* 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!
parent
bf9e8cb987
commit
8444528bdc
|
@ -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.
|
||||
|
|
Loading…
Reference in New Issue