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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.Reflection;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
- using OpenSim.Tests.Common;
- using System.Threading;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- [TestFixture]
- public class ScenePresenceSitTests : OpenSimTestCase
- {
- private TestScene m_scene;
- private ScenePresence m_sp;
- [SetUp]
- public void Init()
- {
- m_scene = new SceneHelpers().SetupScene();
- m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
- }
- [Test]
- public void TestSitOutsideRangeNoTarget()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // More than 10 meters away from 0, 0, 0 (default part position)
- Vector3 startPos = new Vector3(10.1f, 0, 0);
- m_sp.AbsolutePosition = startPos;
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
- Assert.That(part.GetSittingAvatars(), Is.Null);
- Assert.That(m_sp.ParentID, Is.EqualTo(0));
- Assert.AreEqual(startPos, m_sp.AbsolutePosition);
- }
- [Test]
- public void TestSitWithinRangeNoTarget()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // Less than 10 meters away from 0, 0, 0 (default part position)
- Vector3 startPos = new Vector3(9.9f, 0, 0);
- m_sp.AbsolutePosition = startPos;
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- // We need to preserve this here because phys actor is removed by the sit.
- Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
- m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
- Assert.That(m_sp.PhysicsActor, Is.Null);
- Assert.That(
- m_sp.AbsolutePosition,
- Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
- HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
- Assert.That(sittingAvatars.Count, Is.EqualTo(1));
- Assert.That(sittingAvatars.Contains(m_sp));
- Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
- }
- [Test]
- public void TestSitAndStandWithNoSitTarget()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // Make sure we're within range to sit
- Vector3 startPos = new Vector3(1, 1, 1);
- m_sp.AbsolutePosition = startPos;
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- // We need to preserve this here because phys actor is removed by the sit.
- Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
- m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
- Assert.That(
- m_sp.AbsolutePosition,
- Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
- m_sp.StandUp();
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
- Assert.That(part.GetSittingAvatars(), Is.Null);
- Assert.That(m_sp.ParentID, Is.EqualTo(0));
- Assert.That(m_sp.PhysicsActor, Is.Not.Null);
- }
- [Test]
- public void TestSitAndStandWithNoSitTargetChildPrim()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // Make sure we're within range to sit
- Vector3 startPos = new Vector3(1, 1, 1);
- m_sp.AbsolutePosition = startPos;
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene, 2, m_sp.UUID, "part", 0x10).Parts[1];
- part.OffsetPosition = new Vector3(2, 3, 4);
- // We need to preserve this here because phys actor is removed by the sit.
- Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
- m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
- Assert.That(
- m_sp.AbsolutePosition,
- Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
- m_sp.StandUp();
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
- Assert.That(part.GetSittingAvatars(), Is.Null);
- Assert.That(m_sp.ParentID, Is.EqualTo(0));
- Assert.That(m_sp.PhysicsActor, Is.Not.Null);
- }
- [Test]
- public void TestSitAndStandWithSitTarget()
- {
- /* sit position math as changed, this needs to be fixed later
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // If a prim has a sit target then we can sit from any distance away
- Vector3 startPos = new Vector3(128, 128, 30);
- m_sp.AbsolutePosition = startPos;
- SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
- part.SitTargetPosition = new Vector3(0, 0, 1);
- m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
- Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
- // This section is copied from ScenePresence.HandleAgentSit(). Correctness is not guaranteed.
- double x, y, z, m1, m2;
- Quaternion r = part.SitTargetOrientation;;
- m1 = r.X * r.X + r.Y * r.Y;
- m2 = r.Z * r.Z + r.W * r.W;
- // Rotate the vector <0, 0, 1>
- x = 2 * (r.X * r.Z + r.Y * r.W);
- y = 2 * (-r.X * r.W + r.Y * r.Z);
- z = m2 - m1;
- // Set m to be the square of the norm of r.
- double m = m1 + m2;
- // This constant is emperically determined to be what is used in SL.
- // See also http://opensimulator.org/mantis/view.php?id=7096
- double offset = 0.05;
- Vector3 up = new Vector3((float)x, (float)y, (float)z);
- Vector3 sitOffset = up * (float)offset;
- // End of copied section.
- Assert.That(
- m_sp.AbsolutePosition,
- Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition - sitOffset + ScenePresence.SIT_TARGET_ADJUSTMENT));
- Assert.That(m_sp.PhysicsActor, Is.Null);
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
- HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
- Assert.That(sittingAvatars.Count, Is.EqualTo(1));
- Assert.That(sittingAvatars.Contains(m_sp));
- m_sp.StandUp();
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(m_sp.ParentID, Is.EqualTo(0));
- Assert.That(m_sp.PhysicsActor, Is.Not.Null);
- Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
- Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0));
- Assert.That(part.GetSittingAvatars(), Is.Null);
- */
- }
- [Test]
- public void TestSitAndStandOnGround()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- // If a prim has a sit target then we can sit from any distance away
- // Vector3 startPos = new Vector3(128, 128, 30);
- // sp.AbsolutePosition = startPos;
- m_sp.HandleAgentSitOnGround();
- Assert.That(m_sp.SitGround, Is.True);
- Assert.That(m_sp.PhysicsActor, Is.Null);
- m_sp.StandUp();
- Assert.That(m_sp.SitGround, Is.False);
- Assert.That(m_sp.PhysicsActor, Is.Not.Null);
- }
- }
- }
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