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author | Justin Clark-Casey (justincc) | 2011-04-14 17:33:55 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-04-14 17:33:55 +0100 |
commit | aaf912586948a3d0d9bb918952766ba48e90fd18 (patch) | |
tree | 0f972ef4312f412c3c300041f8cb32f1a951bc14 /OpenSim | |
parent | Use common coalesced serialization code for both tests and the InventoryAcces... (diff) | |
download | opensim-SC_OLD-aaf912586948a3d0d9bb918952766ba48e90fd18.zip opensim-SC_OLD-aaf912586948a3d0d9bb918952766ba48e90fd18.tar.gz opensim-SC_OLD-aaf912586948a3d0d9bb918952766ba48e90fd18.tar.bz2 opensim-SC_OLD-aaf912586948a3d0d9bb918952766ba48e90fd18.tar.xz |
simplify coalesced object tests by using existing scene object set up utils
this change makes it possible to set an absolute position on a group before it is put into a scene.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs | 40 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 21 |
2 files changed, 20 insertions, 41 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs index c76a30a..9fc77a7 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs | |||
@@ -87,41 +87,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests | |||
87 | // log4net.Config.XmlConfigurator.Configure(); | 87 | // log4net.Config.XmlConfigurator.Configure(); |
88 | 88 | ||
89 | // Create asset | 89 | // Create asset |
90 | SceneObjectGroup object1; | 90 | SceneObjectGroup object1 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object1", 0x20); |
91 | { | 91 | object1.AbsolutePosition = new Vector3(15, 30, 45); |
92 | string partName = "Object1"; | 92 | object1.Parts[0].Scale = new Vector3(1, 1, 1); |
93 | UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040"); | ||
94 | PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere(); | ||
95 | Vector3 groupPosition = new Vector3(10, 20, 30); | ||
96 | Quaternion rotationOffset = Quaternion.Identity; | ||
97 | Vector3 offsetPosition = new Vector3(5, 10, 15); | ||
98 | |||
99 | SceneObjectPart part1 | ||
100 | = new SceneObjectPart( | ||
101 | ownerId, shape, groupPosition, rotationOffset, offsetPosition); | ||
102 | part1.Scale = new Vector3(1, 1, 1); | ||
103 | part1.Name = partName; | ||
104 | |||
105 | object1 = new SceneObjectGroup(part1); | ||
106 | } | ||
107 | 93 | ||
108 | SceneObjectGroup object2; | 94 | SceneObjectGroup object2 = SceneSetupHelpers.CreateSceneObject(1, m_userId, "Object2", 0x40); |
109 | { | 95 | object2.AbsolutePosition = new Vector3(25, 50, 75); |
110 | string partName = "Object2"; | 96 | object2.Parts[0].Scale = new Vector3(1, 1, 1); |
111 | UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040"); | ||
112 | PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere(); | ||
113 | Vector3 groupPosition = new Vector3(20, 40, 60); | ||
114 | Quaternion rotationOffset = Quaternion.Identity; | ||
115 | Vector3 offsetPosition = new Vector3(5, 10, 15); | ||
116 | |||
117 | SceneObjectPart part1 | ||
118 | = new SceneObjectPart( | ||
119 | ownerId, shape, groupPosition, rotationOffset, offsetPosition); | ||
120 | part1.Scale = new Vector3(1, 1, 1); | ||
121 | part1.Name = partName; | ||
122 | |||
123 | object2 = new SceneObjectGroup(part1); | ||
124 | } | ||
125 | 97 | ||
126 | CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2); | 98 | CoalescedSceneObjects coa = new CoalescedSceneObjects(m_userId, object1, object2); |
127 | 99 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index ca7d9d9..9bb50db 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -296,11 +296,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
296 | { | 296 | { |
297 | Vector3 val = value; | 297 | Vector3 val = value; |
298 | 298 | ||
299 | if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 299 | if (Scene != null) |
300 | || m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | ||
301 | && !IsAttachmentCheckFull() && (!m_scene.LoadingPrims)) | ||
302 | { | 300 | { |
303 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 301 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
302 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | ||
303 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
304 | { | ||
305 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
306 | } | ||
304 | } | 307 | } |
305 | 308 | ||
306 | if (RootPart.GetStatusSandbox()) | 309 | if (RootPart.GetStatusSandbox()) |
@@ -308,8 +311,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
308 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 311 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
309 | { | 312 | { |
310 | RootPart.ScriptSetPhysicsStatus(false); | 313 | RootPart.ScriptSetPhysicsStatus(false); |
311 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | 314 | |
312 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | 315 | if (Scene != null) |
316 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | ||
317 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | ||
318 | |||
313 | return; | 319 | return; |
314 | } | 320 | } |
315 | } | 321 | } |
@@ -326,7 +332,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
326 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 332 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
327 | //} | 333 | //} |
328 | 334 | ||
329 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | 335 | if (Scene != null) |
336 | Scene.EventManager.TriggerParcelPrimCountTainted(); | ||
330 | } | 337 | } |
331 | } | 338 | } |
332 | 339 | ||