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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.Collections.Generic;
- using NUnit.Framework;
- using OpenSim.Tests.Common;
- using OpenSim.Region.ScriptEngine.Shared;
- using OpenSim.Region.Framework.Scenes;
- using Nini.Config;
- using OpenSim.Region.ScriptEngine.Shared.Api;
- using OpenMetaverse;
- using System;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.ScriptEngine.Shared.Tests
- {
- /// <summary>
- /// Tests for LSL_Api
- /// </summary>
- [TestFixture, LongRunning]
- public class LSL_ApiTest
- {
- private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
- private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
- private LSL_Api m_lslApi;
- [SetUp]
- public void SetUp()
- {
- IConfigSource initConfigSource = new IniConfigSource();
- IConfig config = initConfigSource.AddConfig("XEngine");
- config.Set("Enabled", "true");
- Scene scene = SceneSetupHelpers.SetupScene();
- SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
- XEngine.XEngine engine = new XEngine.XEngine();
- engine.Initialise(initConfigSource);
- engine.AddRegion(scene);
- m_lslApi = new LSL_Api();
- m_lslApi.Initialize(engine, part, part.LocalId, part.UUID);
- }
- [Test]
- public void TestllAngleBetween()
- {
- CheckllAngleBetween(new Vector3(1, 0, 0), 0);
- CheckllAngleBetween(new Vector3(1, 0, 0), 90);
- CheckllAngleBetween(new Vector3(1, 0, 0), 180);
- CheckllAngleBetween(new Vector3(0, 1, 0), 0);
- CheckllAngleBetween(new Vector3(0, 1, 0), 90);
- CheckllAngleBetween(new Vector3(0, 1, 0), 180);
- CheckllAngleBetween(new Vector3(0, 0, 1), 0);
- CheckllAngleBetween(new Vector3(0, 0, 1), 90);
- CheckllAngleBetween(new Vector3(0, 0, 1), 180);
- CheckllAngleBetween(new Vector3(1, 1, 1), 0);
- CheckllAngleBetween(new Vector3(1, 1, 1), 90);
- CheckllAngleBetween(new Vector3(1, 1, 1), 180);
- }
- private void CheckllAngleBetween(Vector3 axis,float originalAngle)
- {
- Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0);
- Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle));
- double deducedAngle = FromLslFloat(m_lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1)));
- Assert.Greater(deducedAngle, ToRadians(originalAngle) - ANGLE_ACCURACY_IN_RADIANS);
- Assert.Less(deducedAngle, ToRadians(originalAngle) + ANGLE_ACCURACY_IN_RADIANS);
- }
- #region Conversions to and from LSL_Types
- private float ToRadians(double degrees)
- {
- return (float)(Math.PI * degrees / 180);
- }
- // private double FromRadians(float radians)
- // {
- // return radians * 180 / Math.PI;
- // }
- private double FromLslFloat(LSL_Types.LSLFloat lslFloat)
- {
- return lslFloat.value;
- }
- // private LSL_Types.LSLFloat ToLslFloat(double value)
- // {
- // return new LSL_Types.LSLFloat(value);
- // }
- // private Quaternion FromLslQuaternion(LSL_Types.Quaternion lslQuaternion)
- // {
- // return new Quaternion((float)lslQuaternion.x, (float)lslQuaternion.y, (float)lslQuaternion.z, (float)lslQuaternion.s);
- // }
- private LSL_Types.Quaternion ToLslQuaternion(Quaternion quaternion)
- {
- return new LSL_Types.Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
- }
- #endregion
- [Test]
- // llRot2Euler test.
- public void TestllRot2Euler()
- {
- // 180, 90 and zero degree rotations.
