BulletSim: first version of raycast. Only single contact point and no
filtering.BulletSim2017
parent
6c5cfbafba
commit
f348f7fa90
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@ -121,6 +121,14 @@ public struct SweepHit
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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public bool hasHit()
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{
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float sum = Fraction
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+ Normal.X + Normal.Y + Normal.Z
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+ Point.X + Point.Y + Point.Z;
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return (sum != 0) || (ID != 0);
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct RaycastHit
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@ -129,6 +137,12 @@ public struct RaycastHit
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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public bool hasHit()
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{
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float sum = Normal.X + Normal.Y + Normal.Z + Point.X + Point.Y + Point.Z;
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return (sum != 0);
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct CollisionDesc
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@ -496,7 +496,6 @@ public sealed class BSCharacter : BSPhysObject
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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set {
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PhysScene.AssertNotInSimulationTime("BSCharacter.ForceVelocity");
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DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value);
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RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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@ -638,8 +637,6 @@ public sealed class BSCharacter : BSPhysObject
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public override float ForceBuoyancy {
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get { return _buoyancy; }
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set {
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PhysScene.AssertNotInSimulationTime("BSCharacter.ForceBuoyancy");
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_buoyancy = value;
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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// Buoyancy is faked by changing the gravity applied to the object
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@ -838,7 +838,7 @@ public static class BSParam
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new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
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0f,
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(s) => { return 0f; },
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
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new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
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0f,
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(s) => { return 0f; },
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@ -924,10 +924,10 @@ public static class BSParam
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// =====================================================================
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// There are parameters that, when set, cause things to happen in the physics engine.
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// This causes the broadphase collision cache to be cleared.
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
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physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetBroadphasePoolTainted", delegate()
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{
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physScene.PE.ResetBroadphasePool(physScene.World);
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});
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@ -790,8 +790,6 @@ public class BSPrim : BSPhysObject
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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set {
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PhysScene.AssertNotInSimulationTime("BSPrim.ForceVelocity");
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RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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if (PhysBody.HasPhysicalBody)
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{
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@ -81,7 +81,6 @@ public class BSPrimDisplaced : BSPrim
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// Called at taint time.
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public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
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{
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PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
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Vector3 comDisp;
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if (UserSetCenterOfMassDisplacement.HasValue)
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comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
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@ -124,10 +124,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// True if initialized and ready to do simulation steps
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private bool m_initialized = false;
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// Flag which is true when processing taints.
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// Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
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public bool InTaintTime { get; private set; }
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// Object locked whenever execution is inside the physics engine
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public Object PhysicsEngineLock = new object();
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// Flag that is true when the simulator is active and shouldn't be touched
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public bool InSimulationTime { get; private set; }
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@ -348,7 +346,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
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InSimulationTime = false;
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InTaintTime = false;
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m_initialized = true;
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// If the physics engine runs on its own thread, start same.
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@ -661,61 +658,58 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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int beforeTime = Util.EnvironmentTickCount();
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int simTime = 0;
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int numTaints = 0;
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int numSubSteps = 0;
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InTaintTime = true;
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// update the prim states while we know the physics engine is not busy
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int numTaints = ProcessTaints();
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// Some of the physical objects requre individual, pre-step calls
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// (vehicles and avatar movement, in particular)
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TriggerPreStepEvent(timeStep);
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// the prestep actions might have added taints
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numTaints += ProcessTaints();
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lock (_taintLock)
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lock (PhysicsEngineLock)
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{
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InSimulationTime = true;
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}
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// update the prim states while we know the physics engine is not busy
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numTaints += ProcessTaints();
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// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
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// Only enable this in a limited test world with few objects.
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if (m_physicsPhysicalDumpEnabled)
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PE.DumpAllInfo(World);
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// Some of the physical objects requre individual, pre-step calls
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// (vehicles and avatar movement, in particular)
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TriggerPreStepEvent(timeStep);
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// step the physical world one interval
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m_simulationStep++;
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int numSubSteps = 0;
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try
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{
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numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
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LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
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DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
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DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
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updatedEntityCount = 0;
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collidersCount = 0;
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}
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// the prestep actions might have added taints
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numTaints += ProcessTaints();
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// Make the physics engine dump useful statistics periodically
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if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
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PE.DumpPhysicsStatistics(World);
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// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
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// Only enable this in a limited test world with few objects.
