
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// (these are only set when physics components are added)
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Assert.IsFalse( neckObject.Flags.HasFlag( GameObjectFlags.PhysicsBone ), "Neck_0 GameObject should NOT have PhysicsBone flag since it has no physics" );
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}
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[TestMethod]
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public void ClonedObjectKeepsFlags_Clone()
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{
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GameObject sourceGo = default;
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var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
sourceGo = go;
|
|
}
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var go = sourceGo.Clone( new CloneConfig { StartEnabled = true } );
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
Assert.AreNotEqual( 0, modelPhysics.Bodies.Count );
|
|
Assert.AreNotEqual( 0, modelPhysics.Joints.Count );
|
|
Assert.AreNotEqual( 0, go.GetComponentsInChildren<Rigidbody>().Count() );
|
|
|
|
foreach ( var part in go.GetComponentsInChildren<Rigidbody>() )
|
|
{
|
|
Assert.IsTrue( part.GameObject.Flags.Contains( GameObjectFlags.PhysicsBone ) );
|
|
Assert.IsTrue( part.GameObject.Flags.Contains( GameObjectFlags.Bone ) );
|
|
Console.WriteLine( part.GameObject.Flags );
|
|
}
|
|
|
|
}
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsFlags_Json()
|
|
{
|
|
string json = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
json = go.Serialize().ToJsonString();
|
|
}
|
|
|
|
var jsonObject = Json.ParseToJsonObject( json );
|
|
Assert.IsNotNull( jsonObject );
|
|
SceneUtility.MakeIdGuidsUnique( jsonObject );
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var go = new GameObject( false );
|
|
go.Deserialize( jsonObject );
|
|
go.Enabled = true;
|
|
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
Assert.AreNotEqual( 0, modelPhysics.Bodies.Count );
|
|
Assert.AreNotEqual( 0, modelPhysics.Joints.Count );
|
|
Assert.AreNotEqual( 0, go.GetComponentsInChildren<Rigidbody>().Count() );
|
|
|
|
foreach ( var part in go.GetComponentsInChildren<Rigidbody>() )
|
|
{
|
|
Assert.IsTrue( part.GameObject.Flags.Contains( GameObjectFlags.PhysicsBone ) );
|
|
Console.WriteLine( part.GameObject.Flags );
|
|
}
|
|
|
|
}
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsPositions_Clone()
|
|
{
|
|
GameObject sourceGo = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
sourceGo = go;
|
|
}
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var targetPos = new Vector3( 10000, 0, 0 );
|
|
|
|
// spawn it a bit away
|
|
var go = sourceGo.Clone( new CloneConfig { StartEnabled = true, Transform = new Transform( targetPos ) } );
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
System.Console.WriteLine( go.WorldTransform );
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
|
|
Assert.IsTrue( go.IsValid(), "Cloned GameObject should be valid" );
|
|
Assert.IsTrue( go.WorldPosition.Distance( targetPos ) < 1.0f, "Cloned GameObject should be near the target position" );
|
|
|
|
Assert.IsTrue( go.GetAllObjects( true ).Count() > 50, "Should have more than 50 child objects" );
|
|
|
|
var furthestObject = go.GetAllObjects( true ).Max( x => x.WorldPosition.Distance( targetPos ) );
|
|
Assert.IsTrue( furthestObject < 200.0f, $"Furthest object was {furthestObject:n0} away!" );
|
|
}
|
|
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsPositions_Json()
|
|
{
|
|
string json = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
json = go.Serialize().ToJsonString();
|
|
}
|
|
|
|
var jsonObject = Json.ParseToJsonObject( json );
|
|
Assert.IsNotNull( jsonObject );
|
|
SceneUtility.MakeIdGuidsUnique( jsonObject );
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var targetPos = new Vector3( 10000, 0, 0 );
|
|
|
|
var go = new GameObject( false );
|
|
go.Deserialize( jsonObject, new GameObject.DeserializeOptions { TransformOverride = new Transform( targetPos ) } );
|
|
go.Enabled = true;
|
|
|
|
// spawn it a bit away
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
System.Console.WriteLine( go.WorldTransform );
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
|
|
Assert.IsTrue( go.IsValid(), "Cloned GameObject should be valid" );
|
|
Assert.IsTrue( go.WorldPosition.Distance( targetPos ) < 1.0f, "Cloned GameObject should be near the target position" );
|
|
|
|
Assert.IsTrue( go.GetAllObjects( true ).Count() > 50, "Should have more than 50 child objects" );
|
|
|
|
var furthestObject = go.GetAllObjects( true ).Max( x => x.WorldPosition.Distance( targetPos ) );
|
|
Assert.IsTrue( furthestObject < 200.0f, $"Furthest object was {furthestObject:n0} away!" );
|
|
}
|
|
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsPositions_Json_Update()
|
|
{
|
|
string json = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelRender = go.Components.Create<SkinnedModelRenderer>();
|
|
modelRender.Model = CitizenModel;
|
|
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
for ( int i = 0; i < 100; i++ )
|
|
{
|
|
sourceScene.GameTick( 0.1f );
|
|
}
|
|
|
|
json = go.Serialize().ToJsonString();
|
|
}
|
|
|
|
var jsonObject = Json.ParseToJsonObject( json );
|
|
Assert.IsNotNull( jsonObject );
|
|
SceneUtility.MakeIdGuidsUnique( jsonObject );
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var targetPos = new Vector3( 10000, 0, 0 );
|
|
|
|
var go = new GameObject( false );
|
|
go.Deserialize( jsonObject, new GameObject.DeserializeOptions { TransformOverride = new Transform( targetPos ) } );
|
|
go.Enabled = true;
|
|
|
|
scene.GameTick( 0.1f );
|
|
|
|
// spawn it a bit away
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
System.Console.WriteLine( go.WorldTransform );
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
|
|
Assert.IsTrue( go.IsValid(), "Cloned GameObject should be valid" );
|
|
// Allows for the ragdoll settling under gravity during the single GameTick above.
