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using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Experimental.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);
}
// TODO: update this function once the perception camera doesn't skip the first frame
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration)
{
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>();
m_Scenario.quitOnComplete = false;
m_Scenario.constants.totalIterations = totalIterations;
m_Scenario.constants.framesPerIteration = framesPerIteration;
yield return null; // Skip Start() frame
yield return null; // Skip first Update() frame
}
[UnityTest]
public IEnumerator OverwritesConstantsOnSerialization()
{
yield return CreateNewScenario(10, 10);
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()
{
const int frameCount = 5;
yield return CreateNewScenario(1, frameCount);
for (var i = 0; i < frameCount; i++)
{
Assert.AreEqual(0, m_Scenario.currentIteration);
yield return null;
}
Assert.AreEqual(1, m_Scenario.currentIteration);
}
[UnityTest]
public IEnumerator FinishesWhenIsScenarioCompleteIsTrue()
{
const int iterationCount = 5;
yield return CreateNewScenario(iterationCount, 1);
for (var i = 0; i < iterationCount; i++)
{
Assert.False(m_Scenario.isScenarioComplete);
yield return null;
}
Assert.True(m_Scenario.isScenarioComplete);
}
[UnityTest]
public IEnumerator StartNewDatasetSequenceEveryIteration()
{
var perceptionCamera = SetupPerceptionCamera();
yield return CreateNewScenario(2, 2);
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, 0);
// Second frame, first iteration
yield return null;
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, perceptionCamera.period);
// Third frame, second iteration, SequenceTime has been reset
yield return null;
Assert.AreEqual(DatasetCapture.SimulationState.SequenceTime, 0);
}
PerceptionCamera SetupPerceptionCamera()
{
m_TestObject.SetActive(false);
var camera = m_TestObject.AddComponent<Camera>();
camera.orthographic = true;
camera.orthographicSize = 1;
var perceptionCamera = m_TestObject.AddComponent<PerceptionCamera>();
perceptionCamera.captureRgbImages = false;
m_TestObject.SetActive(true);
return perceptionCamera;
}
}
}