Add TestGetChildPartPositionAfterObjectRotation()
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2f2181683c
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cca6b6bd0d
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@ -111,8 +111,44 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
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Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
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Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
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}
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// TODO: Write test for child part position after rotation.
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[Test]
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public void TestGetChildPartPositionAfterObjectRotation()
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{
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TestHelpers.InMethod();
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Vector3 rootPartPosition = new Vector3(10, 20, 30);
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Vector3 childOffsetPosition = new Vector3(2, 3, 4);
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SceneObjectGroup so
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= SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10);
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so.AbsolutePosition = rootPartPosition;
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so.Parts[1].OffsetPosition = childOffsetPosition;
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m_scene.AddNewSceneObject(so, false);
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so.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 0, -90 * Utils.DEG_TO_RAD));
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// Calculate child absolute position.
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Vector3 rotatedChildOffsetPosition
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= new Vector3(childOffsetPosition.Y, -childOffsetPosition.X, childOffsetPosition.Z);
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Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition);
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SceneObjectPart childPart = so.Parts[1];
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// FIXME: Should be childPosition after rotation?
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Assert.That(childPart.AbsolutePosition, Is.EqualTo(rootPartPosition + childOffsetPosition));
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Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
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Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
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// Relative to root part as (0, 0, 0)
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Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
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// Relative to root part as (0, 0, 0)
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Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
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}
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}
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}
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