123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155 |
- /*
- * 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
- {
- /// <summary>
- /// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.)
- /// </summary>
- [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));
- }
- }
- }
|