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author | Justin Clark-Casey (justincc) | 2011-08-03 23:06:18 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-03 23:06:18 +0100 |
commit | 21d8a6b0e8f1480a5ac75ae4e76d01d4ae2fb13f (patch) | |
tree | ae6c73a8df0edc046c7af858db7e47ddd7682cfc /OpenSim/Region | |
parent | Add passing but incomplete NPC move regression test (diff) | |
download | opensim-SC_OLD-21d8a6b0e8f1480a5ac75ae4e76d01d4ae2fb13f.zip opensim-SC_OLD-21d8a6b0e8f1480a5ac75ae4e76d01d4ae2fb13f.tar.gz opensim-SC_OLD-21d8a6b0e8f1480a5ac75ae4e76d01d4ae2fb13f.tar.bz2 opensim-SC_OLD-21d8a6b0e8f1480a5ac75ae4e76d01d4ae2fb13f.tar.xz |
extend move test to check one beat of the simulator without actually asking the npc to move.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 12 |
2 files changed, 15 insertions, 5 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index 46e39ef..4e2b5f1 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | |||
@@ -87,7 +87,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests | |||
87 | public void TestMove() | 87 | public void TestMove() |
88 | { | 88 | { |
89 | TestHelper.InMethod(); | 89 | TestHelper.InMethod(); |
90 | log4net.Config.XmlConfigurator.Configure(); | 90 | // log4net.Config.XmlConfigurator.Configure(); |
91 | 91 | ||
92 | IConfigSource config = new IniConfigSource(); | 92 | IConfigSource config = new IniConfigSource(); |
93 | 93 | ||
@@ -106,6 +106,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests | |||
106 | ScenePresence npc = scene.GetScenePresence(npcId); | 106 | ScenePresence npc = scene.GetScenePresence(npcId); |
107 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | 107 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); |
108 | 108 | ||
109 | // For now, we'll make the scene presence fly to simplify this test, but this needs to change. | ||
110 | npc.PhysicsActor.Flying = true; | ||
111 | |||
112 | scene.Update(); | ||
113 | Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); | ||
114 | |||
109 | // Not yet complete | 115 | // Not yet complete |
110 | } | 116 | } |
111 | } | 117 | } |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 6c9d9ab..1ceed1a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -123,11 +123,15 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
123 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); | 123 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); |
124 | } | 124 | } |
125 | 125 | ||
126 | float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; | 126 | float terrainHeight = 0; |
127 | if (_heightMap != null) | ||
128 | terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X]; | ||
129 | |||
130 | float height = terrainHeight + actor.Size.Z; | ||
131 | |||
127 | if (actor.Flying) | 132 | if (actor.Flying) |
128 | { | 133 | { |
129 | if (actor.Position.Z + (actor.Velocity.Z*timeStep) < | 134 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) |
130 | _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) | ||
131 | { | 135 | { |
132 | actorPosition.Z = height; | 136 | actorPosition.Z = height; |
133 | actorVelocity.Z = 0; | 137 | actorVelocity.Z = 0; |
@@ -135,7 +139,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
135 | } | 139 | } |
136 | else | 140 | else |
137 | { | 141 | { |
138 | actorPosition.Z += actor.Velocity.Z*timeStep; | 142 | actorPosition.Z += actor.Velocity.Z * timeStep; |
139 | actor.IsColliding = false; | 143 | actor.IsColliding = false; |
140 | } | 144 | } |
141 | } | 145 | } |