diff options
author | Robert Adams | 2013-01-28 17:08:34 -0800 |
---|---|---|
committer | Robert Adams | 2013-01-28 17:08:34 -0800 |
commit | 531d0429d1cc49a1959f6f7a0028ed3111dd6bd4 (patch) | |
tree | b9942c3d26fd293c7b74e57c74357512efc60a79 | |
parent | BulletSim: do not zero an avatar's standing velocity if it is standing (diff) | |
download | opensim-SC_OLD-531d0429d1cc49a1959f6f7a0028ed3111dd6bd4.zip opensim-SC_OLD-531d0429d1cc49a1959f6f7a0028ed3111dd6bd4.tar.gz opensim-SC_OLD-531d0429d1cc49a1959f6f7a0028ed3111dd6bd4.tar.bz2 opensim-SC_OLD-531d0429d1cc49a1959f6f7a0028ed3111dd6bd4.tar.xz |
BulletSim: first unit test: vehicle angular attraction
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 32 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 181 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs | 2 | ||||
-rw-r--r-- | prebuild.xml | 2 |
6 files changed, 152 insertions, 79 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 94194b0..05a0dcc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -125,9 +125,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
126 | 126 | ||
127 | // For debugging, flags to turn on and off individual corrections. | 127 | // For debugging, flags to turn on and off individual corrections. |
128 | private bool enableAngularVerticalAttraction; | 128 | public bool enableAngularVerticalAttraction; |
129 | private bool enableAngularDeflection; | 129 | public bool enableAngularDeflection; |
130 | private bool enableAngularBanking; | 130 | public bool enableAngularBanking; |
131 | 131 | ||
132 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 132 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
133 | { | 133 | { |
@@ -165,7 +165,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
165 | } | 165 | } |
166 | 166 | ||
167 | #region Vehicle parameter setting | 167 | #region Vehicle parameter setting |
168 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 168 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
169 | { | 169 | { |
170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); |
171 | switch (pParam) | 171 | switch (pParam) |
@@ -677,13 +677,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
677 | private const int m_knownChangedWaterLevel = 1 << 9; | 677 | private const int m_knownChangedWaterLevel = 1 << 9; |
678 | private const int m_knownChangedForwardVelocity = 1 <<10; | 678 | private const int m_knownChangedForwardVelocity = 1 <<10; |
679 | 679 | ||
680 | private void ForgetKnownVehicleProperties() | 680 | public void ForgetKnownVehicleProperties() |
681 | { | 681 | { |
682 | m_knownHas = 0; | 682 | m_knownHas = 0; |
683 | m_knownChanged = 0; | 683 | m_knownChanged = 0; |
684 | } | 684 | } |
685 | // Push all the changed values back into the physics engine | 685 | // Push all the changed values back into the physics engine |
686 | private void PushKnownChanged() | 686 | public void PushKnownChanged() |
687 | { | 687 | { |
688 | if (m_knownChanged != 0) | 688 | if (m_knownChanged != 0) |
689 | { | 689 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 998836c..2b0a539 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -73,7 +73,7 @@ public sealed class BSPrim : BSPhysObject | |||
73 | private bool _kinematic; | 73 | private bool _kinematic; |
74 | private float _buoyancy; | 74 | private float _buoyancy; |
75 | 75 | ||
76 | private BSDynamics _vehicle; | 76 | public BSDynamics VehicleController { get; private set; } |
77 | 77 | ||
78 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
79 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -107,7 +107,7 @@ public sealed class BSPrim : BSPhysObject | |||
107 | _friction = PhysicsScene.Params.defaultFriction; | 107 | _friction = PhysicsScene.Params.defaultFriction; |
108 | _restitution = PhysicsScene.Params.defaultRestitution; | 108 | _restitution = PhysicsScene.Params.defaultRestitution; |
109 | 109 | ||
110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | 110 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness |
111 | 111 | ||
112 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
113 | 113 | ||
@@ -512,7 +512,7 @@ public sealed class BSPrim : BSPhysObject | |||
512 | 512 | ||
513 | public override int VehicleType { | 513 | public override int VehicleType { |
514 | get { | 514 | get { |
515 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 515 | return (int)VehicleController.Type; // if we are a vehicle, return that type |
516 | } | 516 | } |
517 | set { | 517 | set { |
518 | Vehicle type = (Vehicle)value; | 518 | Vehicle type = (Vehicle)value; |
@@ -521,19 +521,19 @@ public sealed class BSPrim : BSPhysObject | |||
521 | { | 521 | { |