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if (m_physicsPhysicalDumpEnabled)
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PE.DumpAllInfo(World);
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// step the physical world one interval
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m_simulationStep++;
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try
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{
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numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
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LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
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DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
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DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
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updatedEntityCount = 0;
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collidersCount = 0;
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}
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// Make the physics engine dump useful statistics periodically
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if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
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PE.DumpPhysicsStatistics(World);
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InSimulationTime = false;
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// Some actors want to know when the simulation step is complete.
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TriggerPostStepEvent(timeStep);
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// In case there were any parameter updates that happened during the simulation step
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numTaints += ProcessTaints();
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lock (_taintLock)
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{
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InTaintTime = false;
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InSimulationTime = false;
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}
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// Some actors want to know when the simulation step is complete.
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TriggerPostStepEvent(timeStep);
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// In case there were any parameter updates that happened during the simulation step
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numTaints += ProcessTaints();
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// Get a value for 'now' so all the collision and update routines don't have to get their own.
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SimulationNowTime = Util.EnvironmentTickCount();
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@ -1040,20 +1034,39 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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}
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public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
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public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int count)
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{
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return (List<ContactResult>)RaycastWorld(position, direction, length, count, RayFilterFlags.All);
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}
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public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int count, RayFilterFlags filter)
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{
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List<ContactResult> ret = new List<ContactResult>();
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if (BSParam.UseBulletRaycast)
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{
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}
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return ret;
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}
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public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
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{
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object ret = null;
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if (BSParam.UseBulletRaycast)
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{
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DetailLog("{0},RaycastWorld,pos={1},dir={2},len={3},count={4},filter={5}",
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DetailLogZero, position, direction, length, count, filter);
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// NOTE: locking ensures the physics engine is not executing.
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// The caller might have to wait for the physics engine to finish.
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lock (PhysicsEngineLock)
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{
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Vector3 posFrom = position;
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Vector3 posTo = Vector3.Normalize(direction) * length + position;
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DetailLog("{0},RaycastWorld,RayTest2,from={1},to={2}",
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DetailLogZero, posFrom, posTo);
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RaycastHit hitInfo = PE.RayTest2(World, posFrom, posTo, 0xffff, 0xffff);
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if (hitInfo.hasHit())
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{
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ContactResult result = new ContactResult();
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result.Pos = hitInfo.Point;
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result.Normal = hitInfo.Normal;
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result.ConsumerID = hitInfo.ID;
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result.Depth = hitInfo.Fraction;
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ret.Add(result);
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DetailLog("{0},RaycastWorld,hit,pos={1},norm={2},depth={3},id={4}",
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DetailLogZero, result.Pos, result.Normal, result.Depth, result.ConsumerID);
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}
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}
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}
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return ret;
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}
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@ -1173,47 +1186,40 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// Calls to the PhysicsActors can't directly call into the physics engine
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// because it might be busy. We delay changes to a known time.
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// We rely on C#'s closure to save and restore the context for the delegate.
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public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
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// NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
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// public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
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// {
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// TaintedObject(BSScene.DetailLogZero, pIdent, pCallback);
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// }
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// NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
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public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
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{
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TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
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TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
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}
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public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
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{
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TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
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}
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public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
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{
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TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
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}
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public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
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{
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TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
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TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
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}
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// Sometimes a potentially tainted operation can be used in and out of taint time.
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// This routine executes the command immediately if in taint-time otherwise it is queued.
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public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
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public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
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{
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if (!m_initialized) return;
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lock (_taintLock) {
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if (inTaintTime || !InSimulationTime) {
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pCallback();
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}
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else {
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_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
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}
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}
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/*
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if (inTaintTime)
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if (Monitor.TryEnter(PhysicsEngineLock))
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{
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// If we can get exclusive access to the physics engine, just do the operation
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pCallback();
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Monitor.Exit(PhysicsEngineLock);
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}
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else
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{
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// The physics engine is busy, queue the operation
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lock (_taintLock)
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{
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_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
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}
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}
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*/
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}
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private void TriggerPreStepEvent(float timeStep)
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@ -1236,6 +1242,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// a callback into itself to do the actual property change. That callback is called
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// here just before the physics engine is called to step the simulation.
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// Returns the number of taints processed
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// NOTE: Called while PhysicsEngineLock is locked
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public int ProcessTaints()
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{
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int ret = 0;
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@ -1245,6 +1252,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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// Returns the number of taints processed
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// NOTE: Called while PhysicsEngineLock is locked
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private int ProcessRegularTaints()
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{
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int ret = 0;
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@ -1293,6 +1301,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// Taints that happen after the normal taint processing but before the simulation step.
