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-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs135
1 files changed, 135 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
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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
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using log4net;
32using Nini.Config;
33using NUnit.Framework;
34using OpenMetaverse;
35using OpenSim.Framework;
36using OpenSim.Framework.Communications;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Tests.Common;
40using OpenSim.Tests.Common.Mock;
41
42namespace OpenSim.Region.Framework.Scenes.Tests
43{
44 [TestFixture]
45 public class ScenePresenceAutopilotTests
46 {
47 private TestScene m_scene;
48
49 [TestFixtureSetUp]
50 public void FixtureInit()
51 {
52 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
53 Util.FireAndForgetMethod = FireAndForgetMethod.None;
54 }
55
56 [TestFixtureTearDown]
57 public void TearDown()
58 {
59 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
60 // threads. Possibly, later tests should be rewritten not to worry about such things.
61 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
62 }
63
64 [SetUp]
65 public void Init()
66 {
67 m_scene = SceneHelpers.SetupScene();
68 }
69
70 [Test]
71 public void TestMove()
72 {
73 TestHelpers.InMethod();
74// log4net.Config.XmlConfigurator.Configure();
75
76 ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
77
78 Vector3 startPos = sp.AbsolutePosition;
79// Vector3 startPos = new Vector3(128, 128, 30);
80
81 // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
82 sp.PhysicsActor.Flying = true;
83
84 m_scene.Update();
85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
86
87 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
88 sp.MoveToTarget(targetPos, false);
89
90 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
91 Assert.That(
92 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
93
94 m_scene.Update();
95
96 // We should really check the exact figure.
97 Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
98 Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
99 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
100 Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
101
102 for (int i = 0; i < 10; i++)
103 m_scene.Update();
104
105 double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
106 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
107 Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
108 Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
109
110 // Try a second movement
111 startPos = sp.AbsolutePosition;
112 targetPos = startPos + new Vector3(10, 0, 0);
113 sp.MoveToTarget(targetPos, false);
114
115 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
116 Assert.That(
117 sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
118
119 m_scene.Update();
120
121 // We should really check the exact figure.
122 Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
123 Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
124 Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
125 Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
126
127 for (int i = 0; i < 10; i++)
128 m_scene.Update();
129
130 distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
131 Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
132 Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
133 }
134 }
135} \ No newline at end of file