/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using NUnit.Framework; using log4net; using OpenSim.Framework; using OpenSim.Region.Physics.BulletSPlugin; using OpenSim.Region.Physics.Manager; using OpenSim.Tests.Common; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin.Tests { [TestFixture] public class HullCreation : OpenSimTestCase { // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 BSScene PhysicsScene { get; set; } Vector3 ObjectInitPosition; [TestFixtureSetUp] public void Init() { } [TestFixtureTearDown] public void TearDown() { if (PhysicsScene != null) { // The Dispose() will also free any physical objects in the scene PhysicsScene.Dispose(); PhysicsScene = null; } } [TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */ public void GeomHullConvexDecomp( int maxDepthSplit, int maxDepthSplitForSimpleShapes, float concavityThresholdPercent, float volumeConservationThresholdPercent, int maxVertices, float maxSkinWidth) { // Setup the physics engine to use the C# version of convex decomp Dictionary engineParams = new Dictionary(); engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects engineParams.Add("ShouldRemoveZeroWidthTriangles", "true"); engineParams.Add("ShouldUseBulletHACD", "false"); engineParams.Add("ShouldUseSingleConvexHullForPrims", "true"); engineParams.Add("ShouldUseGImpactShapeForPrims", "false"); engineParams.Add("ShouldUseAssetHulls", "true"); engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString()); engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString()); engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString()); engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString()); engineParams.Add("CSHullMaxVertices", maxVertices.ToString()); engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString()); PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); PrimitiveBaseShape pbs; Vector3 pos; Vector3 size; Quaternion rot; bool isPhys; // Cylinder pbs = PrimitiveBaseShape.CreateCylinder(); pos = new Vector3(100.0f, 100.0f, 0f); pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; ObjectInitPosition = pos; size = new Vector3(2f, 2f, 2f); pbs.Scale = size; rot = Quaternion.Identity; isPhys = true; uint cylinderLocalID = 123; PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID); BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID]; // Hollow Cylinder pbs = PrimitiveBaseShape.CreateCylinder(); pbs.ProfileHollow = (ushort)(0.70f * 50000); pos = new Vector3(110.0f, 110.0f, 0f); pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; ObjectInitPosition = pos; size = new Vector3(2f, 2f, 2f); pbs.Scale = size; rot = Quaternion.Identity; isPhys = true; uint hollowCylinderLocalID = 124; PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID); BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID]; // Torus // ProfileCurve = Circle, PathCurve = Curve1 pbs = PrimitiveBaseShape.CreateSphere(); pbs.ProfileShape = (byte)ProfileShape.Circle; pbs.PathCurve = (byte)Extrusion.Curve1; pbs.PathScaleX = 100; // default hollow info as set in the viewer pbs.PathScaleY = (int)(.25f / 0.01f) + 200; pos = new Vector3(120.0f, 120.0f, 0f); pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f; ObjectInitPosition = pos; size = new Vector3(2f, 4f, 4f); pbs.Scale = size; rot = Quaternion.Identity; isPhys = true; uint torusLocalID = 125; PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID); BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID]; // The actual prim shape creation happens at taint time PhysicsScene.ProcessTaints(); // Check out the created hull shapes and report their characteristics ReportShapeGeom(primTypeCylinder); ReportShapeGeom(primTypeHollowCylinder); ReportShapeGeom(primTypeTorus); } [TestCase] public void GeomHullBulletHACD() { // Cylinder // Hollow Cylinder // Torus } private void ReportShapeGeom(BSPrim prim) { if (prim != null) { if (prim.PhysShape.HasPhysicalShape) { BSShape physShape = prim.PhysShape; string shapeType = physShape.GetType().ToString(); switch (shapeType) { case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative": BSShapeNative nShape = physShape as BSShapeNative; prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); break; case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh": BSShapeMesh mShape = physShape as BSShapeMesh; prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo); break; case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull": // BSShapeHull hShape = physShape as BSShapeHull; // prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo); break; case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull": BSShapeConvexHull chShape = physShape as BSShapeConvexHull; prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo); break; case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound": BSShapeCompound cShape = physShape as BSShapeCompound; prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); break; default: prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType); break; } } } } } }