remove more code related to Mega regions
parent
ec8101a24a
commit
7a69b7d20d
|
@ -1,148 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
public class Border
|
||||
{
|
||||
/// <summary>
|
||||
/// Line perpendicular to the Direction Cardinal. Z value is the
|
||||
/// </summary>
|
||||
public Vector3 BorderLine = Vector3.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S
|
||||
/// </summary>
|
||||
public Cardinals CrossDirection = Cardinals.N;
|
||||
public uint TriggerRegionX = 0;
|
||||
public uint TriggerRegionY = 0;
|
||||
|
||||
public Border()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Border. The line is perpendicular to the direction cardinal.
|
||||
/// IE: if the direction cardinal is South, the line is West->East
|
||||
/// </summary>
|
||||
/// <param name="lineStart">The starting point for the line of the border.
|
||||
/// The position of an object must be greater then this for this border to trigger.
|
||||
/// Perpendicular to the direction cardinal</param>
|
||||
/// <param name="lineEnd">The ending point for the line of the border.
|
||||
/// The position of an object must be less then this for this border to trigger.
|
||||
/// Perpendicular to the direction cardinal</param>
|
||||
/// <param name="triggerCoordinate">The position that triggers border the border
|
||||
/// cross parallel to the direction cardinal. On the North cardinal, this
|
||||
/// normally 256. On the South cardinal, it's normally 0. Any position past this
|
||||
/// point on the cartesian coordinate will trigger the border cross as long as it
|
||||
/// falls within the line start and the line end.</param>
|
||||
/// <param name="triggerRegionX">When this border triggers, teleport to this regionX
|
||||
/// in the grid</param>
|
||||
/// <param name="triggerRegionY">When this border triggers, teleport to this regionY
|
||||
/// in the grid</param>
|
||||
/// <param name="direction">Cardinal for border direction. Think, 'which side of the
|
||||
/// region is this'</param>
|
||||
public Border(float lineStart, float lineEnd, float triggerCoordinate, uint triggerRegionX,
|
||||
uint triggerRegionY, Cardinals direction)
|
||||
{
|
||||
BorderLine = new Vector3(lineStart,lineEnd,triggerCoordinate);
|
||||
CrossDirection = direction;
|
||||
TriggerRegionX = triggerRegionX;
|
||||
TriggerRegionY = triggerRegionY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tests to see if the given position would cross this border.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool TestCross(Vector3 position)
|
||||
{
|
||||
bool result = false;
|
||||
switch (CrossDirection)
|
||||
{
|
||||
case Cardinals.N: // x+0, y+1
|
||||
if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y > BorderLine.Z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case Cardinals.NE: // x+1, y+1
|
||||
break;
|
||||
case Cardinals.E: // x+1, y+0
|
||||
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X > BorderLine.Z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case Cardinals.SE: // x+1, y-1
|
||||
break;
|
||||
case Cardinals.S: // x+0, y-1
|
||||
if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y < BorderLine.Z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case Cardinals.SW: // x-1, y-1
|
||||
break;
|
||||
case Cardinals.W: // x-1, y+0
|
||||
if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X < BorderLine.Z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case Cardinals.NW: // x-1, y+1
|
||||
break;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public float Extent
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (CrossDirection)
|
||||
{
|
||||
case Cardinals.N:
|
||||
break;
|
||||
case Cardinals.S:
|
||||
break;
|
||||
case Cardinals.W:
|
||||
break;
|
||||
case Cardinals.E:
|
||||
break;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -430,7 +430,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
private int m_lastFrameTick;
|
||||
|
||||
public bool CombineRegions = false;
|
||||
/// <summary>
|
||||
/// Tick at which the last maintenance run occurred.
|
||||
/// </summary>
|
||||
|
@ -1060,7 +1059,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
|
||||
m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
|
||||
CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
|
||||
|
||||
string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
|
||||
|
||||
|
|
|
@ -298,45 +298,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected internal bool AddRestoredSceneObject(
|
||||
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
|
||||
{
|
||||
if (!m_parentScene.CombineRegions)
|
||||
// temporary checks to remove after varsize suport
|
||||
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
|
||||
if (regionSizeX == 0)
|
||||
regionSizeX = Constants.RegionSize;
|
||||
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
|
||||
if (regionSizeY == 0)
|
||||
regionSizeY = Constants.RegionSize;
|
||||
|
||||
// KF: Check for out-of-region, move inside and make static.
|
||||
Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
|
||||
sceneObject.RootPart.GroupPosition.Y,
|
||||
sceneObject.RootPart.GroupPosition.Z);
|
||||
bool clampZ = m_parentScene.ClampNegativeZ;
|
||||
|
||||
if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
|
||||
npos.X > regionSizeX ||
|
||||
npos.Y > regionSizeY))
|
||||
{
|
||||
// temporary checks to remove after varsize suport
|
||||
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
|
||||
if (regionSizeX == 0)
|
||||
regionSizeX = Constants.RegionSize;
|
||||
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
|
||||
if (regionSizeY == 0)
|
||||
regionSizeY = Constants.RegionSize;
|
||||
if (npos.X < 0.0) npos.X = 1.0f;
|
||||
if (npos.Y < 0.0) npos.Y = 1.0f;
|
||||
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
|
||||
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
|
||||
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
|
||||
|
||||
// KF: Check for out-of-region, move inside and make static.
