124 lines
5.5 KiB
C#
Executable File
124 lines
5.5 KiB
C#
Executable File
/*
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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 OpenSimulator 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;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.PhysicsModule.BulletS;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Tests.Common;
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using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS.Tests
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{
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[TestFixture]
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public class BulletSimRaycast : OpenSimTestCase
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{
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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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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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PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
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Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
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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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_physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID);
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_targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID];
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// The actual prim shape creation happens at taint time
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_physicsScene.ProcessTaints();
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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if (_physicsScene != null)
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{
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// The Dispose() will also free any physical objects in the scene
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_physicsScene.Dispose();
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_physicsScene = null;
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}
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}
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// There is a 10x10x10 sphere at <100,100,50>
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// Shoot rays around the sphere and verify it hits and doesn't hit
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// TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
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[TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")]
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[TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")]
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[TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")]
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[TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")]
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[TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")]
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[TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")]
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public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) {
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Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
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Vector3 toPos = new Vector3(toX, toY, toZ);
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Vector3 direction = toPos - fromPos;
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float len = Vector3.Distance(fromPos, toPos);
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List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
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if (expected) {
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// The test coordinates should generate a hit
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Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to.");
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Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result.");
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Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target");
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}
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else
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{
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// The test coordinates should not generate a hit
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if (results.Count > 0)
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{
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Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString());
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}
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}
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}
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}
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} |