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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.Linq;
31using System.Text;
32
33using NUnit.Framework;
34using log4net;
35
36using OpenSim.Framework;
37using OpenSim.Region.Physics.BulletSPlugin;
38using OpenSim.Region.Physics.Manager;
39using OpenSim.Tests.Common;
40
41using OpenMetaverse;
42
43namespace OpenSim.Region.Physics.BulletSPlugin.Tests
44{
45[TestFixture]
46public 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 timeStep = 0.089f;
55
56 [TestFixtureSetUp]
57 public void Init()
58 {
59 Dictionary<string, string> engineParams = new Dictionary<string, string>();
60 PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
61
62 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
63 Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
64 pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
65 TestVehicleInitPosition = pos;
66 Vector3 size = new Vector3(1f, 1f, 1f);
67 pbs.Scale = size;
68 Quaternion rot = Quaternion.Identity;
69 bool isPhys = false;
70 uint localID = 123;
71
72 PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
73 TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
74 // The actual prim shape creation happens at taint time
75 PhysicsScene.ProcessTaints();
76
77 }
78
79 [TestFixtureTearDown]
80 public void TearDown()
81 {
82 if (PhysicsScene != null)
83 {
84 // The Dispose() will also free any physical objects in the scene
85 PhysicsScene.Dispose();
86 PhysicsScene = null;
87 }
88 }
89
90 [TestCase(25, 0.25f, 0.25f, 0.25f)]
91 [TestCase(25, -0.25f, 0.25f, 0.25f)]
92 [TestCase(25, 0.25f, -0.25f, 0.25f)]
93 [TestCase(25, -0.25f, -0.25f, 0.25f)]
94 public void VerticalAttraction(int simSteps, float initRoll, float initPitch, float initYaw)
95 {
96 Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
97 TestVehicle.Orientation = initOrientation;
98
99 TestVehicle.Position = TestVehicleInitPosition;
100
101 // The vehicle controller is not enabled directly (set a vehicle type).
102 // Instead the appropriate values are set and calls are made just the parts of the
103 // controller we want to exercise. Stepping the physics engine then applies
104 // the actions of that one feature.
105 TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, 0.2f);
106 TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, 2f);
107 TestVehicle.VehicleController.enableAngularVerticalAttraction = true;
108
109 TestVehicle.IsPhysical = true;
110 PhysicsScene.ProcessTaints();
111
112 // Step the simulator a bunch of times and and vertical attraction should orient the vehicle up
113 for (int ii = 0; ii < simSteps; ii++)
114 {
115 TestVehicle.VehicleController.ForgetKnownVehicleProperties();
116 TestVehicle.VehicleController.ComputeAngularVerticalAttraction();
117 TestVehicle.VehicleController.PushKnownChanged();
118
119 PhysicsScene.Simulate(timeStep);
120 }
121
122 // After these steps, the vehicle should be upright
123 Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
124 Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
125 }
126}
127} \ No newline at end of file