|
||||
Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
|
||||
sceneObject.RootPart.GroupPosition.Y,
|
||||
sceneObject.RootPart.GroupPosition.Z);
|
||||
bool clampZ = m_parentScene.ClampNegativeZ;
|
||||
SceneObjectPart rootpart = sceneObject.RootPart;
|
||||
rootpart.GroupPosition = npos;
|
||||
|
||||
if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
|
||||
npos.X > regionSizeX ||
|
||||
npos.Y > regionSizeY))
|
||||
foreach (SceneObjectPart part in sceneObject.Parts)
|
||||
{
|
||||
if (npos.X < 0.0) npos.X = 1.0f;
|
||||
if (npos.Y < 0.0) npos.Y = 1.0f;
|
||||
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
|
||||
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
|
||||
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
|
||||
|
||||
SceneObjectPart rootpart = sceneObject.RootPart;
|
||||
rootpart.GroupPosition = npos;
|
||||
|
||||
foreach (SceneObjectPart part in sceneObject.Parts)
|
||||
{
|
||||
if (part == rootpart)
|
||||
continue;
|
||||
part.GroupPosition = npos;
|
||||
}
|
||||
rootpart.Velocity = Vector3.Zero;
|
||||
rootpart.AngularVelocity = Vector3.Zero;
|
||||
rootpart.Acceleration = Vector3.Zero;
|
||||
if (part == rootpart)
|
||||
continue;
|
||||
part.GroupPosition = npos;
|
||||
}
|
||||
rootpart.Velocity = Vector3.Zero;
|
||||
rootpart.AngularVelocity = Vector3.Zero;
|
||||
rootpart.Acceleration = Vector3.Zero;
|
||||
}
|
||||
|
||||
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
|
||||
|
|
|
@ -1,340 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Tests.Common;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class BorderTests : OpenSimTestCase
|
||||
{
|
||||
[Test]
|
||||
public void TestCross()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
NorthBorder.BorderLine = new Vector3(0, 256, 256); //<---
|
||||
NorthBorder.CrossDirection = Cardinals.N;
|
||||
testborders.Add(NorthBorder);
|
||||
|
||||
Border SouthBorder = new Border();
|
||||
SouthBorder.BorderLine = new Vector3(0, 256, 0); //--->
|
||||
SouthBorder.CrossDirection = Cardinals.S;
|
||||
testborders.Add(SouthBorder);
|
||||
|
||||
Border EastBorder = new Border();
|
||||
EastBorder.BorderLine = new Vector3(0, 256, 256); //<---
|
||||
EastBorder.CrossDirection = Cardinals.E;
|
||||
testborders.Add(EastBorder);
|
||||
|
||||
Border WestBorder = new Border();
|
||||
WestBorder.BorderLine = new Vector3(0, 256, 0); //--->
|
||||
WestBorder.CrossDirection = Cardinals.W;
|
||||
testborders.Add(WestBorder);
|
||||
|
||||
Vector3 position = new Vector3(200,200,21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
position = new Vector3(200,280,21);
|
||||
Assert.That(NorthBorder.TestCross(position));
|
||||
|
||||
// Test automatic border crossing
|
||||
// by setting the border crossing aabb to be the whole region
|
||||
position = new Vector3(25,25,21); // safely within one 256m region
|
||||
|
||||
// The Z value of the BorderLine is reversed, making all positions within the region
|
||||
// trigger bordercross
|
||||
|
||||
SouthBorder.BorderLine = new Vector3(0,256,256); // automatic border cross in the region
|
||||
Assert.That(SouthBorder.TestCross(position));
|
||||
|
||||
NorthBorder.BorderLine = new Vector3(0, 256, 0); // automatic border cross in the region
|
||||
Assert.That(NorthBorder.TestCross(position));
|
||||
|
||||
EastBorder.BorderLine = new Vector3(0, 256, 0); // automatic border cross in the region
|
||||
Assert.That(EastBorder.TestCross(position));
|
||||
|
||||
WestBorder.BorderLine = new Vector3(0, 256, 255); // automatic border cross in the region
|
||||
Assert.That(WestBorder.TestCross(position));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossSquare512()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
NorthBorder.BorderLine = new Vector3(0, 512, 512);
|
||||
NorthBorder.CrossDirection = Cardinals.N;
|
||||
testborders.Add(NorthBorder);
|
||||
|
||||
Border SouthBorder = new Border();
|
||||
SouthBorder.BorderLine = new Vector3(0, 512, 0);
|
||||
SouthBorder.CrossDirection = Cardinals.S;
|
||||
testborders.Add(SouthBorder);
|
||||
|
||||
Border EastBorder = new Border();
|
||||
EastBorder.BorderLine = new Vector3(0, 512, 512);
|
||||
EastBorder.CrossDirection = Cardinals.E;
|
||||
testborders.Add(EastBorder);
|
||||
|
||||
Border WestBorder = new Border();
|
||||
WestBorder.BorderLine = new Vector3(0, 512, 0);
|
||||
WestBorder.CrossDirection = Cardinals.W;
|
||||
testborders.Add(WestBorder);
|
||||
|
||||
Vector3 position = new Vector3(450,220,21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger east border
