vh: add BulletSPlugin/Tests/*

0.7.5-pf-bulletsim
Robert Adams 2013-05-08 06:05:28 -07:00
parent eb0687f5af
commit 90bdb36e89
3 changed files with 301 additions and 0 deletions

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Physics.BulletSPlugin;
using OpenSim.Region.Physics.Manager;
using OpenSim.Tests.Common;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
[TestFixture]
public class BasicVehicles : OpenSimTestCase
{
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
BSScene PhysicsScene { get; set; }
BSPrim TestVehicle { get; set; }
Vector3 TestVehicleInitPosition { get; set; }
float simulationTimeStep = 0.089f;
[TestFixtureSetUp]
public void Init()
{
Dictionary<string, string> engineParams = new Dictionary<string, string>();
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
TestVehicleInitPosition = pos;
Vector3 size = new Vector3(1f, 1f, 1f);
pbs.Scale = size;
Quaternion rot = Quaternion.Identity;
bool isPhys = false;
uint localID = 123;
PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
}
[TestFixtureTearDown]
public void TearDown()
{
if (PhysicsScene != null)
{
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
[TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
// [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
// [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
// [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
// [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
// [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
// [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
{
// Enough simulation steps to cover the timescale the operation should take
int simSteps = (int)(timeScale / simulationTimeStep) + 1;
// Tip the vehicle
Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
TestVehicle.Orientation = initOrientation;
TestVehicle.Position = TestVehicleInitPosition;
// The vehicle controller is not enabled directly (by setting a vehicle type).
// Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature.
TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
TestVehicle.VehicleActor.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true;
PhysicsScene.ProcessTaints();
// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++)
{
TestVehicle.VehicleActor.ForgetKnownVehicleProperties();
TestVehicle.VehicleActor.ComputeAngularVerticalAttraction();
TestVehicle.VehicleActor.PushKnownChanged();
PhysicsScene.Simulate(simulationTimeStep);
}
TestVehicle.IsPhysical = false;
PhysicsScene.ProcessTaints();
// After these steps, the vehicle should be upright
/*
float finalRoll, finalPitch, finalYaw;
TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
*/
Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using log4net;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
[TestFixture]
public class BulletSimTests : OpenSimTestCase
{
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
[TestFixtureSetUp]
public void Init()
{
}
[TestFixtureTearDown]
public void TearDown()
{
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Physics.BulletSPlugin;
using OpenSim.Region.Physics.Meshing;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
// Utility functions for building up and tearing down the sample physics environments
public static class BulletSimTestsUtil
{
// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
// May be 'null' if there are no overrides.
public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
{
IConfigSource openSimINI = new IniConfigSource();
IConfig startupConfig = openSimINI.AddConfig("Startup");
startupConfig.Set("physics", "BulletSim");
startupConfig.Set("meshing", "Meshmerizer");
startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
// bulletSimConfig.Set("BulletEngine", "BulletXNA");
bulletSimConfig.Set("MeshSculptedPrim", "false");
bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
if (paramOverrides != null)
{
foreach (KeyValuePair<string, string> kvp in paramOverrides)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
}
}
// If a special directory exists, put detailed logging therein.
// This allows local testing/debugging without having to worry that the build engine will output logs.
if (Directory.Exists("physlogs"))
{
bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
bulletSimConfig.Set("PhysicsLoggingEnabled","True");
bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
bulletSimConfig.Set("VehicleLoggingEnabled","True");
}
BSPlugin bsPlugin = new BSPlugin();
BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion");
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
// In the future, add a fake asset fetcher to get meshes and sculpts.
// bsScene.RequestAssetMethod = ???;
Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI);
bsScene.Initialise(mesher, openSimINI);
return bsScene;
}
}
}