Fix TestSitAndStandWithNoSitTarget NPC and SP tests.
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in testsmaster-beforevarregion
parent
11f177d6a8
commit
54cc229768
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@ -119,7 +119,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
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Assert.That(
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m_sp.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
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m_sp.StandUp();
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@ -337,7 +337,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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public void TestSitAndStandWithNoSitTarget()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// TestHelpers.EnableLogging();
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ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
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@ -355,13 +355,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
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// default avatar.
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// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
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// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
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Assert.That(
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npc.AbsolutePosition,
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
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Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
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m_npcMod.Stand(npc.UUID, m_scene);
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@ -118,14 +118,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override Vector3 Position { get; set; }
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public override Vector3 Size
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{
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get { return _size; }
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set {
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_size = value;
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_size.Z = _size.Z / 2.0f;
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}
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}
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public override Vector3 Size { get; set; }
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public override PrimitiveBaseShape Shape
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{
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