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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs38
3 files changed, 59 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index cd4bd42..0a1b921 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -101,6 +101,9 @@ namespace OpenSim.Region.Framework.Scenes
101 /// </summary> 101 /// </summary>
102 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 102 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
103 103
104 /// <summary>
105 /// Lock to prevent object group update, linking and delinking operations from running concurrently.
106 /// </summary>
104 private Object m_updateLock = new Object(); 107 private Object m_updateLock = new Object();
105 108
106 #endregion 109 #endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6f3a084..7bd6c11 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2584,6 +2584,10 @@ namespace OpenSim.Region.Framework.Scenes
2584 /// <summary> 2584 /// <summary>
2585 /// Link the prims in a given group to this group 2585 /// Link the prims in a given group to this group
2586 /// </summary> 2586 /// </summary>
2587 /// <remarks>
2588 /// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads.
2589 /// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition.
2590 /// </remarks>
2587 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2591 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
2588 public void LinkToGroup(SceneObjectGroup objectGroup) 2592 public void LinkToGroup(SceneObjectGroup objectGroup)
2589 { 2593 {
@@ -2714,6 +2718,11 @@ namespace OpenSim.Region.Framework.Scenes
2714 /// Delink the given prim from this group. The delinked prim is established as 2718 /// Delink the given prim from this group. The delinked prim is established as
2715 /// an independent SceneObjectGroup. 2719 /// an independent SceneObjectGroup.
2716 /// </summary> 2720 /// </summary>
2721 /// <remarks>
2722 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2723 /// condition. But currently there is no
2724 /// alternative method that does take a lonk to delink a single prim.
2725 /// </remarks>
2717 /// <param name="partID"></param> 2726 /// <param name="partID"></param>
2718 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2727 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
2719 public SceneObjectGroup DelinkFromGroup(uint partID) 2728 public SceneObjectGroup DelinkFromGroup(uint partID)
@@ -2725,6 +2734,11 @@ namespace OpenSim.Region.Framework.Scenes
2725 /// Delink the given prim from this group. The delinked prim is established as 2734 /// Delink the given prim from this group. The delinked prim is established as
2726 /// an independent SceneObjectGroup. 2735 /// an independent SceneObjectGroup.
2727 /// </summary> 2736 /// </summary>
2737 /// <remarks>
2738 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2739 /// condition. But currently there is no
2740 /// alternative method that does take a lonk to delink a single prim.
2741 /// </remarks>
2728 /// <param name="partID"></param> 2742 /// <param name="partID"></param>
2729 /// <param name="sendEvents"></param> 2743 /// <param name="sendEvents"></param>
2730 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2744 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
@@ -2750,6 +2764,11 @@ namespace OpenSim.Region.Framework.Scenes
2750 /// Delink the given prim from this group. The delinked prim is established as 2764 /// Delink the given prim from this group. The delinked prim is established as
2751 /// an independent SceneObjectGroup. 2765 /// an independent SceneObjectGroup.
2752 /// </summary> 2766 /// </summary>
2767 /// <remarks>
2768 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2769 /// condition. But currently there is no
2770 /// alternative method that does take a lonk to delink a single prim.
2771 /// </remarks>
2753 /// <param name="partID"></param> 2772 /// <param name="partID"></param>
2754 /// <param name="sendEvents"></param> 2773 /// <param name="sendEvents"></param>
2755 /// <returns>The object group of the newly delinked prim.</returns> 2774 /// <returns>The object group of the newly delinked prim.</returns>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
index fffa3bd..9fea3c6 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
@@ -111,8 +111,44 @@ namespace OpenSim.Region.Framework.Scenes.Tests
111 Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition)); 111 Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
112 Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition)); 112 Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
113 Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition)); 113 Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
114 }
115
116 [Test]
117 public void TestGetChildPartPositionAfterObjectRotation()
118 {
119 TestHelpers.InMethod();
120
121 Vector3 rootPartPosition = new Vector3(10, 20, 30);
122 Vector3 childOffsetPosition = new Vector3(2, 3, 4);
123
124 SceneObjectGroup so
125 = SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10);
126 so.AbsolutePosition = rootPartPosition;
127 so.Parts[1].OffsetPosition = childOffsetPosition;
128
129 m_scene.AddNewSceneObject(so, false);
130
131 so.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 0, -90 * Utils.DEG_TO_RAD));
132
133 // Calculate child absolute position.
134 Vector3 rotatedChildOffsetPosition
135 = new Vector3(childOffsetPosition.Y, -childOffsetPosition.X, childOffsetPosition.Z);
136
137 Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition);
138
139 SceneObjectPart childPart = so.Parts[1];
114 140
115 // TODO: Write test for child part position after rotation. 141 // FIXME: Should be childPosition after rotation?
142 Assert.That(childPart.AbsolutePosition, Is.EqualTo(rootPartPosition + childOffsetPosition));
143
144 Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
145 Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
146
147 // Relative to root part as (0, 0, 0)
148 Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
149
150 // Relative to root part as (0, 0, 0)
151 Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
116 } 152 }
117 } 153 }
118} \ No newline at end of file 154} \ No newline at end of file