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Adjust the quanterions used in the rez coalsced object tests to get sensible bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
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@@ -4870,6 +4870,10 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 vec = g.AbsolutePosition;
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g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
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// m_log.DebugFormat(
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// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
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// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
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ominX += vec.X;
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omaxX += vec.X;
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@@ -2088,7 +2088,14 @@ namespace OpenSim.Region.Framework.Scenes
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axPos *= parentRot;
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Vector3 translationOffsetPosition = axPos;
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return GroupPosition + translationOffsetPosition;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name);
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Vector3 worldPos = GroupPosition + translationOffsetPosition;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name);
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return worldPos;
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}
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/// <summary>
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