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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;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Framework.Scenes.Tests
{
[TestFixture]
public class ScenePresenceAutopilotTests : OpenSimTestCase
{
private TestScene m_scene;
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
Util.FireAndForgetMethod = FireAndForgetMethod.None;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten not to worry about such things.
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
[SetUp]
public void Init()
{
m_scene = new SceneHelpers().SetupScene();
}
[Test]
public void TestMove()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
Vector3 startPos = sp.AbsolutePosition;
// Vector3 startPos = new Vector3(128, 128, 30);
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
sp.Flying = true;
m_scene.Update(1);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
m_scene.Update(10);
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE));
// Try a second movement
startPos = sp.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
sp.MoveToTarget(targetPos, false, false);
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
Assert.That(
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
m_scene.Update(1);
// We should really check the exact figure.
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X));
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
m_scene.Update(10);
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos));
}
}
}
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