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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 OpenSim 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.Runtime.InteropServices;
using Axiom.Math;
using Ode.NET;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Physics.Manager;
using NUnit.Framework;
using NUnit.Framework.SyntaxHelpers;
namespace OpenSim.Region.Physics.OdePlugin
{
[TestFixture]
public class ODETestClass
{
private OdePlugin cbt;
private PhysicsScene ps;
private IMeshingPlugin imp;
[SetUp]
public void Initialize()
{
// Loading ODEPlugin
cbt = new OdePlugin();
// Loading Zero Mesher
imp = new ZeroMesherPlugin();
// Getting Physics Scene
ps = cbt.GetScene();
// Initializing Physics Scene.
ps.Initialise(imp.GetMesher());
float[] _heightmap = new float[256 * 256];
for (int i = 0; i<(256*256);i++)
{
_heightmap[i] = 21f;
}
ps.SetTerrain(_heightmap);
}
[TearDown]
public void Terminate()
{
ps.DeleteTerrain();
ps.Dispose();
}
[Test]
public void CreateAndDropPhysicalCube()
{
PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
PhysicsVector position = new PhysicsVector(128, 128, 128);
PhysicsVector size = new PhysicsVector(0.5f, 0.5f, 0.5f);
Quaternion rot = new Quaternion(1, 0, 0, 0);
PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
OdePrim oprim = (OdePrim)prim;
OdeScene pscene = (OdeScene) ps;
Assert.That(oprim.m_taintadd);
prim.LocalID = 5;
for (int i = 0; i < 38; i++)
{
ps.Simulate(0.133f);
Assert.That(oprim.prim_geom != (IntPtr)0);
Assert.That(oprim.m_targetSpace != (IntPtr)0);
//Assert.That(oprim.m_targetSpace == pscene.space);
Console.WriteLine("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
Assert.That(!oprim.m_taintadd);
Console.WriteLine("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
// Make sure we're above the ground
Assert.That(prim.Position.Z > 20f);
Console.WriteLine("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
// Make sure we've got a Body
Assert.That(oprim.Body != (IntPtr)0);
//Console.WriteLine(
}
// Make sure we're not somewhere above the ground
Assert.That(prim.Position.Z < 21.5f);
ps.RemovePrim(prim);
Assert.That(oprim.m_taintremove);
ps.Simulate(0.133f);
Assert.That(oprim.Body == (IntPtr)0);
}
}
}
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