// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System.Linq; using nickmaltbie.OpenKCC.Utils; using nickmaltbie.TestUtilsUnity.Tests.TestCommon; using NUnit.Framework; using UnityEngine; namespace nickmaltbie.OpenKCC.Tests.EditMode.Utils { /// /// Basic EditMode tests for the class. /// [TestFixture] public class PhysicsUtilsTests : TestBase { private GameObject objectOne; private GameObject objectTwo; private GameObject objectThree; private GameObject[] objectList; [SetUp] public void SetUp() { RegisterGameObject(objectOne = GameObject.CreatePrimitive(PrimitiveType.Cube)); RegisterGameObject(objectTwo = GameObject.CreatePrimitive(PrimitiveType.Cube)); RegisterGameObject(objectThree = GameObject.CreatePrimitive(PrimitiveType.Cube)); objectOne.transform.position = Vector3.zero; objectTwo.transform.position = Vector3.forward * 5; objectThree.transform.position = Vector3.forward * 10; objectList = new[] { objectOne, objectTwo, objectThree }; } [Test] public void Validate_FilterForFirstHitAllow([NUnit.Framework.Range(0, 2, 1)] int index) { GameObject target = objectList[index]; bool didHit = PhysicsUtils.RaycastHitAllow( target, Vector3.back * 5, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit hit); Assert.IsTrue(didHit); Assert.AreEqual(hit.collider.gameObject, target); } [Test] public void Validate_FilterForFirstHitAllow_Set([NUnit.Framework.Range(0, 0b111, 1)] int mask) { GameObject[] targets = Enumerable.Range(0, 3) .Where(index => (mask & (1 << index)) > 0) .Select(index => objectList[index]) .ToArray(); bool didHit = PhysicsUtils.RaycastHitAllow( targets, Vector3.back * 5, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit hit); if (targets.Length > 0) { Assert.IsTrue(didHit); Assert.AreEqual(hit.collider.gameObject, targets[0]); } else { Assert.IsFalse(didHit); Assert.AreEqual(hit.distance, Mathf.Infinity); } } [Test] public void Validate_FilterForFirstHitIgnore([NUnit.Framework.Range(0, 2, 1)] int index) { GameObject ignore = objectList[index]; bool didHit = PhysicsUtils.RaycastFirstHitIgnore( ignore, Vector3.back * 5, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit hit); Assert.IsTrue(didHit); Assert.AreEqual(hit.collider.gameObject, index == 0 ? objectTwo : objectOne); } [Test] public void Validate_FilterForFirstHitIgnore_Set([NUnit.Framework.Range(0, 0b111, 1)] int mask) { GameObject[] ignoreList = Enumerable.Range(0, 3) .Where(index => (mask & (1 << index)) > 0) .Select(index => objectList[index]) .ToArray(); GameObject[] allowList = Enumerable.Range(0, 3) .Where(index => (mask & (1 << index)) == 0) .Select(index => objectList[index]) .ToArray(); bool didHit = PhysicsUtils.RaycastFirstHitIgnore( ignoreList, Vector3.back * 5, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit hit); if (allowList.Length > 0) { Assert.IsTrue(didHit); Assert.AreEqual(hit.collider.gameObject, allowList[0]); } else { Assert.IsFalse(didHit); Assert.AreEqual(hit.distance, Mathf.Infinity); } } [Test] public void Validate_SphereCast_FilterForFirstHit([NUnit.Framework.Range(0, 2, 1)] int index) { GameObject target = objectList[index]; bool didHit = PhysicsUtils.SphereCastAllow( target, Vector3.back * 5, 1.0f, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit allowHit); Assert.IsTrue(didHit); Assert.AreEqual(allowHit.collider.gameObject, target); didHit = PhysicsUtils.SphereCastFirstHitIgnore( target, Vector3.back * 5, 1.0f, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit ignoreHit); Assert.IsTrue(didHit); Assert.AreEqual(ignoreHit.collider.gameObject, index == 0 ? objectTwo : objectOne); } [Test] public void Validate_SphereCast_FilterForFirstHit_Set([NUnit.Framework.Range(0, 0b111, 1)] int mask) { GameObject[] ignoreList = Enumerable.Range(0, 3) .Where(index => (mask & (1 << index)) > 0) .Select(index => objectList[index]) .ToArray(); GameObject[] allowList = Enumerable.Range(0, 3) .Where(index => (mask & (1 << index)) == 0) .Select(index => objectList[index]) .ToArray(); bool didHit = PhysicsUtils.SphereCastFirstHitIgnore( ignoreList, Vector3.back * 5, 1.0f, Vector3.forward, Mathf.Infinity, ~0, QueryTriggerInteraction.Ignore, out RaycastHit ignoreHit); if (allowList.Length > 0) { Assert.IsTrue(didHit); Assert.AreEqual(ignoreHit.collider.gameObject, allowList[0]); } else { Assert.IsFalse(didHit); Assert.AreEqual(ignoreHit.distance, Mathf.Infinity); } } } }