add test for rezzing an object from a prim item
parent
9fc29e1595
commit
7ed419217f
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@ -1971,8 +1971,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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/// <remarks>
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// </remarks>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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@ -344,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// Add an object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <remarks>
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/// The object's stored position, rotation and velocity are used.
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/// </remarks>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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@ -91,10 +91,53 @@ namespace OpenSim.Region.Framework.Tests
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return ncItem;
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}
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[Test]
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public void TestRezObjectFromInventoryItem()
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{
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TestHelper.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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Scene scene = SceneSetupHelpers.SetupScene();
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UserAccount user1 = CreateUser(scene);
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SceneObjectGroup sog1 = CreateSO1(scene, user1.PrincipalID);
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SceneObjectPart sop1 = sog1.RootPart;
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// Create an object embedded inside the first
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UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
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SceneObjectGroup taskSceneObject = SceneSetupHelpers.CreateSceneObject(1, UUID.Zero);
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AssetBase taskSceneObjectAsset = AssetHelpers.CreateAsset(0x10, taskSceneObject);
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scene.AssetService.Store(taskSceneObjectAsset);
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TaskInventoryItem taskSceneObjectItem
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= new TaskInventoryItem
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{ Name = "tso", AssetID = taskSceneObjectAsset.FullID, ItemID = taskSceneObjectItemId,
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Type = (int)AssetType.Object, InvType = (int)InventoryType.Object };
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sop1.Inventory.AddInventoryItem(taskSceneObjectItem, true);
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scene.AddSceneObject(sog1);
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Vector3 rezPos = new Vector3(10, 10, 10);
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Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f);
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Vector3 rezVel = new Vector3(2, 2, 2);
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scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0);
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SceneObjectPart rezzedObjectPart = scene.GetSceneObjectPart("tso");
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Assert.That(rezzedObjectPart, Is.Not.Null);
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Assert.That(rezzedObjectPart.AbsolutePosition, Is.EqualTo(rezPos));
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Assert.That(rezzedObjectPart.RotationOffset, Is.EqualTo(rezRot));
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// Velocity isn't being set, possibly because we have no physics
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//Assert.That(rezzedObjectPart.Velocity, Is.EqualTo(rezVel));
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}
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/// <summary>
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/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
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/// </summary>
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/// <remarks>
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/// This should place it in the most suitable user folder.
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/// </remarks>
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[Test]
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public void TestMoveTaskInventoryItem()
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{
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@ -59,7 +59,21 @@ namespace OpenSim.Tests.Common
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}
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/// <summary>
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/// Create an asset from the given scene object.
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/// Create an asset from the given object.
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/// </summary>
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/// <param name="assetUuidTail">
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/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
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/// will be used.
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/// </param>
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/// <param name="sog"></param>
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/// <returns></returns>
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public static AssetBase CreateAsset(int assetUuidTail, SceneObjectGroup sog)
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{
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return CreateAsset(new UUID(string.Format("00000000-0000-0000-0000-{0:X12}", assetUuidTail)), sog);
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}
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/// <summary>
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/// Create an asset from the given object.
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/// </summary>
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/// <param name="assetUuid"></param>
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/// <param name="sog"></param>
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@ -76,7 +90,7 @@ namespace OpenSim.Tests.Common
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/// <summary>
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/// Create an asset from the given scene object.
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/// </summary>
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/// <param name="assetUuidTailZ">
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/// <param name="assetUuidTail">
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/// The hexadecimal last part of the UUID for the asset created. A UUID of the form "00000000-0000-0000-0000-{0:XD12}"
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/// will be used.
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/// </param>
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