/* * 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.Reflection; using log4net; using Nini.Config; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; namespace OpenSim.Region.Framework.Scenes.Tests { [TestFixture] public class ScenePresenceAutopilotTests : OpenSimTestCase { private TestScene m_scene; [TestFixtureSetUp] public void FixtureInit() { // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. Util.FireAndForgetMethod = FireAndForgetMethod.None; } [TestFixtureTearDown] public void TearDown() { // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple // threads. Possibly, later tests should be rewritten not to worry about such things. Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; } [SetUp] public void Init() { m_scene = new SceneHelpers().SetupScene(); } [Test] public void TestMove() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); Vector3 startPos = sp.AbsolutePosition; // Vector3 startPos = new Vector3(128, 128, 30); // For now, we'll make the scene presence fly to simplify this test, but this needs to change. sp.Flying = true; m_scene.Update(1); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Vector3 targetPos = startPos + new Vector3(0, 10, 0); sp.MoveToTarget(targetPos, false, false, false); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Assert.That( sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); m_scene.Update(1); // We should really check the exact figure. Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); m_scene.Update(50); double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); // Try a second movement startPos = sp.AbsolutePosition; targetPos = startPos + new Vector3(10, 0, 0); sp.MoveToTarget(targetPos, false, false, false); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Assert.That( sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); m_scene.Update(1); // We should really check the exact figure. Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X)); Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); m_scene.Update(50); distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); } } }