more source indentation fix

This commit is contained in:
UbitUmarov
2022-03-14 18:50:53 +00:00
parent 3631018a7e
commit 3dcb77c7b7
5 changed files with 320 additions and 328 deletions

View File

@@ -25,13 +25,9 @@
* 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;
@@ -42,115 +38,115 @@ using OpenMetaverse;
namespace OpenSim.Region.PhysicsModule.BulletS.Tests
{
[TestFixture]
public class BasicVehicles : 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 TestVehicle { get; set; }
Vector3 TestVehicleInitPosition { get; set; }
float simulationTimeStep = 0.089f;
[TestFixtureSetUp]
public void Init()
[TestFixture]
public class BasicVehicles : OpenSimTestCase
{
Dictionary<string, string> engineParams = new Dictionary<string, string>();
engineParams.Add("VehicleEnableAngularVerticalAttraction", "true");
engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1");
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
// 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
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
TestVehicleInitPosition = pos;
Vector3 size = new Vector3(1f, 1f, 1f);
pbs.Scale = size;
Quaternion rot = Quaternion.Identity;
bool isPhys = false;
uint localID = 123;
BSScene PhysicsScene { get; set; }
BSPrim TestVehicle { get; set; }
Vector3 TestVehicleInitPosition { get; set; }
float simulationTimeStep = 0.089f;
PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
}
[TestFixtureTearDown]
public void TearDown()
{
if (PhysicsScene != null)
[TestFixtureSetUp]
public void Init()
{
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
Dictionary<string, string> engineParams = new Dictionary<string, string>();
engineParams.Add("VehicleEnableAngularVerticalAttraction", "true");
engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1");
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
[TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
// [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
// [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
// [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
// [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
// [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
// [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
{
// Enough simulation steps to cover the timescale the operation should take
int simSteps = (int)(timeScale / simulationTimeStep) + 1;
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
TestVehicleInitPosition = pos;
Vector3 size = new Vector3(1f, 1f, 1f);
pbs.Scale = size;
Quaternion rot = Quaternion.Identity;
bool isPhys = false;
uint localID = 123;
// Tip the vehicle
Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
TestVehicle.Orientation = initOrientation;
TestVehicle.Position = TestVehicleInitPosition;
// The vehicle controller is not enabled directly (by setting a vehicle type).
// Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature.
BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null)
{
vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
// vehicleActor.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true;
PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++)
{
vehicleActor.ForgetKnownVehicleProperties();
vehicleActor.ComputeAngularVerticalAttraction();
vehicleActor.PushKnownChanged();
}
PhysicsScene.Simulate(simulationTimeStep);
[TestFixtureTearDown]
public void TearDown()
{
if (PhysicsScene != null)
{
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
TestVehicle.IsPhysical = false;
PhysicsScene.ProcessTaints();
[TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
[TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
[TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
// [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
// [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
// [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
// [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
// [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
// [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
// [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
{
// Enough simulation steps to cover the timescale the operation should take
int simSteps = (int)(timeScale / simulationTimeStep) + 1;
// After these steps, the vehicle should be upright
/*
float finalRoll, finalPitch, finalYaw;
TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
*/
// Tip the vehicle
Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
TestVehicle.Orientation = initOrientation;
Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
TestVehicle.Position = TestVehicleInitPosition;
// The vehicle controller is not enabled directly (by setting a vehicle type).
// Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature.
BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null)
{
vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
// vehicleActor.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true;
PhysicsScene.ProcessTaints();
// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++)
{
vehicleActor.ForgetKnownVehicleProperties();
vehicleActor.ComputeAngularVerticalAttraction();
vehicleActor.PushKnownChanged();
PhysicsScene.Simulate(simulationTimeStep);
}
}
TestVehicle.IsPhysical = false;
PhysicsScene.ProcessTaints();
// After these steps, the vehicle should be upright
/*
float finalRoll, finalPitch, finalYaw;
TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
*/
Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
}
}
}
}

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@@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@@ -25,32 +25,26 @@
* 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.Tests.Common;
namespace OpenSim.Region.PhysicsModule.BulletS.Tests
{
[TestFixture]
public class BulletSimTests : 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
[TestFixtureSetUp]
public void Init()
[TestFixture]
public class BulletSimTests : 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
[TestFixtureTearDown]
public void TearDown()
{
[TestFixtureSetUp]
public void Init()
{
}
[TestFixtureTearDown]
public void TearDown()
{
}
}
}
}

