/* * 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 { /// /// Tests for LSL_Api /// [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 = SceneSetupHelpers.SetupScene(); SceneObjectPart part = SceneSetupHelpers.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"); } } }