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// Returns the number of taints processed
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// NOTE: Called while PhysicsEngineLock is locked
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private int ProcessPostTaintTaints()
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{
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int ret = 0;
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@ -1322,19 +1331,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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return ret;
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}
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// Verify that things are being diddled when the physics engine is not running.
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public bool AssertNotInSimulationTime(string whereFrom)
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{
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if (InSimulationTime)
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{
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DetailLog("{0},BSScene.AssertInTaintTime,IN SIMULATION TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
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m_log.ErrorFormat("{0} IN SIMULATION TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
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// Util.PrintCallStack(DetailLog);
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}
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return InSimulationTime;
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}
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#endregion // Taints
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#region IPhysicsParameters
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@ -75,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable
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// Called at taint-time.
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
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{
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
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bool ret = false;
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// This lock could probably be pushed down lower but building shouldn't take long
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@ -346,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable
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if (!body.HasPhysicalBody)
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return;
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
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lock (m_collectionActivityLock)
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{
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if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
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@ -48,67 +48,76 @@ namespace OpenSim.Region.PhysicsModule.BulletS.Tests
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// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
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// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
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BSScene PhysicsScene { get; set; }
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BSPrim TargetSphere { get; set; }
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Vector3 TargetSpherePosition { get; set; }
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float simulationTimeStep = 0.089f;
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BSScene _physicsScene { get; set; }
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BSPrim _targetSphere { get; set; }
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Vector3 _targetSpherePosition { get; set; }
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float _simulationTimeStep = 0.089f;
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uint _targetLocalID = 123;
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[TestFixtureSetUp]
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public void Init()
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{
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Dictionary<string, string> engineParams = new Dictionary<string, string>();
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engineParams.Add("UseBulletRaycast", "true");
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PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
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_physicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
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PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
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Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
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pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
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TargetSpherePosition = pos;
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_targetSpherePosition = pos;
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Vector3 size = new Vector3(10f, 10f, 10f);
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pbs.Scale = size;
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Quaternion rot = Quaternion.Identity;
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bool isPhys = false;
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uint localID = 123;
|
||||
|
||||
PhysicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, localID);
|
||||
TargetSphere = (BSPrim)PhysicsScene.PhysObjects[localID];
|
||||
_physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID);
|
||||
_targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID];
|
||||
// The actual prim shape creation happens at taint time
|
||||
PhysicsScene.ProcessTaints();
|
||||
_physicsScene.ProcessTaints();
|
||||
|
||||
}
|
||||
|
||||
[TestFixtureTearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
if (PhysicsScene != null)
|
||||
if (_physicsScene != null)
|
||||
{
|
||||
// The Dispose() will also free any physical objects in the scene
|
||||
PhysicsScene.Dispose();
|
||||
PhysicsScene = null;
|
||||
_physicsScene.Dispose();
|
||||
_physicsScene = null;
|
||||
}
|
||||
}
|
||||
|
||||
// There is a 10x10x10 sphere at <100,100,50>
|
||||
// Shoot rays around the sphere and verify it hits and doesn't hit
|
||||
// TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
|
||||
[TestCase(20f, 20f, 50f, 50f, 50f, 50f, true)] // in front to sphere
|
||||
[TestCase(20f, 20f, 100f, 50f, 50f, 50f, true)] // from above to sphere
|
||||
[TestCase(50f, 50f, 50f, 150f, 150f, 50f, true)] // through sphere
|
||||
[TestCase(50f, 50f, 65f, 150f, 150f, 65f, false)] // pass over sphere
|
||||
public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected) {
|
||||
[TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")]
|
||||
[TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")]
|
||||
[TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")]
|
||||
[TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")]
|
||||
[TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")]
|
||||
[TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")]
|
||||
public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) {
|
||||
Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
|
||||
Vector3 toPos = new Vector3(toX, toY, toZ);
|
||||
Vector3 direction = toPos - fromPos;
|
||||
float len = Vector3.Distance(fromPos, toPos);
|
||||
|
||||
List<ContactResult> results = PhysicsScene.RaycastWorld(fromPos, direction, len, 1);
|
||||
List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
|
||||
|
||||
if (expected) {
|
||||
Assert.True(results.Count > 0);
|
||||
// The test coordinates should generate a hit
|
||||
Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to.");
|
||||
Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result.");
|
||||
Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.False(results.Count > 0);
|
||||
// The test coordinates should not generate a hit
|
||||
if (results.Count > 0)
|
||||
{
|
||||
Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue