aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
diff options
context:
space:
mode:
authorDr Scofield2009-02-06 16:55:34 +0000
committerDr Scofield2009-02-06 16:55:34 +0000
commit9b66108081a8c8cf79faaa6c541554091c40850e (patch)
tree095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
parent* removed superfluous constants class (diff)
downloadopensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.zip
opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.gz
opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.bz2
opensim-SC-9b66108081a8c8cf79faaa6c541554091c40850e.tar.xz
This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs249
1 files changed, 249 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
new file mode 100644
index 0000000..30b0987
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -0,0 +1,249 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using NUnit.Framework;
30using NUnit.Framework.SyntaxHelpers;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Framework.Communications.Cache;
35using OpenSim.Region.Communications.Local;
36using OpenSim.Region.Environment.Scenes;
37using OpenSim.Tests.Common.Mock;
38using OpenSim.Tests.Common.Setup;
39
40namespace OpenSim.Region.Environment.Scenes.Tests
41{
42 /// <summary>
43 /// Linking tests
44 /// </summary>
45 [TestFixture]
46 public class SceneObjectLinkingTests
47 {
48 [Test]
49 public void TestLinkDelink2SceneObjects()
50 {
51 bool debugtest = false;
52
53 Scene scene = SceneSetupHelpers.SetupScene();
54 SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
55 SceneObjectGroup grp1 = part1.ParentGroup;
56 SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
57 SceneObjectGroup grp2 = part2.ParentGroup;
58
59 grp1.AbsolutePosition = new Vector3(10, 10, 10);
60 grp2.AbsolutePosition = Vector3.Zero;
61
62 // <90,0,0>
63 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
64
65 // <180,0,0>
66 grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
67
68 // Required for linking
69 grp1.RootPart.UpdateFlag = 0;
70 grp2.RootPart.UpdateFlag = 0;
71
72 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
73 grp1.LinkToGroup(grp2);
74
75 // FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
76 // it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
77 Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
78 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink.");
79 Assert.That(grp1.Children.Count == 2);
80
81 if (debugtest)
82 {
83 System.Console.WriteLine("parts: {0}", grp1.Children.Count);
84 System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
85 System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
86 System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
87 }
88
89 // root part should have no offset position or rotation
90 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
91
92 // offset position should be root part position - part2.absolute position.
93 Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
94
95 float roll = 0;
96 float pitch = 0;
97 float yaw = 0;
98
99 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
100 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
101 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
102
103 if (debugtest)
104 System.Console.WriteLine(rotEuler1);
105
106 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
107 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
108
109 if (debugtest)
110 System.Console.WriteLine(rotEuler2);
111
112 Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
113
114 // Delink part 2
115 grp1.DelinkFromGroup(part2.LocalId);
116
117 if (debugtest)
118 System.Console.WriteLine("Group2: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
119
120 Assert.That(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
121 Assert.That(part2.AbsolutePosition == Vector3.Zero);
122 }
123
124 [Test]
125 public void TestLinkDelink2groups4SceneObjects()
126 {
127 bool debugtest = false;
128
129 Scene scene = SceneSetupHelpers.SetupScene();
130 SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
131 SceneObjectGroup grp1 = part1.ParentGroup;
132 SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
133 SceneObjectGroup grp2 = part2.ParentGroup;
134 SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene);
135 SceneObjectGroup grp3 = part3.ParentGroup;
136 SceneObjectPart part4 = SceneSetupHelpers.AddSceneObject(scene);
137 SceneObjectGroup grp4 = part4.ParentGroup;
138
139 grp1.AbsolutePosition = new Vector3(10, 10, 10);
140 grp2.AbsolutePosition = Vector3.Zero;
141 grp3.AbsolutePosition = new Vector3(20, 20, 20);
142 grp4.AbsolutePosition = new Vector3(40, 40, 40);
143
144 // <90,0,0>
145 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
146
147 // <180,0,0>
148 grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
149
150 // <270,0,0>
151 grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
152
153 // <0,90,0>
154 grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
155
156 // Required for linking
157 grp1.RootPart.UpdateFlag = 0;
158 grp2.RootPart.UpdateFlag = 0;
159 grp3.RootPart.UpdateFlag = 0;
160 grp4.RootPart.UpdateFlag = 0;
161
162 // Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
163 grp1.LinkToGroup(grp2);
164
165 // Link grp4 to grp3.
