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HullCreation.cs
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27 
28 using System;
29 using System.Collections.Generic;
30 using System.Linq;
31 using System.Text;
32 
33 using NUnit.Framework;
34 using log4net;
35 
36 using OpenSim.Framework;
37 using OpenSim.Region.PhysicsModule.BulletS;
38 using OpenSim.Region.PhysicsModules.SharedBase;
39 using OpenSim.Tests.Common;
40 
41 using OpenMetaverse;
42 
43 namespace OpenSim.Region.PhysicsModule.BulletS.Tests
44 {
45 [TestFixture]
47 {
48  // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
49  // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
50 
51  BSScene PhysicsScene { get; set; }
52  Vector3 ObjectInitPosition;
53 
54  [TestFixtureSetUp]
55  public void Init()
56  {
57 
58  }
59 
60  [TestFixtureTearDown]
61  public void TearDown()
62  {
63  if (PhysicsScene != null)
64  {
65  // The Dispose() will also free any physical objects in the scene
66  PhysicsScene.Dispose();
67  PhysicsScene = null;
68  }
69  }
70 
71  [TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */
72  public void GeomHullConvexDecomp( int maxDepthSplit,
73  int maxDepthSplitForSimpleShapes,
74  float concavityThresholdPercent,
75  float volumeConservationThresholdPercent,
76  int maxVertices,
77  float maxSkinWidth)
78  {
79  // Setup the physics engine to use the C# version of convex decomp
80  Dictionary<string, string> engineParams = new Dictionary<string, string>();
81  engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
82  engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
83  engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
84  engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
85  engineParams.Add("ShouldUseBulletHACD", "false");
86  engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
87  engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
88  engineParams.Add("ShouldUseAssetHulls", "true");
89 
90  engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
91  engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
92  engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
93  engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
94  engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
95  engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());
96 
97  PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
98 
100  Vector3 pos;
101  Vector3 size;
102  Quaternion rot;
103  bool isPhys;
104 
105  // Cylinder
106  pbs = PrimitiveBaseShape.CreateCylinder();
107  pos = new Vector3(100.0f, 100.0f, 0f);
108  pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
109  ObjectInitPosition = pos;
110  size = new Vector3(2f, 2f, 2f);
111  pbs.Scale = size;
112  rot = Quaternion.Identity;
113  isPhys = true;
114  uint cylinderLocalID = 123;
115  PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
116  BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];
117 
118  // Hollow Cylinder
120  pbs.ProfileHollow = (ushort)(0.70f * 50000);
121  pos = new Vector3(110.0f, 110.0f, 0f);
122  pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
123  ObjectInitPosition = pos;
124  size = new Vector3(2f, 2f, 2f);
125  pbs.Scale = size;
126  rot = Quaternion.Identity;
127  isPhys = true;
128  uint hollowCylinderLocalID = 124;
129  PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
130  BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];
131 
132  // Torus
133  // ProfileCurve = Circle, PathCurve = Curve1
135  pbs.ProfileShape = (byte)ProfileShape.Circle;
136  pbs.PathCurve = (byte)Extrusion.Curve1;
137  pbs.PathScaleX = 100; // default hollow info as set in the viewer
138  pbs.PathScaleY = (int)(.25f / 0.01f) + 200;
139  pos = new Vector3(120.0f, 120.0f, 0f);
140  pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
141  ObjectInitPosition = pos;
142  size = new Vector3(2f, 4f, 4f);
143  pbs.Scale = size;
144  rot = Quaternion.Identity;
145  isPhys = true;
146  uint torusLocalID = 125;
147  PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
148  BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
149 
150  // The actual prim shape creation happens at taint time
151  PhysicsScene.ProcessTaints();
152 
153  // Check out the created hull shapes and report their characteristics
154  ReportShapeGeom(primTypeCylinder);
155  ReportShapeGeom(primTypeHollowCylinder);
156  ReportShapeGeom(primTypeTorus);
157  }
158 
159  [TestCase]
160  public void GeomHullBulletHACD()
161  {
162  // Cylinder
163  // Hollow Cylinder
164  // Torus
165  }
166 
167  private void ReportShapeGeom(BSPrim prim)
168  {
169  if (prim != null)
170  {
171  if (prim.PhysShape.HasPhysicalShape)
172  {
173  BSShape physShape = prim.PhysShape;
174  string shapeType = physShape.GetType().ToString();
175  switch (shapeType)
176  {
177  case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
178  BSShapeNative nShape = physShape as BSShapeNative;
179  prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
180  break;
181  case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
182  BSShapeMesh mShape = physShape as BSShapeMesh;
183  prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
184  break;
185  case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
186  // BSShapeHull hShape = physShape as BSShapeHull;
187  // prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
188  break;
189  case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
190  BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
191  prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
192  break;
193  case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
194  BSShapeCompound cShape = physShape as BSShapeCompound;
195  prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
196  break;
197  default:
198  prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
199  break;
200  }
201  }
202  }
203  }
204 }
205 }
void GeomHullConvexDecomp(int maxDepthSplit, int maxDepthSplitForSimpleShapes, float concavityThresholdPercent, float volumeConservationThresholdPercent, int maxVertices, float maxSkinWidth)
Definition: HullCreation.cs:72
static PrimitiveBaseShape CreateCylinder()
static PrimitiveBaseShape CreateSphere()