* Adding a two prim linking/delinking test. This test is likely to get on people's nerves since linking/delinking is easily broken. But.. that's why we have tests!

0.6.2-post-fixes
Teravus Ovares 2008-12-21 16:16:47 +00:00
parent bf9e8cb987
commit 8444528bdc
1 changed files with 73 additions and 0 deletions

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@ -99,6 +99,79 @@ namespace OpenSim.Region.Environment.Scenes.Tests
SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
Assert.That(retrievedPart2, Is.Null);
}
[Test]
public void TestLinkDelink2SceneObjects()
{
bool debugtest = false;
Scene scene = SceneTestUtils.SetupScene();
SceneObjectPart part1 = SceneTestUtils.AddSceneObject(scene);
SceneObjectGroup grp1 = part1.ParentGroup;
SceneObjectPart part2 = SceneTestUtils.AddSceneObject(scene);
SceneObjectGroup grp2 = part2.ParentGroup;
grp1.AbsolutePosition = new Vector3(10, 10, 10);
grp2.AbsolutePosition = Vector3.Zero;
// <90,0,0>
grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
// <180,0,0>
grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
// Required for linking
grp1.RootPart.UpdateFlag = 0;
grp2.RootPart.UpdateFlag = 0;
// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
grp1.LinkToGroup(grp2);
Assert.That(grp1.Children.Count == 2);
if (debugtest)
{
System.Console.WriteLine("parts: {0}", grp1.Children.Count);
System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
}
// root part should have no offset position or rotation
Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
// offset position should be root part position - part2.absolute position.
Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
float roll = 0;
float pitch = 0;
float yaw = 0;
// There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
if (debugtest)
System.Console.WriteLine(rotEuler1);
part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
if (debugtest)
System.Console.WriteLine(rotEuler2);
Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
// Delink part 2
grp1.DelinkFromGroup(part2.LocalId);
if (debugtest)
System.Console.WriteLine("Group2: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
Assert.That(part2.AbsolutePosition == Vector3.Zero);
}
/// <summary>
/// Test deleting an object asynchronously to user inventory.