/* * 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 OpenSim 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.Collections.Generic; using NUnit.Framework; using OpenSim.Tests.Common; using OpenSim.Region.ScriptEngine.Shared; using OpenSim.Tests.Common.Setup; using OpenSim.Region.Framework.Scenes; using Nini.Config; using OpenSim.Region.ScriptEngine.Shared.Api; using OpenMetaverse; using System; namespace OpenSim.Region.ScriptEngine.Shared.Tests { /// /// Tests for LSL_Api /// [TestFixture] public class LSL_ApiTest { private const double ANGLE_ACCURACY_IN_RADIANS = 1E-7; private LSL_Api lslApi; [SetUp] public void SetUp() { IniConfigSource initConfigSource = new IniConfigSource(); IConfig config = initConfigSource.AddConfig("XEngine"); config.Set("Enabled", "true"); Scene scene = SceneSetupHelpers.SetupScene(); SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene); XEngine.XEngine engine = new XEngine.XEngine(); engine.Initialise(scene, initConfigSource); lslApi = new LSL_Api(); lslApi.Initialize(engine, part, part.LocalId, part.UUID); } [Test] public void TestllAngleBetween() { TestllAngleBetween(new Vector3(1, 0, 0), 0); TestllAngleBetween(new Vector3(1, 0, 0), 90); TestllAngleBetween(new Vector3(1, 0, 0), 180); TestllAngleBetween(new Vector3(1, 0, 0), 270); TestllAngleBetween(new Vector3(0, 1, 0), 0); TestllAngleBetween(new Vector3(0, 1, 0), 90); TestllAngleBetween(new Vector3(0, 1, 0), 180); TestllAngleBetween(new Vector3(0, 1, 0), 270); TestllAngleBetween(new Vector3(0, 0, 1), 0); TestllAngleBetween(new Vector3(0, 0, 1), 90); TestllAngleBetween(new Vector3(0, 0, 1), 180); TestllAngleBetween(new Vector3(0, 0, 1), 270); TestllAngleBetween(new Vector3(1, 1, 1), 0); TestllAngleBetween(new Vector3(1, 1, 1), 90); TestllAngleBetween(new Vector3(1, 1, 1), 180); TestllAngleBetween(new Vector3(1, 1, 1), 270); } private void TestllAngleBetween(Vector3 axis,float originalAngle) { Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0); Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle)); double deducedAngle = FromLslFloat(lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1))); Assert.Greater(deducedAngle, ToRadians(originalAngle) - ANGLE_ACCURACY_IN_RADIANS); Assert.Less(deducedAngle, ToRadians(originalAngle) + ANGLE_ACCURACY_IN_RADIANS); } #region Conversions to and from LSL_Types private float ToRadians(double degrees) { return (float)(Math.PI * degrees / 180); } private double FromRadians(float radians) { return radians * 180 / Math.PI; } private double FromLslFloat(LSL_Types.LSLFloat lslFloat) { return lslFloat.value; } private LSL_Types.LSLFloat ToLslFloat(double value) { return new LSL_Types.LSLFloat(value); } private Quaternion FromLslQuaternion(LSL_Types.Quaternion lslQuaternion) { return new Quaternion((float)lslQuaternion.x, (float)lslQuaternion.y, (float)lslQuaternion.z, (float)lslQuaternion.s); } private LSL_Types.Quaternion ToLslQuaternion(Quaternion quaternion) { return new LSL_Types.Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); } #endregion } }