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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>();
- engineParams.Add("VehicleEnableAngularVerticalAttraction", "true");
- engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1");
- 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.
- BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
- if (vehicleActor != null)
- {
- vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
- vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
- // 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++)
- {
- vehicleActor.ForgetKnownVehicleProperties();
- vehicleActor.ComputeAngularVerticalAttraction();
- 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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