simplify coalesced object tests by using existing scene object set up utils
this change makes it possible to set an absolute position on a group before it is put into a scene.bulletsim
parent
c5465414b6
commit
aaf9125869
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@ -87,41 +87,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
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// log4net.Config.XmlConfigurator.Configure();
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// Create asset
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SceneObjectGroup object1;
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{
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string partName = "Object1";
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UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
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PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
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Vector3 groupPosition = new Vector3(10, 20, 30);
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Quaternion rotationOffset = Quaternion.Identity;
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Vector3 offsetPosition = new Vector3(5, 10, 15);
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SceneObjectPart part1
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= new SceneObjectPart(
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ownerId, shape, groupPosition, rotationOffset, offsetPosition);
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part1.Scale = new Vector3(1, 1, 1);
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part1.Name = partName;
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object1 = new SceneObjectGroup(part1);
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}
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SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object1", 0x20);
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object1.AbsolutePosition = new Vector3(15, 30, 45);
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object1.Parts[0].Scale = new Vector3(1, 1, 1);
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SceneObjectGroup object2;
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{
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string partName = "Object2";
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UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
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PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
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Vector3 groupPosition = new Vector3(20, 40, 60);
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Quaternion rotationOffset = Quaternion.Identity;
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Vector3 offsetPosition = new Vector3(5, 10, 15);
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SceneObjectPart part1
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= new SceneObjectPart(
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ownerId, shape, groupPosition, rotationOffset, offsetPosition);
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part1.Scale = new Vector3(1, 1, 1);
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part1.Name = partName;
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object2 = new SceneObjectGroup(part1);
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}
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SceneObjectGroup object2 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object2", 0x40);
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object2.AbsolutePosition = new Vector3(25, 50, 75);
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object2.Parts[0].Scale = new Vector3(1, 1, 1);
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CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2);
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@ -296,11 +296,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Vector3 val = value;
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if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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|| m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!m_scene.LoadingPrims))
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if (Scene != null)
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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}
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}
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if (RootPart.GetStatusSandbox())
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@ -308,8 +311,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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{
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RootPart.ScriptSetPhysicsStatus(false);
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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if (Scene != null)
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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return;
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}
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}
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@ -326,7 +332,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//}
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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if (Scene != null)
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Scene.EventManager.TriggerParcelPrimCountTainted();
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}
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}
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