Files
opensim/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
Justin Clark-Casey (justincc) b6d83e9c0f Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
2011-11-16 23:01:59 +00:00

128 lines
4.9 KiB
C#

/*
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using System;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Physics.OdePlugin;
using log4net;
using System.Reflection;
namespace OpenSim.Region.Physics.OdePlugin.Tests
{
[TestFixture]
public class ODETestClass
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private OpenSim.Region.Physics.OdePlugin.OdePlugin cbt;
private PhysicsScene ps;
private IMeshingPlugin imp;
[SetUp]
public void Initialize()
{
IConfigSource TopConfig = new IniConfigSource();
IConfig config = TopConfig.AddConfig("Startup");
config.Set("DecodedSculptMapPath","j2kDecodeCache");
// Loading ODEPlugin
cbt = new OdePlugin();
// Loading Zero Mesher
imp = new ZeroMesherPlugin();
// Getting Physics Scene
ps = cbt.GetScene("test");
// Initializing Physics Scene.
ps.Initialise(imp.GetMesher(TopConfig),null);
float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
{
_heightmap[i] = 21f;
}
ps.SetTerrain(_heightmap);
}
[TearDown]
public void Terminate()
{
ps.DeleteTerrain();
ps.Dispose();
}
[Test]
public void CreateAndDropPhysicalCube()
{
PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
Quaternion rot = Quaternion.Identity;
PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0);
OdePrim oprim = (OdePrim)prim;
OdeScene pscene = (OdeScene) ps;
Assert.That(oprim.m_taintadd);
prim.LocalID = 5;
for (int i = 0; i < 58; 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);
m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
Assert.That(!oprim.m_taintadd);
m_log.Info("Prim Position (" + oprim.LocalID + "): " + prim.Position);
// Make sure we're above the ground
//Assert.That(prim.Position.Z > 20f);
//m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
// Make sure we've got a Body
Assert.That(oprim.Body != (IntPtr)0);
//m_log.Info(
}
// 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);
}
}
}