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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;
using OpenSim.Tests.Common.Setup;
namespace OpenSim.Region.Environment.Scenes.Tests
{
/// <summary>
/// Linking tests
/// </summary>
[TestFixture]
public class SceneObjectLinkingTests
{
[Test]
public void TestLinkDelink2SceneObjects()
{
bool debugtest = false;
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp1 = part1.ParentGroup;
SceneObjectPart part2 = SceneSetupHelpers.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);
// FIXME: Can't do this test yet since group 2 still has its root part! We can't yet null this since
// it might cause SOG.ProcessBackup() to fail due to the race condition. This really needs to be fixed.
Assert.That(grp2.IsDeleted, "SOG 2 was not registered as deleted after link.");
Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained children after delink.");
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(grp1.Children.Count, Is.EqualTo(1), "Group 1 still contained part2 after delink.");
Assert.That(part2.AbsolutePosition == Vector3.Zero);
}
[Test]
public void TestLinkDelink2groups4SceneObjects()
{
bool debugtest = false;
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectPart part1 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp1 = part1.ParentGroup;
SceneObjectPart part2 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp2 = part2.ParentGroup;
SceneObjectPart part3 = SceneSetupHelpers.AddSceneObject(scene);
SceneObjectGroup grp3 = part3.ParentGroup;
SceneObjectPart part4 = SceneSetupHelpers.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);
// At this point we should have 4 parts total in two groups.
Assert.That(grp1.Children.Count == 2);
Assert.That(grp2.IsDeleted, "Group 2 was not registered as deleted after link.");
Assert.That(grp2.Children.Count, Is.EqualTo(0), "Group 2 still contained parts after delink.");
Assert.That(grp3.Children.Count == 2);
Assert.That(grp4.IsDeleted, "Group 4 was not registered as deleted after link.");
Assert.That(grp4.Children.Count, Is.EqualTo(0), "Group 4 still contained parts after delink.");
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);
}
// Required for linking
grp1.RootPart.UpdateFlag = 0;
grp3.RootPart.UpdateFlag = 0;
// 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 third group. This will make the first group child parts of the third one.
grp3.LinkToGroup(grp1);
// Delink parts 2 and 3
grp3.DelinkFromGroup(part2.LocalId);
grp3.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));
}
}
}
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