|
||||
position = new Vector3(513,220,21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.E)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger west border
|
||||
position = new Vector3(-1, 220, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.W)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger north border
|
||||
position = new Vector3(220, 513, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.N)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger south border
|
||||
position = new Vector3(220, -1, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.S)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossRectangle512x256()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
|
||||
Border NorthBorder = new Border();
|
||||
NorthBorder.BorderLine = new Vector3(0, 512, 256);
|
||||
NorthBorder.CrossDirection = Cardinals.N;
|
||||
testborders.Add(NorthBorder);
|
||||
|
||||
Border SouthBorder = new Border();
|
||||
SouthBorder.BorderLine = new Vector3(0, 512, 0);
|
||||
SouthBorder.CrossDirection = Cardinals.S;
|
||||
testborders.Add(SouthBorder);
|
||||
|
||||
Border EastBorder = new Border();
|
||||
EastBorder.BorderLine = new Vector3(0, 256, 512);
|
||||
EastBorder.CrossDirection = Cardinals.E;
|
||||
testborders.Add(EastBorder);
|
||||
|
||||
Border WestBorder = new Border();
|
||||
WestBorder.BorderLine = new Vector3(0, 256, 0);
|
||||
WestBorder.CrossDirection = Cardinals.W;
|
||||
testborders.Add(WestBorder);
|
||||
|
||||
Vector3 position = new Vector3(450, 220, 21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger east border
|
||||
position = new Vector3(513, 220, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.E)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger west border
|
||||
position = new Vector3(-1, 220, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.W)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger north border
|
||||
position = new Vector3(220, 257, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.N)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
//Trigger south border
|
||||
position = new Vector3(220, -1, 21);
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.CrossDirection == Cardinals.S)
|
||||
Assert.That(b.TestCross(position));
|
||||
else
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossOdd512x512w256hole()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
|
||||
List<Border> testborders = new List<Border>();
|
||||
// 512____
|
||||
// | |
|
||||
// 256__| |___
|
||||
// | |
|
||||
// |______|
|
||||
// 0 | 512
|
||||
// 256
|
||||
|
||||
// Compound North border since the hole is at the top
|
||||
Border NorthBorder1 = new Border();
|
||||
NorthBorder1.BorderLine = new Vector3(0, 256, 512);
|
||||
NorthBorder1.CrossDirection = Cardinals.N;
|
||||
testborders.Add(NorthBorder1);
|
||||
|
||||
Border NorthBorder2 = new Border();
|
||||
NorthBorder2.BorderLine = new Vector3(256, 512, 256);
|
||||
NorthBorder2.CrossDirection = Cardinals.N;
|
||||
testborders.Add(NorthBorder2);
|
||||
|
||||
Border SouthBorder = new Border();
|
||||
SouthBorder.BorderLine = new Vector3(0, 512, 0);
|
||||
SouthBorder.CrossDirection = Cardinals.S;
|
||||
testborders.Add(SouthBorder);
|
||||
|
||||
//Compound East border
|
||||
Border EastBorder1 = new Border();
|
||||
EastBorder1.BorderLine = new Vector3(0, 256, 512);
|
||||
EastBorder1.CrossDirection = Cardinals.E;
|
||||
testborders.Add(EastBorder1);
|
||||
|
||||
Border EastBorder2 = new Border();
|
||||
EastBorder2.BorderLine = new Vector3(257, 512, 256);
|
||||
EastBorder2.CrossDirection = Cardinals.E;
|
||||
testborders.Add(EastBorder2);
|
||||
|
||||
|
||||
|
||||
Border WestBorder = new Border();
|
||||
WestBorder.BorderLine = new Vector3(0, 512, 0);
|
||||
WestBorder.CrossDirection = Cardinals.W;
|
||||
testborders.Add(WestBorder);
|
||||
|
||||
Vector3 position = new Vector3(450, 220, 21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
position = new Vector3(220, 450, 21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
Assert.That(!b.TestCross(position));
|
||||
|
||||
}
|
||||
|
||||
bool result = false;
|
||||
int bordersTriggered = 0;
|
||||
|
||||
position = new Vector3(450, 450, 21);
|
||||
|
||||
foreach (Border b in testborders)
|
||||
{
|
||||
if (b.TestCross(position))
|
||||
{
|
||||
bordersTriggered++;
|
||||
result = true;
|
||||
}
|
||||
}
|
||||
|
||||
Assert.That(result);
|
||||
Assert.That(bordersTriggered == 2);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue