141 lines
5.4 KiB
C#
141 lines
5.4 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using NUnit.Framework;
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using OpenSim.Tests.Common;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Tests.Common.Setup;
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using OpenSim.Region.Framework.Scenes;
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using Nini.Config;
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using OpenSim.Region.ScriptEngine.Shared.Api;
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using OpenMetaverse;
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using System;
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namespace OpenSim.Region.ScriptEngine.Shared.Tests
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{
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/// <summary>
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/// Tests for LSL_Api
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/// </summary>
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[TestFixture]
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public class LSL_ApiTest
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{
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private const double ANGLE_ACCURACY_IN_RADIANS = 1E-7;
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private LSL_Api lslApi;
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[SetUp]
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public void SetUp()
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{
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IniConfigSource initConfigSource = new IniConfigSource();
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IConfig config = initConfigSource.AddConfig("XEngine");
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config.Set("Enabled", "true");
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Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
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XEngine.XEngine engine = new XEngine.XEngine();
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engine.Initialise(scene, initConfigSource);
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lslApi = new LSL_Api();
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lslApi.Initialize(engine, part, part.LocalId, part.UUID);
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}
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[Test]
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public void TestllAngleBetween()
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{
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TestllAngleBetween(new Vector3(1, 0, 0), 0);
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TestllAngleBetween(new Vector3(1, 0, 0), 90);
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TestllAngleBetween(new Vector3(1, 0, 0), 180);
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TestllAngleBetween(new Vector3(1, 0, 0), 270);
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TestllAngleBetween(new Vector3(0, 1, 0), 0);
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TestllAngleBetween(new Vector3(0, 1, 0), 90);
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TestllAngleBetween(new Vector3(0, 1, 0), 180);
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TestllAngleBetween(new Vector3(0, 1, 0), 270);
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TestllAngleBetween(new Vector3(0, 0, 1), 0);
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TestllAngleBetween(new Vector3(0, 0, 1), 90);
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TestllAngleBetween(new Vector3(0, 0, 1), 180);
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TestllAngleBetween(new Vector3(0, 0, 1), 270);
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TestllAngleBetween(new Vector3(1, 1, 1), 0);
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TestllAngleBetween(new Vector3(1, 1, 1), 90);
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TestllAngleBetween(new Vector3(1, 1, 1), 180);
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TestllAngleBetween(new Vector3(1, 1, 1), 270);
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}
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private void TestllAngleBetween(Vector3 axis,float originalAngle)
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{
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Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0);
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Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle));
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double deducedAngle = FromLslFloat(lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1)));
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Assert.Greater(deducedAngle, ToRadians(originalAngle) - ANGLE_ACCURACY_IN_RADIANS);
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Assert.Less(deducedAngle, ToRadians(originalAngle) + ANGLE_ACCURACY_IN_RADIANS);
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}
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#region Conversions to and from LSL_Types
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private float ToRadians(double degrees)
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{
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return (float)(Math.PI * degrees / 180);
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}
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private double FromRadians(float radians)
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{
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return radians * 180 / Math.PI;
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}
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private double FromLslFloat(LSL_Types.LSLFloat lslFloat)
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{
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return lslFloat.value;
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}
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private LSL_Types.LSLFloat ToLslFloat(double value)
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{
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return new LSL_Types.LSLFloat(value);
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}
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private Quaternion FromLslQuaternion(LSL_Types.Quaternion lslQuaternion)
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{
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return new Quaternion((float)lslQuaternion.x, (float)lslQuaternion.y, (float)lslQuaternion.z, (float)lslQuaternion.s);
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}
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private LSL_Types.Quaternion ToLslQuaternion(Quaternion quaternion)
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{
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return new LSL_Types.Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
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}
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#endregion
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}
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}
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