/* * 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.PhysicsModule.BulletS; using OpenSim.Region.PhysicsModules.SharedBase; using OpenSim.Tests.Common; using OpenMetaverse; namespace OpenSim.Region.PhysicsModule.BulletS.Tests { [TestFixture] public class BulletSimRaycast : 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; } BSPrim _targetSphere { get; set; } Vector3 _targetSpherePosition { get; set; } float _simulationTimeStep = 0.089f; uint _targetLocalID = 123; [TestFixtureSetUp] public void Init() { Dictionary engineParams = new Dictionary(); engineParams.Add("UseBulletRaycast", "true"); _physicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); Vector3 pos = new Vector3(100.0f, 100.0f, 50f); _targetSpherePosition = pos; Vector3 size = new Vector3(10f, 10f, 10f); pbs.Scale = size; Quaternion rot = Quaternion.Identity; bool isPhys = false; _physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID); _targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID]; // The actual prim shape creation happens at taint time _physicsScene.ProcessTaints(); } [TestFixtureTearDown] public void TearDown() { if (_physicsScene != null) { // The Dispose() will also free any physical objects in the scene _physicsScene.Dispose(); _physicsScene = null; } } // There is a 10x10x10 sphere at <100,100,50> // Shoot rays around the sphere and verify it hits and doesn't hit // TestCase parameters are of start and of end and expected result [TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")] [TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")] [TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")] [TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")] [TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")] [TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")] public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) { Vector3 fromPos = new Vector3(fromX, fromY, fromZ); Vector3 toPos = new Vector3(toX, toY, toZ); Vector3 direction = toPos - fromPos; float len = Vector3.Distance(fromPos, toPos); List results = _physicsScene.RaycastWorld(fromPos, direction, len, 1); if (expected) { // The test coordinates should generate a hit Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to."); Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result."); Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target"); } else { // The test coordinates should not generate a hit if (results.Count > 0) { Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString()); } } } } }