View File

@@ -41,69 +41,69 @@ using OpenMetaverse;
namespace OpenSim.Region.PhysicsModule.BulletS.Tests
{
// Utility functions for building up and tearing down the sample physics environments
public static class BulletSimTestsUtil
{
// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
// May be 'null' if there are no overrides.
public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
// Utility functions for building up and tearing down the sample physics environments
public static class BulletSimTestsUtil
{
IConfigSource openSimINI = new IniConfigSource();
IConfig startupConfig = openSimINI.AddConfig("Startup");
startupConfig.Set("physics", "BulletSim");
startupConfig.Set("meshing", "Meshmerizer");
startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
// bulletSimConfig.Set("BulletEngine", "BulletXNA");
bulletSimConfig.Set("MeshSculptedPrim", "false");
bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
if (paramOverrides != null)
// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
// May be 'null' if there are no overrides.
public static BSScene CreateBasicPhysicsEngine(Dictionary<string, string> paramOverrides)
{
foreach (KeyValuePair<string, string> kvp in paramOverrides)
IConfigSource openSimINI = new IniConfigSource();
IConfig startupConfig = openSimINI.AddConfig("Startup");
startupConfig.Set("physics", "BulletSim");
startupConfig.Set("meshing", "Meshmerizer");
startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
// bulletSimConfig.Set("BulletEngine", "BulletXNA");
bulletSimConfig.Set("MeshSculptedPrim", "false");
bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
if (paramOverrides != null)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
foreach (KeyValuePair<string, string> kvp in paramOverrides)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
}
}
// If a special directory exists, put detailed logging therein.
// This allows local testing/debugging without having to worry that the build engine will output logs.
if (Directory.Exists("physlogs"))
{
bulletSimConfig.Set("PhysicsLoggingDir", "./physlogs");
bulletSimConfig.Set("PhysicsLoggingEnabled", "True");
bulletSimConfig.Set("PhysicsLoggingDoFlush", "True");
bulletSimConfig.Set("VehicleLoggingEnabled", "True");
}
Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
RegionInfo info = new RegionInfo();
info.RegionName = "BSTestRegion";
info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer();
INonSharedRegionModule mod = mesher as INonSharedRegionModule;
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
BSScene pScene = new BSScene();
mod = (pScene as INonSharedRegionModule);
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
// In the future, add a fake asset fetcher to get meshes and sculpts.
// bsScene.RequestAssetMethod = ???;
return pScene;
}
// If a special directory exists, put detailed logging therein.
// This allows local testing/debugging without having to worry that the build engine will output logs.
if (Directory.Exists("physlogs"))
{
bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
bulletSimConfig.Set("PhysicsLoggingEnabled","True");
bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
bulletSimConfig.Set("VehicleLoggingEnabled","True");
}
Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
RegionInfo info = new RegionInfo();
info.RegionName = "BSTestRegion";
info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer();
INonSharedRegionModule mod = mesher as INonSharedRegionModule;
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
BSScene pScene = new BSScene();
mod = (pScene as INonSharedRegionModule);
mod.Initialise(openSimINI);
mod.AddRegion(scene);
mod.RegionLoaded(scene);
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
// In the future, add a fake asset fetcher to get meshes and sculpts.
// bsScene.RequestAssetMethod = ???;
return pScene;
}
}
}

