Refactor: separate buffer indexing and swizzling.
This also fixes a sensor data reading bug: previously, _sensorIndex was multiplied by 3 by MjEngineTool. PiperOrigin-RevId: 451699887 Change-Id: I864bcbf8159857764854b25311a26ec5672125d9
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Copybara-Service
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02f300c762
@@ -47,7 +47,8 @@ namespace Mujoco {
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var MjVec = MjEngineTool.MjVector3(vec);
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var MjVecAsArray = new double[] { 10, 11, 12, MjVec.x, MjVec.y, MjVec.z };
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fixed (double* MjArrPtr = MjVecAsArray) {
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var recreatedVec = MjEngineTool.UnityVector3(MjArrPtr, 1);
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var recreatedVec = MjEngineTool.UnityVector3(
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MjEngineTool.MjVector3AtEntry(MjArrPtr, 1));
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Assert.That(recreatedVec, Is.EqualTo(vec));
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}
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}
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@@ -64,23 +65,6 @@ namespace Mujoco {
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Assert.That(unityVec, Is.EqualTo(vec));
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}
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[TestCase(0.1f, 0.2f, 0.3f, 0.4f)]
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[TestCase(-0.1f, -0.2f, -0.3f, -0.4f)]
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[TestCase(-0.1f, 0.2f, 0.3f, 0.4f)]
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[TestCase(0.1f, -0.2f, 0.3f, 0.4f)]
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[TestCase(0.1f, 0.2f, -0.3f, 0.4f)]
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[TestCase(0.1f, 0.2f, 0.3f, -0.4f)]
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public unsafe void RoundrobinConversionOfQuaternion(float x, float y, float z, float w) {
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var quat = new Quaternion(x, y, z, w);
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var MjQuat = MjEngineTool.MjQuaternion(quat);
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var MjQuatAsArray =
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new double[] { 10, 20, 30, 40, MjQuat.w, MjQuat.x, MjQuat.y, MjQuat.z };
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var recreatedQuat = MjEngineTool.UnityQuaternion(MjQuatAsArray, 1);
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var q1 = new Vector4(quat.x, quat.y, quat.z, quat.w);
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var q2 = new Vector4(recreatedQuat.x, recreatedQuat.y, recreatedQuat.z, recreatedQuat.w);
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Assert.That(q1, Is.EqualTo(q2));
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}
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[TestCase(0.1f, 0.2f, 0.3f, 0.4f)]
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[TestCase(-0.1f, -0.2f, -0.3f, -0.4f)]
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[TestCase(-0.1f, 0.2f, 0.3f, 0.4f)]
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@@ -94,7 +78,8 @@ namespace Mujoco {
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var MjQuatAsArray =
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new double[] { 10, 20, 30, 40, MjQuat.w, MjQuat.x, MjQuat.y, MjQuat.z };
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fixed (double* MjArrPtr = MjQuatAsArray) {
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var recreatedQuat = MjEngineTool.UnityQuaternion(MjArrPtr, 1);
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var recreatedQuat = MjEngineTool.UnityQuaternion(
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MjEngineTool.MjQuaternionAtEntry(MjArrPtr, 1));
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var q1 = new Vector4(quat.x, quat.y, quat.z, quat.w);
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var q2 = new Vector4(recreatedQuat.x, recreatedQuat.y, recreatedQuat.z, recreatedQuat.w);
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Assert.That(q1, Is.EqualTo(q2));
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@@ -138,8 +123,8 @@ namespace Mujoco {
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var result = Quaternion.identity;
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var buffer = new double[4];
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fixed (double* unsafeBuffer = buffer) {
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MjEngineTool.SetMjQuaternion(unsafeBuffer, quat, entryIndex: 0);
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result = MjEngineTool.UnityQuaternion(unsafeBuffer, entryIndex: 0);
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MjEngineTool.SetMjQuaternion(unsafeBuffer, quat);
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result = MjEngineTool.UnityQuaternion(unsafeBuffer);
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}
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Assert.That(quat, Is.EqualTo(result));
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}
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@@ -154,8 +139,8 @@ namespace Mujoco {
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var result = Vector3.zero;
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double[] buffer = new double[3];
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fixed (double* unsafeBuffer = buffer) {
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MjEngineTool.SetMjVector3(unsafeBuffer, vec, entryIndex: 0);
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result = MjEngineTool.UnityVector3(unsafeBuffer, entryIndex: 0);
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MjEngineTool.SetMjVector3(unsafeBuffer, vec);
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result = MjEngineTool.UnityVector3(unsafeBuffer);
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}
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Assert.That(vec, Is.EqualTo(result));
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}
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@@ -0,0 +1,123 @@
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// Copyright 2019 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#if UNITY_EDITOR
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEngine.TestTools.Utils;
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namespace Mujoco {
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[TestFixture]
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public class MjSensorPlayTests {
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private MjBody _body;
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private MjSite _site;
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private MjGeom _geom;
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private MjHingeJoint _joint;
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private MjSiteQuaternionSensor _siteQuatSensor0;
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private MjSiteQuaternionSensor _siteQuatSensor;
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private MjSiteVectorSensor _siteVectorSensor;
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private MjGeomQuaternionSensor _geomQuatSensor;
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private MjGeomVectorSensor _geomVectorSensor;
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private MjBodyQuaternionSensor _bodyQuatSensor;