166 grp3.LinkToGroup(grp4);
167
168 // At this point we should have 4 parts total in two groups.
169 Assert.That(grp1.Children.Count == 2);
170 Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
171 Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
172 Assert.That(grp3.Children.Count == 2);
173 Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
174 Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
175
176 if (debugtest)
177 {
178 System.Console.WriteLine("--------After Link-------");
179 System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
180 System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
181 System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
182 System.Console.WriteLine("Group1: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part2.OffsetPosition, part2.RotationOffset);
183
184 System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
185 System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
186 System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
187 System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
188 }
189
190 // Required for linking
191 grp1.RootPart.UpdateFlag = 0;
192 grp3.RootPart.UpdateFlag = 0;
193
194 // root part should have no offset position or rotation
195 Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity);
196
197 // offset position should be root part position - part2.absolute position.
198 Assert.That(part2.OffsetPosition == new Vector3(-10, -10, -10));
199
200 float roll = 0;
201 float pitch = 0;
202 float yaw = 0;
203
204 // There's a euler anomoly at 180, 0, 0 so expect 180 to turn into -180.
205 part1.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
206 Vector3 rotEuler1 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
207
208 if (debugtest)
209 System.Console.WriteLine(rotEuler1);
210
211 part2.RotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
212 Vector3 rotEuler2 = new Vector3(roll * Utils.RAD_TO_DEG, pitch * Utils.RAD_TO_DEG, yaw * Utils.RAD_TO_DEG);
213
214 if (debugtest)
215 System.Console.WriteLine(rotEuler2);
216
217 Assert.That(rotEuler2.ApproxEquals(new Vector3(-180, 0, 0), 0.001f) || rotEuler2.ApproxEquals(new Vector3(180, 0, 0), 0.001f));
218
219 // Now we're linking the first group to the third group. This will make the first group child parts of the third one.
220 grp3.LinkToGroup(grp1);
221
222 // Delink parts 2 and 3
223 grp3.DelinkFromGroup(part2.LocalId);
224 grp3.DelinkFromGroup(part3.LocalId);
225
226 if (debugtest)
227 {
228 System.Console.WriteLine("--------After De-Link-------");
229 System.Console.WriteLine("Group1: parts: {0}", grp1.Children.Count);
230 System.Console.WriteLine("Group1: Pos:{0}, Rot:{1}", grp1.AbsolutePosition, grp1.Rotation);
231 System.Console.WriteLine("Group1: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part1.OffsetPosition, part1.RotationOffset);
232 System.Console.WriteLine("NoGroup: Prim2: AbsolutePosition:{0}, OffsetRotation:{1}", part2.AbsolutePosition, part2.RotationOffset);
233
234 System.Console.WriteLine("Group3: parts: {0}", grp3.Children.Count);
235 System.Console.WriteLine("Group3: Pos:{0}, Rot:{1}", grp3.AbsolutePosition, grp3.Rotation);
236 System.Console.WriteLine("Group3: Prim1: OffsetPosition:{0}, OffsetRotation:{1}", part3.OffsetPosition, part3.RotationOffset);
237 System.Console.WriteLine("Group3: Prim2: OffsetPosition:{0}, OffsetRotation:{1}", part4.OffsetPosition, part4.RotationOffset);
238 }
239
240 Assert.That(part2.AbsolutePosition == Vector3.Zero);
241 Assert.That(part4.OffsetPosition == new Vector3(20, 20, 20));
242 Quaternion compareQuaternion = new Quaternion(0, 0.7071068f, 0, 0.7071068f);
243 Assert.That((part4.RotationOffset.X - compareQuaternion.X < 0.00003)
244 && (part4.RotationOffset.Y - compareQuaternion.Y < 0.00003)
245 && (part4.RotationOffset.Z - compareQuaternion.Z < 0.00003)
246 && (part4.RotationOffset.W - compareQuaternion.W < 0.00003));
247 }
248 }
249}