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using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Perception.Randomization.Configuration;
using UnityEngine.Perception.Randomization.Parameters;
using UnityEngine.Perception.Randomization.Samplers;
using UnityEngine.Perception.Randomization.Scenarios;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace RandomizationTests
{
[TestFixture]
public class ScenarioTests
{
GameObject m_TestObject;
FixedLengthScenario m_Scenario;
[SetUp]
public void Setup()
{
m_TestObject = new GameObject();
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_TestObject);
}
IEnumerator CreateNewScenario()
{
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>();
m_Scenario.quitOnComplete = false;
yield return null;
}
[UnityTest]
public IEnumerator OverwritesConstantsOnSerialization()
{
yield return CreateNewScenario();
m_Scenario.serializedConstantsFileName = "perception_serialization_test";
var constants = new FixedLengthScenario.Constants
{
framesPerIteration = 2,
startingIteration = 2,
totalIterations = 2
};
var changedConstants = new FixedLengthScenario.Constants
{
framesPerIteration = 0,
startingIteration = 0,
totalIterations = 0
};
// Serialize some values
m_Scenario.constants = constants;
m_Scenario.Serialize();
// Change the values
m_Scenario.constants = changedConstants;
m_Scenario.Deserialize();
// Check if the values reverted correctly
Assert.AreEqual(m_Scenario.constants.framesPerIteration, constants.framesPerIteration);
Assert.AreEqual(m_Scenario.constants.startingIteration, constants.startingIteration);
Assert.AreEqual(m_Scenario.constants.totalIterations, constants.totalIterations);
// Clean up serialized constants
File.Delete(m_Scenario.serializedConstantsFilePath);
yield return null;
}
[UnityTest]
public IEnumerator IterationsCanLastMultipleFrames()
{
yield return CreateNewScenario();
const int testIterationFrameCount = 5;
m_Scenario.constants.framesPerIteration = testIterationFrameCount;
// Scenario update loop starts next frame
yield return null;
for (var i = 0; i < testIterationFrameCount; i++)
{
Assert.AreEqual(0, m_Scenario.currentIteration);
yield return null;
}
Assert.AreEqual(1, m_Scenario.currentIteration);
}
[UnityTest]
public IEnumerator CompletesWhenIsScenarioCompleteIsTrue()
{
yield return CreateNewScenario();
const int testIterationTotal = 5;
m_Scenario.constants.framesPerIteration = 1;
m_Scenario.constants.totalIterations = testIterationTotal;
// Scenario update loop starts next frame
yield return null;
for (var i = 0; i < testIterationTotal; i++)
{
Assert.False(m_Scenario.isScenarioComplete);
yield return null;
}
Assert.True(m_Scenario.isScenarioComplete);
}
[UnityTest]
public IEnumerator AppliesParametersEveryFrame()
{
yield return CreateNewScenario();
m_Scenario.constants.framesPerIteration = 5;
m_Scenario.constants.totalIterations = 1;
var config = m_TestObject.AddComponent<ParameterConfiguration>();
var parameter = config.AddParameter<Vector3Parameter>();
parameter.x = new UniformSampler(1, 2);
parameter.y = new UniformSampler(1, 2);
parameter.z = new UniformSampler(1, 2);
parameter.target.Set(
m_TestObject, m_TestObject.transform, "position", ParameterApplicationFrequency.EveryFrame);
var initialPosition = new Vector3();
m_TestObject.transform.position = initialPosition;
yield return null;
Assert.AreNotEqual(initialPosition, m_TestObject.transform.position);
}
[UnityTest]
public IEnumerator AppliesParametersEveryIteration()
{
yield return CreateNewScenario();
m_Scenario.constants.framesPerIteration = 5;
m_Scenario.constants.totalIterations = 1;
var config = m_TestObject.AddComponent<ParameterConfiguration>();
var parameter = config.AddParameter<Vector3Parameter>();
parameter.x = new UniformSampler(1, 2);
parameter.y = new UniformSampler(1, 2);
parameter.z = new UniformSampler(1, 2);
var transform = m_Scenario.transform;
parameter.target.Set(
m_TestObject, transform, "position", ParameterApplicationFrequency.OnIterationSetup);
var initialPosition = new Vector3();
transform.position = initialPosition;
// The position should change when the first iteration starts
yield return null;
Assert.AreNotEqual(initialPosition, transform.position);
// ReSharper disable once Unity.InefficientPropertyAccess
initialPosition = transform.position;
// The position should stay the same since the iteration doesn't change for another 4 frames
yield return null;
// ReSharper disable once Unity.InefficientPropertyAccess
Assert.AreEqual(initialPosition, transform.position);
}
[UnityTest]
public IEnumerator StartNewDatasetSequenceEveryIteration()
{
yield return CreateNewScenario();
m_Scenario.constants.framesPerIteration = 2;
m_Scenario.constants.totalIterations = 2;
var perceptionCamera = m_TestObject.AddComponent<PerceptionCamera>();
perceptionCamera.startTime = 0;
// Skip first frame
yield return new WaitForEndOfFrame();
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, 0);
// Second frame, first iteration
yield return new WaitForEndOfFrame();
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, perceptionCamera.period);
// Third frame, second iteration, SequenceTime has been reset
yield return new WaitForEndOfFrame();
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, 0);
}
}
}