From 8444528bdc7bf9756fc45877396c1b058b7ff5dd Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 21 Dec 2008 16:16:47 +0000 Subject: [PATCH] * 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! --- .../Scenes/Tests/SceneObjectTests.cs | 73 +++++++++++++++++++ 1 file changed, 73 insertions(+) diff --git a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs index 62a828e9de..c0849432e4 100644 --- a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs +++ b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs @@ -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); + + } /// /// Test deleting an object asynchronously to user inventory.