opensim-development – Blame information for rev 1

Subversion Repositories:
Rev:
Rev Author Line No. Line
1 eva 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using System.Linq;
31 using System.Text;
32  
33 using NUnit.Framework;
34 using log4net;
35  
36 using OpenSim.Framework;
37 using OpenSim.Region.Physics.BulletSPlugin;
38 using OpenSim.Region.Physics.Manager;
39 using OpenSim.Tests.Common;
40  
41 using OpenMetaverse;
42  
43 namespace OpenSim.Region.Physics.BulletSPlugin.Tests
44 {
45 [TestFixture]
46 public class BasicVehicles : OpenSimTestCase
47 {
48 // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
49 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
50  
51 BSScene PhysicsScene { get; set; }
52 BSPrim TestVehicle { get; set; }
53 Vector3 TestVehicleInitPosition { get; set; }
54 float simulationTimeStep = 0.089f;
55  
56 [TestFixtureSetUp]
57 public void Init()
58 {
59 Dictionary<string, string> engineParams = new Dictionary<string, string>();
60 engineParams.Add("VehicleEnableAngularVerticalAttraction", "true");
61 engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1");
62 PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
63  
64 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
65 Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
66 pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
67 TestVehicleInitPosition = pos;
68 Vector3 size = new Vector3(1f, 1f, 1f);
69 pbs.Scale = size;
70 Quaternion rot = Quaternion.Identity;
71 bool isPhys = false;
72 uint localID = 123;
73  
74 PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
75 TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
76 // The actual prim shape creation happens at taint time
77 PhysicsScene.ProcessTaints();
78  
79 }
80  
81 [TestFixtureTearDown]
82 public void TearDown()
83 {
84 if (PhysicsScene != null)
85 {
86 // The Dispose() will also free any physical objects in the scene
87 PhysicsScene.Dispose();
88 PhysicsScene = null;
89 }
90 }
91  
92 [TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
93 [TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
94 [TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
95 [TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
96 // [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
97 // [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
98 // [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
99 // [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
100 // [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
101 // [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
102 // [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
103 // [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
104 public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
105 {
106 // Enough simulation steps to cover the timescale the operation should take
107 int simSteps = (int)(timeScale / simulationTimeStep) + 1;
108  
109 // Tip the vehicle
110 Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
111 TestVehicle.Orientation = initOrientation;
112  
113 TestVehicle.Position = TestVehicleInitPosition;
114  
115 // The vehicle controller is not enabled directly (by setting a vehicle type).
116 // Instead the appropriate values are set and calls are made just the parts of the
117 // controller we want to exercise. Stepping the physics engine then applies
118 // the actions of that one feature.
119 BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
120 if (vehicleActor != null)
121 {
122 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
123 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
124 // vehicleActor.enableAngularVerticalAttraction = true;
125  
126 TestVehicle.IsPhysical = true;
127 PhysicsScene.ProcessTaints();
128  
129 // Step the simulator a bunch of times and vertical attraction should orient the vehicle up
130 for (int ii = 0; ii < simSteps; ii++)
131 {
132 vehicleActor.ForgetKnownVehicleProperties();
133 vehicleActor.ComputeAngularVerticalAttraction();
134 vehicleActor.PushKnownChanged();
135  
136 PhysicsScene.Simulate(simulationTimeStep);
137 }
138 }
139  
140 TestVehicle.IsPhysical = false;
141 PhysicsScene.ProcessTaints();
142  
143 // After these steps, the vehicle should be upright
144 /*
145 float finalRoll, finalPitch, finalYaw;
146 TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
147 Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
148 Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
149 Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
150 */
151  
152 Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
153 Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
154 }
155 }
156 }