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338 lines
16 KiB
C#
338 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Communications.Local;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Setup;
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namespace OpenSim.Region.Environment.Scenes.Tests
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{
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/// <summary>
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/// Scene object tests
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/// </summary>
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[TestFixture]
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public class SceneObjectTests
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{
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/// <summary>
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/// Test adding an object to a scene.
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/// </summary>
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[Test]
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public void TestAddSceneObject()
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{
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Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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//System.Console.WriteLine("retrievedPart : {0}", retrievedPart);
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// If the parts have the same UUID then we will consider them as one and the same
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Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
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}
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/// <summary>
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/// Test deleting an object from a scene.
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/// </summary>
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[Test]
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public void TestDeleteSceneObject()
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{
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TestScene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
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scene.DeleteSceneObject(part.ParentGroup, false);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Null);
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}
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/// <summary>
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/// Test deleting an object asynchronously
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/// </summary>
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[Test]
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public void TestDeleteSceneObjectAsync()
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{
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UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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TestScene scene = SceneSetupHelpers.SetupScene();
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene);
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IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
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scene.DeRezObject(client, part.LocalId, UUID.Zero, DeRezAction.Delete, UUID.Zero);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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sogd.InventoryDeQueueAndDelete();
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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}
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[Test]
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public void TestLinkDelink2SceneObjects()
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{
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bool debugtest = false;
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Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp1 = part1.ParentGroup;
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SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp2 = part2.ParentGroup;
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grp1.AbsolutePosition = new Vector3(10, 10, 10);
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grp2.AbsolutePosition = Vector3.Zero;
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// Required for linking
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grp1.RootPart.UpdateFlag = 0;
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grp2.RootPart.UpdateFlag = 0;
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// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
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grp1.LinkToGroup(grp2);
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Assert.That(grp1.Children.Count == 2);
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if (debugtest)
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{
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System.Console.WriteLine("parts: {0}", grp1.Children.Count);
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System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
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System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
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System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
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}
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
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float roll = 0;
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float pitch = 0;
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float yaw = 0;
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// There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
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part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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System.Console.WriteLine(rotEuler1);
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part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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System.Console.WriteLine(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
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// Delink part 2
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grp1.DelinkFromGroup(part2.LocalId);
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if (debugtest)
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System.Console.WriteLine("Group2: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
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Assert.That(part2.AbsolutePosition == Vector3.Zero);
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}
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[Test]
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public void TestLinkDelink2groups4SceneObjects()
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{
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bool debugtest = false;
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Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp1 = part1.ParentGroup;
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SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp2 = part2.ParentGroup;
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SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp3 = part3.ParentGroup;
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SceneObjectPart part4 = SceneSetupHelpers.AddSceneObject(scene);
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SceneObjectGroup grp4 = part4.ParentGroup;
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grp1.AbsolutePosition = new Vector3(10, 10, 10);
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grp2.AbsolutePosition = Vector3.Zero;
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grp3.AbsolutePosition = new Vector3(20, 20, 20);
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grp4.AbsolutePosition = new Vector3(40, 40, 40);
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// <270,0,0>
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grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// <0,90,0>
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grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
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// Required for linking
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grp1.RootPart.UpdateFlag = 0;
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grp2.RootPart.UpdateFlag = 0;
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grp3.RootPart.UpdateFlag = 0;
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grp4.RootPart.UpdateFlag = 0;
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// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
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grp1.LinkToGroup(grp2);
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// Link grp4 to grp3.
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grp3.LinkToGroup(grp4);
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// Required for linking
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grp1.RootPart.UpdateFlag = 0;
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grp3.RootPart.UpdateFlag = 0;
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// At this point we should have 4 parts total in two groups.
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Assert.That(grp1.Children.Count == 2);
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Assert.That(grp3.Children.Count == 2);
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if (debugtest)
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{
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System.Console.WriteLine("--------After Link-------");
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System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
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System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
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System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
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System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
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System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
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System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
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System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
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System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
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}
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// root part should have no offset position or rotation
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Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
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// offset position should be root part position - part2.absolute position.
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Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
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float roll = 0;
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float pitch = 0;
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float yaw = 0;
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// There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
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part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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System.Console.WriteLine(rotEuler1);
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part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
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if (debugtest)
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System.Console.WriteLine(rotEuler2);
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Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
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// Now we're linking the first group to the second group. This will make the first group child parts of the second one.
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grp3.LinkToGroup(grp1);
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// Delink part 2
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grp1.DelinkFromGroup(part2.LocalId);
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grp1.DelinkFromGroup(part3.LocalId);
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if (debugtest)
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{
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System.Console.WriteLine("--------After De-Link-------");
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System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
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System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
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System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
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System.Console.WriteLine("NoGroup: Prim2: AbsolutePosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
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System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
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System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
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System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
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System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
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}
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Assert.That(part2.AbsolutePosition == Vector3.Zero);
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Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20));
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Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
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Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
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&& (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
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&& (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
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&& (part4.RotationOffset.W - compareQuaternion.W < 0.00003));
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}
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/// <summary>
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/// Test deleting an object asynchronously to user inventory.
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/// </summary>
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[Test]
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public void TestDeleteSceneObjectAsyncToUserInventory()
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{
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//log4net.Config.XmlConfigurator.Configure();
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UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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string myObjectName = "Fred";
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TestScene scene = SceneSetupHelpers.SetupScene();
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SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName);
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Assert.That(
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scene.CommsManager.UserAdminService.AddUser(
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"Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
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Is.EqualTo(agentId));
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IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
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CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
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Assert.That(userInfo, Is.Not.Null);
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Assert.That(userInfo.RootFolder, Is.Not.Null);
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SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
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// Check that we now have the taken part in our inventory
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Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
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// Check that the taken part has actually disappeared
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Null);
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}
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}
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} |