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/*
* 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.Collections.Generic;
using NUnit.Framework;
using OpenSim.Tests.Common;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.Framework.Scenes;
using Nini.Config;
using OpenSim.Region.ScriptEngine.Shared.Api;
using OpenMetaverse;
using System;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.ScriptEngine.Shared.Tests
{
/// <summary>
/// Tests for LSL_Api
/// </summary>
[TestFixture, LongRunning]
public class LSL_ApiTest
{
private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6;
private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d;
private LSL_Api m_lslApi;
[SetUp]
public void SetUp()
{
IConfigSource initConfigSource = new IniConfigSource();
IConfig config = initConfigSource.AddConfig("XEngine");
config.Set("Enabled", "true");
Scene scene = SceneHelpers.SetupScene();
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
XEngine.XEngine engine = new XEngine.XEngine();
engine.Initialise(initConfigSource);
engine.AddRegion(scene);
m_lslApi = new LSL_Api();
m_lslApi.Initialize(engine, part, part.LocalId, part.UUID);
}
[Test]
public void TestllAngleBetween()
{
CheckllAngleBetween(new Vector3(1, 0, 0), 0);
CheckllAngleBetween(new Vector3(1, 0, 0), 90);
CheckllAngleBetween(new Vector3(1, 0, 0), 180);
CheckllAngleBetween(new Vector3(0, 1, 0), 0);
CheckllAngleBetween(new Vector3(0, 1, 0), 90);
CheckllAngleBetween(new Vector3(0, 1, 0), 180);
CheckllAngleBetween(new Vector3(0, 0, 1), 0);
CheckllAngleBetween(new Vector3(0, 0, 1), 90);
CheckllAngleBetween(new Vector3(0, 0, 1), 180);
CheckllAngleBetween(new Vector3(1, 1, 1), 0);
CheckllAngleBetween(new Vector3(1, 1, 1), 90);
CheckllAngleBetween(new Vector3(1, 1, 1), 180);
}
private void CheckllAngleBetween(Vector3 axis,float originalAngle)
{
Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0);
Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle));
double deducedAngle = FromLslFloat(m_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
[Test]
// llRot2Euler test.
public void TestllRot2Euler()
{
// 180, 90 and zero degree rotations.
CheckllRot2Euler(new LSL_Types.Quaternion(1.0f, 0.0f, 0.0f, 0.0f), new LSL_Types.Vector3(Math.PI, 0.0f, 0.0f));
CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 1.0f, 0.0f, 0.0f), new LSL_Types.Vector3(Math.PI, 0.0f, Math.PI));
CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 0.0f, 1.0f, 0.0f), new LSL_Types.Vector3(0.0f, 0.0f, Math.PI));
CheckllRot2Euler(new LSL_Types.Quaternion(0.0f, 0.0f, 0.0f, 1.0f), new LSL_Types.Vector3(0.0f, 0.0f, 0.0f));
CheckllRot2Euler(new LSL_Types.Quaternion(-0.5f, -0.5f, 0.5f, 0.5f), new LSL_Types.Vector3(0, -Math.PI / 2.0f, Math.PI / 2.0f));
CheckllRot2Euler(new LSL_Types.Quaternion(-0.707107f, 0.0f, 0.0f, -0.707107f), new LSL_Types.Vector3(Math.PI / 2.0f, 0.0f, 0.0f));
// A couple of messy rotations.
CheckllRot2Euler(new LSL_Types.Quaternion(1.0f, 5.651f, -3.1f, 67.023f), new LSL_Types.Vector3(0.037818f, 0.166447f, -0.095595f));
CheckllRot2Euler(new LSL_Types.Quaternion(0.719188f, -0.408934f, -0.363998f, -0.427841f), new LSL_Types.Vector3(-1.954769f, -0.174533f, 1.151917f));
}
private void CheckllRot2Euler(LSL_Types.Quaternion rot, LSL_Types.Vector3 eulerCheck)
{
// Call LSL function to convert quaternion rotaion to euler radians.
LSL_Types.Vector3 eulerCalc = m_lslApi.llRot2Euler(rot);
// Check upper and lower bounds of x, y and z.
// This type of check is performed as opposed to comparing for equal numbers, in order to allow slight
// differences in accuracy.
Assert.Greater(eulerCalc.x, eulerCheck.x - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler X lower bounds check fail");
Assert.Less(eulerCalc.x, eulerCheck.x + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler X upper bounds check fail");
Assert.Greater(eulerCalc.y, eulerCheck.y - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Y lower bounds check fail");
Assert.Less(eulerCalc.y, eulerCheck.y + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Y upper bounds check fail");
Assert.Greater(eulerCalc.z, eulerCheck.z - ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z lower bounds check fail");
Assert.Less(eulerCalc.z, eulerCheck.z + ANGLE_ACCURACY_IN_RADIANS, "TestllRot2Euler Z upper bounds check fail");
}
[Test]
// llVecNorm test.
public void TestllVecNorm()
{
// Check special case for normalizing zero vector.
CheckllVecNorm(new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), new LSL_Types.Vector3(0.0d, 0.0d, 0.0d));
// Check various vectors.
CheckllVecNorm(new LSL_Types.Vector3(10.0d, 25.0d, 0.0d), new LSL_Types.Vector3(0.371391d, 0.928477d, 0.0d));
CheckllVecNorm(new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), new LSL_Types.Vector3(1.0d, 0.0d, 0.0d));
CheckllVecNorm(new LSL_Types.Vector3(-90.0d, 55.0d, 2.0d), new LSL_Types.Vector3(-0.853128d, 0.521356d, 0.018958d));
CheckllVecNorm(new LSL_Types.Vector3(255.0d, 255.0d, 255.0d), new LSL_Types.Vector3(0.577350d, 0.577350d, 0.577350d));
}
public void CheckllVecNorm(LSL_Types.Vector3 vec, LSL_Types.Vector3 vecNormCheck)
{
// Call LSL function to normalize the vector.
LSL_Types.Vector3 vecNorm = m_lslApi.llVecNorm(vec);
// Check each vector component against expected result.
Assert.AreEqual(vecNorm.x, vecNormCheck.x, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on x component");
Assert.AreEqual(vecNorm.y, vecNormCheck.y, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on y component");
Assert.AreEqual(vecNorm.z, vecNormCheck.z, VECTOR_COMPONENT_ACCURACY, "TestllVecNorm vector check fail on z component");
}
}
}
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