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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 OpenSimulator 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 System.Reflection;
using System.Threading;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.)
/// </summary>
[TestFixture]
public class SceneObjectSpatialTests
{
TestScene m_scene;
UUID m_ownerId = TestHelpers.ParseTail(0x1);
[SetUp]
public void SetUp()
{
m_scene = SceneHelpers.SetupScene();
}
[Test]
public void TestGetSceneObjectGroupPosition()
{
TestHelpers.InMethod();
Vector3 position = new Vector3(10, 20, 30);
SceneObjectGroup so
= SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10);
so.AbsolutePosition = position;
m_scene.AddNewSceneObject(so, false);
Assert.That(so.AbsolutePosition, Is.EqualTo(position));
}
[Test]
public void TestGetRootPartPosition()
{
TestHelpers.InMethod();
Vector3 partPosition = new Vector3(10, 20, 30);
SceneObjectGroup so
= SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10);
so.AbsolutePosition = partPosition;
m_scene.AddNewSceneObject(so, false);
Assert.That(so.RootPart.AbsolutePosition, Is.EqualTo(partPosition));
Assert.That(so.RootPart.GroupPosition, Is.EqualTo(partPosition));
Assert.That(so.RootPart.GetWorldPosition(), Is.EqualTo(partPosition));
Assert.That(so.RootPart.RelativePosition, Is.EqualTo(partPosition));
Assert.That(so.RootPart.OffsetPosition, Is.EqualTo(Vector3.Zero));
}
[Test]
public void TestGetChildPartPosition()
{
TestHelpers.InMethod();
Vector3 rootPartPosition = new Vector3(10, 20, 30);
Vector3 childOffsetPosition = new Vector3(2, 3, 4);
SceneObjectGroup so
= SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10);
so.AbsolutePosition = rootPartPosition;
so.Parts[1].OffsetPosition = childOffsetPosition;
m_scene.AddNewSceneObject(so, false);
// Calculate child absolute position.
Vector3 childPosition = new Vector3(rootPartPosition + childOffsetPosition);
SceneObjectPart childPart = so.Parts[1];
Assert.That(childPart.AbsolutePosition, Is.EqualTo(childPosition));
Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
// TODO: Write test for child part position after rotation.
}
}
}
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