522 | // Done at taint time so we're sure the physics engine is not using the variables | 522 | // Done at taint time so we're sure the physics engine is not using the variables |
523 | // Vehicle code changes the parameters for this vehicle type. | 523 | // Vehicle code changes the parameters for this vehicle type. |
524 | _vehicle.ProcessTypeChange(type); | 524 | VehicleController.ProcessTypeChange(type); |
525 | ActivateIfPhysical(false); | 525 | ActivateIfPhysical(false); |
526 | 526 | ||
527 | // If an active vehicle, register the vehicle code to be called before each step | 527 | // If an active vehicle, register the vehicle code to be called before each step |
528 | if (_vehicle.Type == Vehicle.TYPE_NONE) | 528 | if (VehicleController.Type == Vehicle.TYPE_NONE) |
529 | { | 529 | { |
530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | 530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); |
531 | PhysicsScene.AfterStep -= _vehicle.PostStep; | 531 | PhysicsScene.AfterStep -= VehicleController.PostStep; |
532 | } | 532 | } |
533 | else | 533 | else |
534 | { | 534 | { |
535 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | 535 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); |
536 | PhysicsScene.AfterStep += _vehicle.PostStep; | 536 | PhysicsScene.AfterStep += VehicleController.PostStep; |
537 | } | 537 | } |
538 | }); | 538 | }); |
539 | } | 539 | } |
@@ -542,7 +542,7 @@ public sealed class BSPrim : BSPhysObject | |||
542 | { | 542 | { |
543 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 543 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
544 | { | 544 | { |
545 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 545 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); |
546 | ActivateIfPhysical(false); | 546 | ActivateIfPhysical(false); |
547 | }); | 547 | }); |
548 | } | 548 | } |
@@ -550,7 +550,7 @@ public sealed class BSPrim : BSPhysObject | |||
550 | { | 550 | { |
551 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 551 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
552 | { | 552 | { |
553 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 553 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); |
554 | ActivateIfPhysical(false); | 554 | ActivateIfPhysical(false); |
555 | }); | 555 | }); |
556 | } | 556 | } |
@@ -558,7 +558,7 @@ public sealed class BSPrim : BSPhysObject | |||
558 | { | 558 | { |
559 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
560 | { | 560 | { |
561 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 561 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); |
562 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
563 | }); | 563 | }); |
564 | } | 564 | } |
@@ -566,7 +566,7 @@ public sealed class BSPrim : BSPhysObject | |||
566 | { | 566 | { |
567 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
568 | { | 568 | { |
569 | _vehicle.ProcessVehicleFlags(param, remove); | 569 | VehicleController.ProcessVehicleFlags(param, remove); |
570 | }); | 570 | }); |
571 | } | 571 | } |
572 | 572 | ||
@@ -747,7 +747,7 @@ public sealed class BSPrim : BSPhysObject | |||
747 | // isSolid: other objects bounce off of this object | 747 | // isSolid: other objects bounce off of this object |
748 | // isVolumeDetect: other objects pass through but can generate collisions | 748 | // isVolumeDetect: other objects pass through but can generate collisions |
749 | // collisionEvents: whether this object returns collision events | 749 | // collisionEvents: whether this object returns collision events |
750 | private void UpdatePhysicalParameters() | 750 | public void UpdatePhysicalParameters() |
751 | { | 751 | { |
752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | 752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); |
753 | 753 | ||
@@ -759,7 +759,7 @@ public sealed class BSPrim : BSPhysObject | |||
759 | MakeDynamic(IsStatic); | 759 | MakeDynamic(IsStatic); |
760 | 760 | ||
761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
762 | _vehicle.Refresh(); | 762 | VehicleController.Refresh(); |
763 | 763 | ||
764 | // Arrange for collision events if the simulator wants them | 764 | // Arrange for collision events if the simulator wants them |
765 | EnableCollisions(SubscribedEvents()); | 765 | EnableCollisions(SubscribedEvents()); |
@@ -1601,7 +1601,7 @@ public sealed class BSPrim : BSPhysObject | |||
1601 | // Remove all the physical dependencies on the old body. | 1601 | // Remove all the physical dependencies on the old body. |
1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1603 | Linkset.RemoveBodyDependencies(this); | 1603 | Linkset.RemoveBodyDependencies(this); |
1604 | _vehicle.RemoveBodyDependencies(this); | 1604 | VehicleController.RemoveBodyDependencies(this); |
1605 | }); | 1605 | }); |
1606 | 1606 | ||
