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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 log4net;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Tests.Common;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.Framework.Scenes.Tests
- {
- [TestFixture]
- public class ScenePresenceAutopilotTests
- {
- 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 = 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.PhysicsActor.Flying = true;
- m_scene.Update();
- Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
- Vector3 targetPos = startPos + new Vector3(0, 10, 0);
- sp.MoveToTarget(targetPos, 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();
- // 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));
- for (int i = 0; i < 10; i++)
- m_scene.Update();
- 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);
- Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
- Assert.That(
- sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
- m_scene.Update();
- // 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));
- for (int i = 0; i < 10; i++)
- m_scene.Update();
- 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));
- }
- }
- }
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