opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using log4net; |
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32 | using Nini.Config; |
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33 | using NUnit.Framework; |
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34 | using OpenMetaverse; |
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35 | using OpenSim.Framework; |
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36 | using OpenSim.Framework.Communications; |
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37 | using OpenSim.Region.Framework.Interfaces; |
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38 | using OpenSim.Region.Framework.Scenes; |
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39 | using OpenSim.Tests.Common; |
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40 | using OpenSim.Tests.Common.Mock; |
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41 | |||
42 | namespace OpenSim.Region.Framework.Scenes.Tests |
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43 | { |
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44 | [TestFixture] |
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45 | public class ScenePresenceAutopilotTests : OpenSimTestCase |
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46 | { |
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47 | private TestScene m_scene; |
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48 | |||
49 | [TestFixtureSetUp] |
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50 | public void FixtureInit() |
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51 | { |
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52 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. |
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53 | Util.FireAndForgetMethod = FireAndForgetMethod.None; |
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54 | } |
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55 | |||
56 | [TestFixtureTearDown] |
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57 | public void TearDown() |
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58 | { |
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59 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple |
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60 | // threads. Possibly, later tests should be rewritten not to worry about such things. |
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61 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; |
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62 | } |
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63 | |||
64 | [SetUp] |
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65 | public void Init() |
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66 | { |
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67 | m_scene = new SceneHelpers().SetupScene(); |
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68 | } |
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69 | |||
70 | [Test] |
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71 | public void TestMove() |
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72 | { |
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73 | TestHelpers.InMethod(); |
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74 | // log4net.Config.XmlConfigurator.Configure(); |
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75 | |||
76 | ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); |
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77 | |||
78 | Vector3 startPos = sp.AbsolutePosition; |
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79 | // Vector3 startPos = new Vector3(128, 128, 30); |
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80 | |||
81 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. |
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82 | sp.Flying = true; |
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83 | |||
84 | m_scene.Update(1); |
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85 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); |
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86 | |||
87 | Vector3 targetPos = startPos + new Vector3(0, 10, 0); |
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88 | sp.MoveToTarget(targetPos, false, false); |
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89 | |||
90 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); |
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91 | Assert.That( |
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92 | sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); |
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93 | |||
94 | m_scene.Update(1); |
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95 | |||
96 | // We should really check the exact figure. |
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97 | Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); |
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98 | Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); |
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99 | Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); |
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100 | Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); |
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101 | |||
102 | m_scene.Update(10); |
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103 | |||
104 | double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); |
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105 | Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); |
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106 | Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); |
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107 | Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); |
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108 | |||
109 | // Try a second movement |
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110 | startPos = sp.AbsolutePosition; |
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111 | targetPos = startPos + new Vector3(10, 0, 0); |
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112 | sp.MoveToTarget(targetPos, false, false); |
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113 | |||
114 | Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); |
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115 | Assert.That( |
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116 | sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); |
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117 | |||
118 | m_scene.Update(1); |
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119 | |||
120 | // We should really check the exact figure. |
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121 | Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); |
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122 | Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X)); |
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123 | Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); |
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124 | Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); |
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125 | |||
126 | m_scene.Update(10); |
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127 | |||
128 | distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); |
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129 | Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); |
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130 | Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); |
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131 | } |
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132 | } |
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133 | } |