- CheckllRot2Euler(new LSL_Types.Quaternion(1.0f, 0.0f, 0.0f, 0.0f), new LSL_Types.Vector3(Math.PI, 0.0f, 0.0f));
- CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 1.0f, 0.0f, 0.0f), new LSL_Types.Vector3(Math.PI, 0.0f, Math.PI));
- CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 0.0f, 1.0f, 0.0f), new LSL_Types.Vector3(0.0f, 0.0f, Math.PI));
- CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 0.0f, 0.0f, 1.0f), new LSL_Types.Vector3(0.0f, 0.0f, 0.0f));
- CheckllRot2Euler(new LSL_Types.Quaternion(-0.5f, -0.5f, 0.5f, 0.5f), new LSL_Types.Vector3(0, -Math.PI / 2.0f, Math.PI / 2.0f));
- CheckllRot2Euler(new LSL_Types.Quaternion(-0.707107f, 0.0f, 0.0f, -0.707107f), new LSL_Types.Vector3(Math.PI / 2.0f, 0.0f, 0.0f));
- // A couple of messy rotations.
- CheckllRot2Euler(new LSL_Types.Quaternion(1.0f, 5.651f, -3.1f, 67.023f), new LSL_Types.Vector3(0.037818f, 0.166447f, -0.095595f));
- CheckllRot2Euler(new LSL_Types.Quaternion(0.719188f, -0.408934f, -0.363998f, -0.427841f), new LSL_Types.Vector3(-1.954769f, -0.174533f, 1.151917f));
- }
- private void CheckllRot2Euler(LSL_Types.Quaternion rot, LSL_Types.Vector3 eulerCheck)
- {
- // Call LSL function to convert quaternion rotaion to euler radians.
- LSL_Types.Vector3 eulerCalc = m_lslApi.llRot2Euler(rot);
- // Check upper and lower bounds of x, y and z.
- // This type of check is performed as opposed to comparing for equal numbers, in order to allow slight
- // differences in accuracy.
- Assert.Greater(eulerCalc.x, eulerCheck.x - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler X lower bounds check fail");
- Assert.Less(eulerCalc.x, eulerCheck.x + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler X upper bounds check fail");
- Assert.Greater(eulerCalc.y, eulerCheck.y - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Y lower bounds check fail");
- Assert.Less(eulerCalc.y, eulerCheck.y + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Y upper bounds check fail");
- Assert.Greater(eulerCalc.z, eulerCheck.z - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z lower bounds check fail");
- Assert.Less(eulerCalc.z, eulerCheck.z + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z upper bounds check fail");
- }
- [Test]
- // llVecNorm test.
- public void TestllVecNorm()
- {
- // Check special case for normalizing zero vector.
- CheckllVecNorm(new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), new LSL_Types.Vector3(0.0d, 0.0d, 0.0d));
- // Check various vectors.
- CheckllVecNorm(new LSL_Types.Vector3(10.0d, 25.0d, 0.0d), new LSL_Types.Vector3(0.371391d, 0.928477d, 0.0d));
- CheckllVecNorm(new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), new LSL_Types.Vector3(1.0d, 0.0d, 0.0d));
- CheckllVecNorm(new LSL_Types.Vector3(-90.0d, 55.0d, 2.0d), new LSL_Types.Vector3(-0.853128d, 0.521356d, 0.018958d));
- CheckllVecNorm(new LSL_Types.Vector3(255.0d, 255.0d, 255.0d), new LSL_Types.Vector3(0.577350d, 0.577350d, 0.577350d));
- }
- public void CheckllVecNorm(LSL_Types.Vector3 vec, LSL_Types.Vector3 vecNormCheck)
- {
- // Call LSL function to normalize the vector.
- LSL_Types.Vector3 vecNorm = m_lslApi.llVecNorm(vec);
- // Check each vector component against expected result.
- Assert.AreEqual(vecNorm.x, vecNormCheck.x, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on x component");
- Assert.AreEqual(vecNorm.y, vecNormCheck.y, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on y component");
- Assert.AreEqual(vecNorm.z, vecNormCheck.z, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on z component");
- }
- }
- }
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