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- /*
- * 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 OpenSim 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 NUnit.Framework;
- using NUnit.Framework.SyntaxHelpers;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.Communications.Local;
- using OpenSim.Region.Environment.Scenes;
- using OpenSim.Tests.Common.Mock;
- namespace OpenSim.Region.Environment.Scenes.Tests
- {
- /// <summary>
- /// Scene object tests
- /// </summary>
- [TestFixture]
- public class SceneObjectTests
- {
- /// <summary>
- /// Test adding an object to a scene.
- /// </summary>
- [Test]
- public void TestAddSceneObject()
- {
- Scene scene = SceneTestUtils.SetupScene();
- SceneObjectPart part = SceneTestUtils.AddSceneObject(scene);
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
-
- //System.Console.WriteLine("retrievedPart : {0}", retrievedPart);
- // If the parts have the same UUID then we will consider them as one and the same
- Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
- }
-
- /// <summary>
- /// Test deleting an object from a scene.
- /// </summary>
- [Test]
- public void TestDeleteSceneObject()
- {
- TestScene scene = SceneTestUtils.SetupScene();
- SceneObjectPart part = SceneTestUtils.AddSceneObject(scene);
- scene.DeleteSceneObject(part.ParentGroup, false);
-
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart, Is.Null);
- }
-
- /// <summary>
- /// Test deleting an object asynchronously
- /// </summary>
- [Test]
- public void TestDeleteSceneObjectAsync()
- {
- UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
-
- TestScene scene = SceneTestUtils.SetupScene();
-
- // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
- AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
- sogd.Enabled = false;
-
- SceneObjectPart part = SceneTestUtils.AddSceneObject(scene);
-
- IClientAPI client = SceneTestUtils.AddRootAgent(scene, agentId);
- scene.DeRezObject(client, part.LocalId, UUID.Zero, DeRezAction.Delete, UUID.Zero);
-
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart, Is.Not.Null);
-
- sogd.InventoryDeQueueAndDelete();
- 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]
- public void TestLinkDelink2groups4SceneObjects()
- {
- 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;
- SceneObjectPart part3 = SceneTestUtils.AddSceneObject(scene);
- SceneObjectGroup grp3 = part3.ParentGroup;
- SceneObjectPart part4 = SceneTestUtils.AddSceneObject(scene);
- SceneObjectGroup grp4 = part4.ParentGroup;
- grp1.AbsolutePosition = new Vector3(10, 10, 10);
- grp2.AbsolutePosition = Vector3.Zero;
- grp3.AbsolutePosition = new Vector3(20, 20, 20);
- grp4.AbsolutePosition = new Vector3(40, 40, 40);
- // <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));
- // <270,0,0>
- grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
- // <0,90,0>
- grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
- // Required for linking
- grp1.RootPart.UpdateFlag = 0;
- grp2.RootPart.UpdateFlag = 0;
- grp3.RootPart.UpdateFlag = 0;
- grp4.RootPart.UpdateFlag = 0;
- // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
- grp1.LinkToGroup(grp2);
- // Link grp4 to grp3.
- grp3.LinkToGroup(grp4);
- // Required for linking
- grp1.RootPart.UpdateFlag = 0;
- grp3.RootPart.UpdateFlag = 0;
- // At this point we should have 4 parts total in two groups.
- Assert.That(grp1.Children.Count == 2);
- Assert.That(grp3.Children.Count == 2);
-
- if (debugtest)
- {
- System.Console.WriteLine("--------After Link-------");
- System.Console.WriteLine("Group1: 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);
-
- System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
- System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
- System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
- System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.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));
- // Now we're linking the first group to the second group. This will make the first group child parts of the second one.
- grp3.LinkToGroup(grp1);
- // Delink part 2
- grp1.DelinkFromGroup(part2.LocalId);
- grp1.DelinkFromGroup(part3.LocalId);
- if (debugtest)
- {
- System.Console.WriteLine("--------After De-Link-------");
- System.Console.WriteLine("Group1: 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("NoGroup: Prim2: AbsolutePosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
- System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
- System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
- System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
- System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
- }
- Assert.That(part2.AbsolutePosition == Vector3.Zero);
- Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20));
- Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
- Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
- && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
- && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
- && (part4.RotationOffset.W - compareQuaternion.W < 0.00003));
- }
-
- /// <summary>
- /// Test deleting an object asynchronously to user inventory.
- /// </summary>
- [Test]
- public void TestDeleteSceneObjectAsyncToUserInventory()
- {
- //log4net.Config.XmlConfigurator.Configure();
-
- UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
- string myObjectName = "Fred";
-
- TestScene scene = SceneTestUtils.SetupScene();
- SceneObjectPart part = SceneTestUtils.AddSceneObject(scene, myObjectName);
-
- Assert.That(
- scene.CommsManager.UserAdminService.AddUser(
- "Bob", "Hoskins", "test", "[email protected]", 1000, 1000, agentId),
- Is.EqualTo(agentId));
-
- IClientAPI client = SceneTestUtils.AddRootAgent(scene, agentId);
-
- CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
- Assert.That(userInfo, Is.Not.Null);
- Assert.That(userInfo.RootFolder, Is.Not.Null);
-
- SceneTestUtils.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
-
- // Check that we now have the taken part in our inventory
- Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
-
- // Check that the taken part has actually disappeared
- SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
- Assert.That(retrievedPart, Is.Null);
- }
- }
- }
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