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private MjBodyVectorSensor _bodyVectorSensor;
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private MjScene _scene;
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[SetUp]
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public void SetUp() {
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_scene = MjScene.Instance;
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_body = new GameObject("body").AddComponent<MjBody>();
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_site = new GameObject("site").AddComponent<MjSite>();
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_geom = new GameObject("geom").AddComponent<MjGeom>();
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_siteQuatSensor0 = new GameObject("sq0").AddComponent<MjSiteQuaternionSensor>();
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_siteQuatSensor0.Site = _site;
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_siteQuatSensor = new GameObject("sq").AddComponent<MjSiteQuaternionSensor>();
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_siteQuatSensor.Site = _site;
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_siteVectorSensor = new GameObject("sv").AddComponent<MjSiteVectorSensor>();
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_siteVectorSensor.Site = _site;
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_siteVectorSensor.SensorType = MjSiteVectorSensor.AvailableSensors.FramePos;
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_geomQuatSensor = new GameObject("gq").AddComponent<MjGeomQuaternionSensor>();
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_geomQuatSensor.Geom = _geom;
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_geomVectorSensor = new GameObject("gv").AddComponent<MjGeomVectorSensor>();
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_geomVectorSensor.Geom = _geom;
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_geomVectorSensor.SensorType = MjGeomVectorSensor.AvailableSensors.FramePos;
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_bodyQuatSensor = new GameObject("bq").AddComponent<MjBodyQuaternionSensor>();
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_bodyQuatSensor.Body = _body;
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_bodyVectorSensor = new GameObject("bv").AddComponent<MjBodyVectorSensor>();
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_bodyVectorSensor.Body = _body;
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_bodyVectorSensor.SensorType = MjBodyVectorSensor.AvailableSensors.FramePos;
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_site.transform.position = new Vector3(1, 2, 3);
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_site.transform.rotation = new Quaternion(0, 1, 2, 3);
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_geom.transform.position = new Vector3(4, 5, 6);
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_geom.transform.rotation = new Quaternion(4, 5, 6, 7);
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_body.transform.position = new Vector3(7, 8, 9);
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_body.transform.rotation = new Quaternion(7, 8, 9, 9);
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_scene.CreateScene(); // compilation happens here
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}
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[TearDown]
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public void TearDown() {
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GameObject.DestroyImmediate(_site.gameObject);
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GameObject.DestroyImmediate(_body.gameObject);
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GameObject.DestroyImmediate(_geom.gameObject);
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GameObject.DestroyImmediate(_siteQuatSensor0.gameObject);
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GameObject.DestroyImmediate(_siteQuatSensor.gameObject);
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GameObject.DestroyImmediate(_siteVectorSensor.gameObject);
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GameObject.DestroyImmediate(_geomQuatSensor.gameObject);
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GameObject.DestroyImmediate(_geomVectorSensor.gameObject);
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GameObject.DestroyImmediate(_bodyQuatSensor.gameObject);
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GameObject.DestroyImmediate(_bodyVectorSensor.gameObject);
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GameObject.DestroyImmediate(_scene.gameObject);
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GameObject.DestroyImmediate(MjScene.Instance);
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}
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[UnityTest]
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public IEnumerator CheckSensorData() {
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yield return new WaitForFixedUpdate(); // updating the transform
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yield return new WaitForFixedUpdate(); // updating the transform
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var vecComparer = new Vector3EqualityComparer(1e-4f);
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var quatComparer = new Vector4EqualityComparer(1e-4f);
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Assert.That(
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_siteVectorSensor.SensorReading,
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Is.EqualTo(_site.transform.position).Using(vecComparer));
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Assert.That(
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_geomVectorSensor.SensorReading,
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Is.EqualTo(_geom.transform.position).Using(vecComparer));
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Assert.That(
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_bodyVectorSensor.SensorReading,
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Is.EqualTo(_body.transform.position).Using(vecComparer));
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Assert.That(
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_siteQuatSensor0.SensorReading,
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Is.EqualTo(_site.transform.rotation.normalized).Using(quatComparer));
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Assert.That(
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_siteQuatSensor.SensorReading,
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Is.EqualTo(_site.transform.rotation.normalized).Using(quatComparer));
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Assert.That(
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_geomQuatSensor.SensorReading,
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Is.EqualTo(_geom.transform.rotation.normalized).Using(quatComparer));
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Assert.That(
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_bodyQuatSensor.SensorReading,
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Is.EqualTo(_body.transform.rotation.normalized).Using(quatComparer));
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}
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}
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}
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#endif
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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