/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Reflection; using System.Threading; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.) /// [TestFixture] public class SceneObjectSpatialTests : OpenSimTestCase { TestScene m_scene; UUID m_ownerId = TestHelpers.ParseTail(0x1); [SetUp] public override void SetUp() { base.SetUp(); m_scene = new SceneHelpers().SetupScene(); } [Test] public void TestGetSceneObjectGroupPosition() { TestHelpers.InMethod(); Vector3 position = new Vector3(10, 20, 30); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10); so.AbsolutePosition = position; m_scene.AddNewSceneObject(so, false); Assert.That(so.AbsolutePosition, Is.EqualTo(position)); } [Test] public void TestGetRootPartPosition() { TestHelpers.InMethod(); Vector3 partPosition = new Vector3(10, 20, 30); SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10); so.AbsolutePosition = partPosition; m_scene.AddNewSceneObject(so, false); Assert.That(so.RootPart.AbsolutePosition, Is.EqualTo(partPosition)); Assert.That(so.RootPart.GroupPosition, Is.EqualTo(partPosition)); Assert.That(so.RootPart.GetWorldPosition(), Is.EqualTo(partPosition)); Assert.That(so.RootPart.RelativePosition, Is.EqualTo(partPosition)); Assert.That(so.RootPart.OffsetPosition, Is.EqualTo(Vector3.Zero)); } [Test] public void TestGetChildPartPosition() { TestHelpers.InMethod(); Vector3 rootPartPosition = new Vector3(10, 20, 30); Vector3 childOffsetPosition = new Vector3(2, 3, 4); SceneObjectGroup so = SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10); so.AbsolutePosition = rootPartPosition; so.Parts[1].OffsetPosition = childOffsetPosition; m_scene.AddNewSceneObject(so, false); // Calculate child absolute position. Vector3 childPosition = new Vector3(rootPartPosition + childOffsetPosition); SceneObjectPart childPart = so.Parts[1]; Assert.That(childPart.AbsolutePosition, Is.EqualTo(childPosition)); Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition)); Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition)); Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition)); Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition)); } [Test] public void TestGetChildPartPositionAfterObjectRotation() { TestHelpers.InMethod(); Vector3 rootPartPosition = new Vector3(10, 20, 30); Vector3 childOffsetPosition = new Vector3(2, 3, 4); SceneObjectGroup so = SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10); so.AbsolutePosition = rootPartPosition; so.Parts[1].OffsetPosition = childOffsetPosition; m_scene.AddNewSceneObject(so, false); so.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 0, -90 * Utils.DEG_TO_RAD)); // Calculate child absolute position. Vector3 rotatedChildOffsetPosition = new Vector3(childOffsetPosition.Y, -childOffsetPosition.X, childOffsetPosition.Z); Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition); SceneObjectPart childPart = so.Parts[1]; // FIXME: Should be childPosition after rotation? Assert.That(childPart.AbsolutePosition, Is.EqualTo(rootPartPosition + childOffsetPosition)); Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition)); Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition)); // Relative to root part as (0, 0, 0) Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition)); // Relative to root part as (0, 0, 0) Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition)); } } }