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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.PhysicsModule.BulletS;
38using OpenSim.Region.PhysicsModules.SharedBase;
39using OpenSim.Tests.Common;
40
41using OpenMetaverse;
42
43namespace OpenSim.Region.PhysicsModule.BulletS.Tests
44{
45 [TestFixture]
46 public class BulletSimRaycast : 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 TargetSphere { get; set; }
53 Vector3 TargetSpherePosition { 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("UseBulletRaycast", "true");
61 PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
62
63 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
64 Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
65 pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
66 TargetSpherePosition = pos;
67 Vector3 size = new Vector3(10f, 10f, 10f);
68 pbs.Scale = size;
69 Quaternion rot = Quaternion.Identity;
70 bool isPhys = false;
71 uint localID = 123;
72
73 PhysicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, localID);
74 TargetSphere = (BSPrim)PhysicsScene.PhysObjects[localID];
75 // The actual prim shape creation happens at taint time
76 PhysicsScene.ProcessTaints();
77
78 }
79
80 [TestFixtureTearDown]
81 public void TearDown()
82 {
83 if (PhysicsScene != null)
84 {
85 // The Dispose() will also free any physical objects in the scene
86 PhysicsScene.Dispose();
87 PhysicsScene = null;
88 }
89 }
90
91 // There is a 10x10x10 sphere at <100,100,50>
92 // Shoot rays around the sphere and verify it hits and doesn't hit
93 // TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
94 [TestCase(20f, 20f, 50f, 50f, 50f, 50f, true)] // in front to sphere
95 [TestCase(20f, 20f, 100f, 50f, 50f, 50f, true)] // from above to sphere
96 [TestCase(50f, 50f, 50f, 150f, 150f, 50f, true)] // through sphere
97 [TestCase(50f, 50f, 65f, 150f, 150f, 65f, false)] // pass over sphere
98 public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected) {
99 Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
100 Vector3 toPos = new Vector3(toX, toY, toZ);
101 Vector3 direction = toPos - fromPos;
102 float len = Vector3.Distance(fromPos, toPos);
103
104 List<ContactResult> results = PhysicsScene.RaycastWorld(fromPos, direction, len, 1);
105
106 if (expected) {
107 Assert.True(results.Count > 0);
108 }
109 else
110 {
111 Assert.False(results.Count > 0);
112 }
113 }
114 }
115} \ No newline at end of file