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author | Justin Clark-Casey (justincc) | 2011-04-13 21:17:43 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-04-13 21:17:43 +0100 |
commit | 58efd761d13bd4f2617fcb3f94bbe265880589e3 (patch) | |
tree | 4900fbec5e577c48b42efeb10115fd64dc47681b /OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |
parent | factor out some test code into the SetUp() (diff) | |
download | opensim-SC_OLD-58efd761d13bd4f2617fcb3f94bbe265880589e3.zip opensim-SC_OLD-58efd761d13bd4f2617fcb3f94bbe265880589e3.tar.gz opensim-SC_OLD-58efd761d13bd4f2617fcb3f94bbe265880589e3.tar.bz2 opensim-SC_OLD-58efd761d13bd4f2617fcb3f94bbe265880589e3.tar.xz |
Add coalesced scene objects class and serializer. This is currently only used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 19 |
1 files changed, 14 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 73b0a35..cfcfc79 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -274,7 +274,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
274 | float minX, minY, minZ; | 274 | float minX, minY, minZ; |
275 | float maxX, maxY, maxZ; | 275 | float maxX, maxY, maxZ; |
276 | 276 | ||
277 | Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist, | 277 | Vector3[] offsets = Scene.GetCombinedBoundingBox(objlist, |
278 | out minX, out maxX, out minY, out maxY, | 278 | out minX, out maxX, out minY, out maxY, |
279 | out minZ, out maxZ); | 279 | out minZ, out maxZ); |
280 | 280 | ||
@@ -289,7 +289,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
289 | XmlDocument doc = new XmlDocument(); | 289 | XmlDocument doc = new XmlDocument(); |
290 | SceneObjectGroup g = objlist[i]; | 290 | SceneObjectGroup g = objlist[i]; |
291 | doc.LoadXml(xmlStrings[g.UUID]); | 291 | doc.LoadXml(xmlStrings[g.UUID]); |
292 | XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup"); | 292 | XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup"); |
293 | e.SetAttribute("offsetx", offsets[i].X.ToString()); | 293 | e.SetAttribute("offsetx", offsets[i].X.ToString()); |
294 | e.SetAttribute("offsety", offsets[i].Y.ToString()); | 294 | e.SetAttribute("offsety", offsets[i].Y.ToString()); |
295 | e.SetAttribute("offsetz", offsets[i].Z.ToString()); | 295 | e.SetAttribute("offsetz", offsets[i].Z.ToString()); |
@@ -659,9 +659,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
659 | itemId, n.OuterXml); | 659 | itemId, n.OuterXml); |
660 | objlist.Add(g); | 660 | objlist.Add(g); |
661 | XmlElement el = (XmlElement)n; | 661 | XmlElement el = (XmlElement)n; |
662 | float x = Convert.ToSingle(el.GetAttribute("offsetx")); | 662 | |
663 | float y = Convert.ToSingle(el.GetAttribute("offsety")); | 663 | string rawX = el.GetAttribute("offsetx"); |
664 | float z = Convert.ToSingle(el.GetAttribute("offsetz")); | 664 | string rawY = el.GetAttribute("offsety"); |
665 | string rawZ = el.GetAttribute("offsetz"); | ||
666 | // | ||
667 | // m_log.DebugFormat( | ||
668 | // "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>", | ||
669 | // g.Name, rawX, rawY, rawZ); | ||
670 | |||
671 | float x = Convert.ToSingle(rawX); | ||
672 | float y = Convert.ToSingle(rawY); | ||
673 | float z = Convert.ToSingle(rawZ); | ||
665 | veclist.Add(new Vector3(x, y, z)); | 674 | veclist.Add(new Vector3(x, y, z)); |
666 | } | 675 | } |
667 | } | 676 | } |