Added messages to assertions in the failing tests, so that we know which ones are failing.
parent
ac0927c922
commit
24d5b57503
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@ -94,10 +94,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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}
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}
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// root part should have no offset position or rotation
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
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"root part should have no offset position or rotation");
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// offset position should be root part position - part2.absolute position.
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
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"offset position should be root part position - part2.absolute position.");
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float roll = 0;
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float roll = 0;
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float pitch = 0;
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float pitch = 0;
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@ -116,7 +118,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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if (debugtest)
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if (debugtest)
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m_log.Debug(rotEuler2);
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m_log.Debug(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
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"Not exactly sure what this is asserting...");
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// Delink part 2
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// Delink part 2
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grp1.DelinkFromGroup(part2.LocalId);
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grp1.DelinkFromGroup(part2.LocalId);
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@ -125,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
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m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + part2.RotationOffset);
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Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
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Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
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Assert.That(part2.AbsolutePosition == Vector3.Zero);
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Assert.That(part2.AbsolutePosition == Vector3.Zero, "The absolute position should be zero");
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}
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}
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[Test]
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[Test]
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@ -175,10 +178,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp3.LinkToGroup(grp4);
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grp3.LinkToGroup(grp4);
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// At this point we should have 4 parts total in two groups.
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// At this point we should have 4 parts total in two groups.
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Assert.That(grp1.Children.Count == 2);
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Assert.That(grp1.Children.Count == 2, "Group1 children count should be 2");
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Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
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Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
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Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
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Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
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Assert.That(grp3.Children.Count == 2);
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Assert.That(grp3.Children.Count == 2, "Group3 children count should be 2");
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Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
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Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
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Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
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Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
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@ -201,10 +204,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp3.RootPart.UpdateFlag = 0;
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grp3.RootPart.UpdateFlag = 0;
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// root part should have no offset position or rotation
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
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"root part should have no offset position or rotation (again)");
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// offset position should be root part position - part2.absolute position.
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10),
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"offset position should be root part position - part2.absolute position (again)");
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float roll = 0;
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float roll = 0;
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float pitch = 0;
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float pitch = 0;
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@ -223,7 +228,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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if (debugtest)
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if (debugtest)
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m_log.Debug(rotEuler2);
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m_log.Debug(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f),
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"Not sure what this assertion is all about...");
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// Now we're linking the first group to the third group. This will make the first group child parts of the third one.
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// Now we're linking the first group to the third group. This will make the first group child parts of the third one.
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grp3.LinkToGroup(grp1);
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grp3.LinkToGroup(grp1);
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@ -246,13 +252,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
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}
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}
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Assert.That(part2.AbsolutePosition == Vector3.Zero);
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Assert.That(part2.AbsolutePosition == Vector3.Zero, "Badness 1");
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Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20));
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Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20), "Badness 2");
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Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
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Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
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Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
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Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
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&& (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
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&& (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
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&& (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
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&& (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
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&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003));
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&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003),
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"Badness 3");
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}
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}
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}
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}
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}
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}
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