// Copyright 2019 DeepMind Technologies Limited // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using System.Xml; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; using UnityEngine.TestTools.Utils; namespace Mujoco { [TestFixture] public class MjSensorPlayTests { private MjBody _body; private MjSite _site; private MjGeom _geom; private MjHingeJoint _joint; private MjSiteQuaternionSensor _siteQuatSensor0; private MjSiteQuaternionSensor _siteQuatSensor; private MjSiteVectorSensor _siteVectorSensor; private MjGeomQuaternionSensor _geomQuatSensor; private MjGeomVectorSensor _geomVectorSensor; private MjBodyQuaternionSensor _bodyQuatSensor; private MjBodyVectorSensor _bodyVectorSensor; private MjScene _scene; [SetUp] public void SetUp() { _scene = MjScene.Instance; _body = new GameObject("body").AddComponent(); _site = new GameObject("site").AddComponent(); _geom = new GameObject("geom").AddComponent(); _siteQuatSensor0 = new GameObject("sq0").AddComponent(); _siteQuatSensor0.Site = _site; _siteQuatSensor = new GameObject("sq").AddComponent(); _siteQuatSensor.Site = _site; _siteVectorSensor = new GameObject("sv").AddComponent(); _siteVectorSensor.Site = _site; _siteVectorSensor.SensorType = MjSiteVectorSensor.AvailableSensors.FramePos; _geomQuatSensor = new GameObject("gq").AddComponent(); _geomQuatSensor.Geom = _geom; _geomVectorSensor = new GameObject("gv").AddComponent(); _geomVectorSensor.Geom = _geom; _geomVectorSensor.SensorType = MjGeomVectorSensor.AvailableSensors.FramePos; _bodyQuatSensor = new GameObject("bq").AddComponent(); _bodyQuatSensor.Body = _body; _bodyVectorSensor = new GameObject("bv").AddComponent(); _bodyVectorSensor.Body = _body; _bodyVectorSensor.SensorType = MjBodyVectorSensor.AvailableSensors.FramePos; _site.transform.position = new Vector3(1, 2, 3); _site.transform.rotation = new Quaternion(0, 1, 2, 3); _geom.transform.position = new Vector3(4, 5, 6); _geom.transform.rotation = new Quaternion(4, 5, 6, 7); _body.transform.position = new Vector3(7, 8, 9); _body.transform.rotation = new Quaternion(7, 8, 9, 9); _scene.CreateScene(); // compilation happens here } [TearDown] public void TearDown() { GameObject.DestroyImmediate(_site.gameObject); GameObject.DestroyImmediate(_body.gameObject); GameObject.DestroyImmediate(_geom.gameObject); GameObject.DestroyImmediate(_siteQuatSensor0.gameObject); GameObject.DestroyImmediate(_siteQuatSensor.gameObject); GameObject.DestroyImmediate(_siteVectorSensor.gameObject); GameObject.DestroyImmediate(_geomQuatSensor.gameObject); GameObject.DestroyImmediate(_geomVectorSensor.gameObject); GameObject.DestroyImmediate(_bodyQuatSensor.gameObject); GameObject.DestroyImmediate(_bodyVectorSensor.gameObject); GameObject.DestroyImmediate(_scene.gameObject); GameObject.DestroyImmediate(MjScene.Instance); } [UnityTest] public IEnumerator CheckSensorData() { yield return new WaitForFixedUpdate(); // updating the transform yield return new WaitForFixedUpdate(); // updating the transform var vecComparer = new Vector3EqualityComparer(1e-4f); Assert.That( _siteVectorSensor.SensorReading, Is.EqualTo(_site.transform.position).Using(vecComparer)); Assert.That( _geomVectorSensor.SensorReading, Is.EqualTo(_geom.transform.position).Using(vecComparer)); Assert.That( _bodyVectorSensor.SensorReading, Is.EqualTo(_body.transform.position).Using(vecComparer)); Assert.That( Quaternion.Angle(_siteQuatSensor0.SensorReading, _site.transform.rotation.normalized), Is.EqualTo(0).Within(1e-3)); Assert.That( Quaternion.Angle(_siteQuatSensor.SensorReading, _site.transform.rotation.normalized), Is.EqualTo(0).Within(1e-3)); Assert.That( Quaternion.Angle(_geomQuatSensor.SensorReading, _geom.transform.rotation.normalized), Is.EqualTo(0).Within(1e-3)); Assert.That( Quaternion.Angle(_bodyQuatSensor.SensorReading, _body.transform.rotation.normalized), Is.EqualTo(0).Within(1e-3)); } } } #endif