|
|
Assert.IsTrue( go.WorldPosition.Distance( targetPos ) < 5.0f, "Cloned GameObject should be near the target position" );
|
|
|
|
Assert.IsTrue( go.GetAllObjects( true ).Count() > 50, "Should have more than 50 child objects" );
|
|
|
|
var furthestObject = go.GetAllObjects( true ).Max( x => x.WorldPosition.Distance( targetPos ) );
|
|
Assert.IsTrue( furthestObject < 200.0f, $"Furthest object was {furthestObject:n0} away!" );
|
|
}
|
|
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsPositions_Json_Batch()
|
|
{
|
|
string json = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var modelPhysics = go.Components.Create<ModelPhysics>();
|
|
modelPhysics.Model = CitizenModel;
|
|
|
|
json = go.Serialize().ToJsonString();
|
|
}
|
|
|
|
var jsonObject = Json.ParseToJsonObject( json );
|
|
Assert.IsNotNull( jsonObject );
|
|
SceneUtility.MakeIdGuidsUnique( jsonObject );
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var targetPos = new Vector3( 10000, 0, 0 );
|
|
|
|
GameObject go = default;
|
|
|
|
using ( scene.BatchGroup() )
|
|
{
|
|
go = new GameObject( false );
|
|
go.Deserialize( jsonObject, new GameObject.DeserializeOptions { TransformOverride = new Transform( targetPos ) } );
|
|
go.Enabled = true;
|
|
}
|
|
|
|
// spawn it a bit away
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
System.Console.WriteLine( go.WorldTransform );
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
|
|
Assert.IsTrue( go.IsValid(), "Cloned GameObject should be valid" );
|
|
Assert.IsTrue( go.WorldPosition.Distance( targetPos ) < 1.0f, "Cloned GameObject should be near the target position" );
|
|
|
|
Assert.IsTrue( go.GetAllObjects( true ).Count() > 50, "Should have more than 50 child objects" );
|
|
|
|
var furthestObject = go.GetAllObjects( true ).Max( x => x.WorldPosition.Distance( targetPos ) );
|
|
Assert.IsTrue( furthestObject < 200.0f, $"Furthest object was {furthestObject:n0} away!" );
|
|
}
|
|
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
|
|
[TestMethod]
|
|
public void ClonedObjectKeepsPositions_Json_Batch_Prop()
|
|
{
|
|
string json = default;
|
|
|
|
var sourceScene = new Scene();
|
|
using ( var sceneScope = sourceScene.Push() )
|
|
{
|
|
var go = sourceScene.CreateObject();
|
|
var prop = go.Components.Create<Prop>();
|
|
prop.Model = CitizenModel;
|
|
|
|
json = go.Serialize().ToJsonString();
|
|
}
|
|
|
|
var jsonObject = Json.ParseToJsonObject( json );
|
|
Assert.IsNotNull( jsonObject );
|
|
SceneUtility.MakeIdGuidsUnique( jsonObject );
|
|
|
|
var scene = new Scene();
|
|
using ( var sceneScope = scene.Push() )
|
|
{
|
|
var targetPos = new Vector3( 10000, 0, 0 );
|
|
|
|
GameObject go = default;
|
|
|
|
using ( scene.BatchGroup() )
|
|
{
|
|
go = new GameObject( false );
|
|
go.Deserialize( jsonObject, new GameObject.DeserializeOptions { TransformOverride = new Transform( targetPos ) } );
|
|
go.Enabled = true;
|
|
}
|
|
|
|
// spawn it a bit away
|
|
var modelPhysics = go.GetComponent<ModelPhysics>();
|
|
|
|
System.Console.WriteLine( go.WorldTransform );
|
|
|
|
Assert.IsNotNull( modelPhysics, "Cloned GameObject should have ModelPhysics component" );
|
|
Assert.AreEqual( 0, modelPhysics.PhysicsRebuildCount );
|
|
|
|
Assert.IsTrue( go.IsValid(), "Cloned GameObject should be valid" );
|
|
Assert.IsTrue( go.WorldPosition.Distance( targetPos ) < 1.0f, "Cloned GameObject should be near the target position" );
|
|
|
|
Assert.IsTrue( go.GetAllObjects( true ).Count() > 50, "Should have more than 50 child objects" );
|
|
|
|
var furthestObject = go.GetAllObjects( true ).Max( x => x.WorldPosition.Distance( targetPos ) );
|
|
Assert.IsTrue( furthestObject < 200.0f, $"Furthest object was {furthestObject:n0} away!" );
|
|
}
|
|
|
|
scene.Destroy();
|
|
|
|
sourceScene.Destroy();
|
|
}
|
|
}
|