View File

@@ -42,164 +42,164 @@ using OpenMetaverse;
namespace OpenSim.Region.PhysicsModule.BulletS.Tests
{
[TestFixture]
public class HullCreation : 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; }
Vector3 ObjectInitPosition;
[TestFixtureSetUp]
public void Init()
[TestFixture]
public class HullCreation : 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; }
Vector3 ObjectInitPosition;
[TestFixtureTearDown]
public void TearDown()
{
if (PhysicsScene != null)
[TestFixtureSetUp]
public void Init()
{
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
[TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */
public void GeomHullConvexDecomp( int maxDepthSplit,
int maxDepthSplitForSimpleShapes,
float concavityThresholdPercent,
float volumeConservationThresholdPercent,
int maxVertices,
float maxSkinWidth)
{
// Setup the physics engine to use the C# version of convex decomp
Dictionary<string, string> engineParams = new Dictionary<string, string>();
engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
engineParams.Add("ShouldUseBulletHACD", "false");
engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
engineParams.Add("ShouldUseAssetHulls", "true");
engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
PrimitiveBaseShape pbs;
Vector3 pos;
Vector3 size;
Quaternion rot;
bool isPhys;
// Cylinder
pbs = PrimitiveBaseShape.CreateCylinder();
pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 2f, 2f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint cylinderLocalID = 123;
PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];
// Hollow Cylinder
pbs = PrimitiveBaseShape.CreateCylinder();
pbs.ProfileHollow = (ushort)(0.70f * 50000);
pos = new Vector3(110.0f, 110.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 2f, 2f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint hollowCylinderLocalID = 124;
PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];
// Torus
// ProfileCurve = Circle, PathCurve = Curve1
pbs = PrimitiveBaseShape.CreateSphere();
pbs.ProfileShape = (byte)ProfileShape.Circle;
pbs.PathCurve = (byte)Extrusion.Curve1;
pbs.PathScaleX = 100; // default hollow info as set in the viewer
pbs.PathScaleY = (int)(.25f / 0.01f) + 200;
pos = new Vector3(120.0f, 120.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 4f, 4f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint torusLocalID = 125;
PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
// Check out the created hull shapes and report their characteristics
ReportShapeGeom(primTypeCylinder);
ReportShapeGeom(primTypeHollowCylinder);
ReportShapeGeom(primTypeTorus);
}
[TestCase]
public void GeomHullBulletHACD()
{
// Cylinder
// Hollow Cylinder
// Torus
}
private void ReportShapeGeom(BSPrim prim)
{
if (prim != null)
[TestFixtureTearDown]
public void TearDown()
{
if (prim.PhysShape.HasPhysicalShape)
if (PhysicsScene != null)
{
BSShape physShape = prim.PhysShape;
string shapeType = physShape.GetType().ToString();
switch (shapeType)
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
[TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */
public void GeomHullConvexDecomp(int maxDepthSplit,
int maxDepthSplitForSimpleShapes,
float concavityThresholdPercent,
float volumeConservationThresholdPercent,
int maxVertices,
float maxSkinWidth)
{
// Setup the physics engine to use the C# version of convex decomp
Dictionary<string, string> engineParams = new Dictionary<string, string>();
engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
engineParams.Add("ShouldUseBulletHACD", "false");
engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
engineParams.Add("ShouldUseAssetHulls", "true");
engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
PrimitiveBaseShape pbs;
Vector3 pos;
Vector3 size;
Quaternion rot;
bool isPhys;
// Cylinder
pbs = PrimitiveBaseShape.CreateCylinder();
pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 2f, 2f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint cylinderLocalID = 123;
PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];
// Hollow Cylinder
pbs = PrimitiveBaseShape.CreateCylinder();
pbs.ProfileHollow = (ushort)(0.70f * 50000);
pos = new Vector3(110.0f, 110.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 2f, 2f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint hollowCylinderLocalID = 124;
PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];
// Torus
// ProfileCurve = Circle, PathCurve = Curve1
pbs = PrimitiveBaseShape.CreateSphere();
pbs.ProfileShape = (byte)ProfileShape.Circle;
pbs.PathCurve = (byte)Extrusion.Curve1;
pbs.PathScaleX = 100; // default hollow info as set in the viewer
pbs.PathScaleY = (int)(.25f / 0.01f) + 200;
pos = new Vector3(120.0f, 120.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
ObjectInitPosition = pos;
size = new Vector3(2f, 4f, 4f);
pbs.Scale = size;
rot = Quaternion.Identity;
isPhys = true;
uint torusLocalID = 125;
PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
// Check out the created hull shapes and report their characteristics
ReportShapeGeom(primTypeCylinder);
ReportShapeGeom(primTypeHollowCylinder);
ReportShapeGeom(primTypeTorus);
}
[TestCase]
public void GeomHullBulletHACD()
{
// Cylinder
// Hollow Cylinder
// Torus
}
private void ReportShapeGeom(BSPrim prim)
{
if (prim != null)
{
if (prim.PhysShape.HasPhysicalShape)
{
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
BSShapeNative nShape = physShape as BSShapeNative;
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
BSShapeMesh mShape = physShape as BSShapeMesh;
prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
// BSShapeHull hShape = physShape as BSShapeHull;
// prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
BSShapeCompound cShape = physShape as BSShapeCompound;
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
default:
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
BSShape physShape = prim.PhysShape;
string shapeType = physShape.GetType().ToString();
switch (shapeType)
{
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
BSShapeNative nShape = physShape as BSShapeNative;
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
BSShapeMesh mShape = physShape as BSShapeMesh;
prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
// BSShapeHull hShape = physShape as BSShapeHull;
// prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
break;
case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
BSShapeCompound cShape = physShape as BSShapeCompound;
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
default:
prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
break;
}
}
}
}
}
}
}

View File

@@ -51,7 +51,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS.Tests
BSScene _physicsScene { get; set; }
BSPrim _targetSphere { get; set; }
Vector3 _targetSpherePosition { get; set; }
// float _simulationTimeStep = 0.089f;
// float _simulationTimeStep = 0.089f;
uint _targetLocalID = 123;
@@ -97,7 +97,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS.Tests
[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) {
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;
@@ -105,7 +106,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS.Tests
List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
if (expected) {
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.");