1607 | // Make sure the properties are set on the new object | 1607 | // Make sure the properties are set on the new object |
@@ -1618,7 +1618,7 @@ public sealed class BSPrim : BSPhysObject | |||
1618 | { | 1618 | { |
1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | 1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | 1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1621 | if (_vehicle.IsActive) | 1621 | if (VehicleController.IsActive) |
1622 | { | 1622 | { |
1623 | entprop.RotationalVelocity = OMV.Vector3.Zero; | 1623 | entprop.RotationalVelocity = OMV.Vector3.Zero; |
1624 | } | 1624 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index b23be91..a4690ba 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -855,7 +855,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
855 | { | 855 | { |
856 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | 856 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); |
857 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | 857 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); |
858 | Util.PrintCallStack(DetailLog); | 858 | // Util.PrintCallStack(DetailLog); |
859 | } | 859 | } |
860 | return InTaintTime; | 860 | return InTaintTime; |
861 | } | 861 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 41ef67b..5900103 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -1,56 +1,127 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Linq; | 30 | using System.Linq; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | using NUnit.Framework; | 33 | using NUnit.Framework; |
34 | using log4net; | 34 | using log4net; |
35 | 35 | ||
36 | using OpenSim.Tests.Common; | 36 | using OpenSim.Framework; |
37 | 37 | using OpenSim.Region.Physics.BulletSPlugin; | |
38 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests | 38 | using OpenSim.Region.Physics.Manager; |
39 | { | 39 | using OpenSim.Tests.Common; |
40 | [TestFixture] | 40 | |
41 | public class BasicVehicles : OpenSimTestCase | 41 | using OpenMetaverse; |
42 | { | 42 | |
43 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 | 43 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests |
44 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | 44 | { |
45 | 45 | [TestFixture] | |
46 | [TestFixtureSetUp] | 46 | public class BasicVehicles : OpenSimTestCase |
47 | public void Init() | 47 | { |
48 | { | 48 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 |
49 | } | 49 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 |
50 | 50 | ||
51 | [TestFixtureTearDown] | 51 | BSScene PhysicsScene { get; set; } |
52 | public void TearDown() | 52 | BSPrim TestVehicle { get; set; } |
53 | { | 53 | Vector3 TestVehicleInitPosition { get; set; } |
54 | } | 54 | float timeStep = 0.089f; |
55 | } | 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 | } | ||
56 | } \ No newline at end of file | 127 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs index e7657f9..215e92f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs | |||
@@ -47,7 +47,7 @@ public static class BulletSimTestsUtil | |||
47 | public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides) | 47 | public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides) |
48 | { | 48 | { |
49 | IConfigSource openSimINI = new IniConfigSource(); | 49 | IConfigSource openSimINI = new IniConfigSource(); |
50 | IConfig startupConfig = openSimINI.AddConfig("StartUp"); | 50 | IConfig startupConfig = openSimINI.AddConfig("Startup"); |
51 | startupConfig.Set("physics", "BulletSim"); | 51 | startupConfig.Set("physics", "BulletSim"); |
52 | startupConfig.Set("meshing", "Meshmerizer"); | 52 | startupConfig.Set("meshing", "Meshmerizer"); |
53 | startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps | 53 | startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps |
diff --git a/prebuild.xml b/prebuild.xml index 24299ff..329ff73 100644 --- a/prebuild.xml +++ b/prebuild.xml | |||
@@ -3378,6 +3378,8 @@ | |||
3378 | <Reference name="Nini" path="../../../../../bin/"/> | 3378 | <Reference name="Nini" path="../../../../../bin/"/> |
3379 | <Reference name="log4net" path="../../../../../bin/"/> | 3379 | <Reference name="log4net" path="../../../../../bin/"/> |
3380 | <Reference name="nunit.framework" path="../../../../../bin/"/> | 3380 | <Reference name="nunit.framework" path="../../../../../bin/"/> |
3381 | <Reference name="OpenMetaverse" path="../../../../../bin/"/> | ||
3382 | <Reference name="OpenMetaverseTypes" path="../../../../../bin/"/> | ||
3381 | <Reference name="OpenSim.Framework"/> | 3383 | <Reference name="OpenSim.Framework"/> |
3382 | <Reference name="OpenSim.Tests.Common"/> | 3384 | <Reference name="OpenSim.Tests.Common"/> |
3383 | <Reference name="OpenSim.Region.CoreModules"/> | 3385 | <Reference name="OpenSim.Region.CoreModules"/> |