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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.PhysicsModule.BulletS;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OpenSim.Tests.Common;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS.Tests
- {
- [TestFixture]
- public class BulletSimRaycast : 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 _targetSphere { get; set; }
- Vector3 _targetSpherePosition { get; set; }
- // float _simulationTimeStep = 0.089f;
- uint _targetLocalID = 123;
- [TestFixtureSetUp]
- public void Init()
- {
- Dictionary<string, string> engineParams = new Dictionary<string, string>();
- engineParams.Add("UseBulletRaycast", "true");
- _physicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
- PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
- Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
- _targetSpherePosition = pos;
- Vector3 size = new Vector3(10f, 10f, 10f);
- pbs.Scale = size;
- Quaternion rot = Quaternion.Identity;
- bool isPhys = false;
- _physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID);
- _targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID];
- // 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;
- }
- }
- // There is a 10x10x10 sphere at <100,100,50>
- // Shoot rays around the sphere and verify it hits and doesn't hit
- // TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
- [TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")]
- [TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")]
- [TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")]
- [TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")]
- [TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")]
- [TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")]
- public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) {
- Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
- Vector3 toPos = new Vector3(toX, toY, toZ);
- Vector3 direction = toPos - fromPos;
- float len = Vector3.Distance(fromPos, toPos);
- List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
- if (expected) {
- // The test coordinates should generate a hit
- Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to.");
- Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result.");
- Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target");
- }
- else
- {
- // The test coordinates should not generate a hit
- if (results.Count > 0)
- {
- Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString());
- }
- }
- }
- }
- }
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