/* * 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 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.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; using OpenSim.Tests.Common.Setup; using log4net; namespace OpenSim.Region.Framework.Scenes.Tests { /// /// Linking tests /// [TestFixture] public class SceneObjectLinkingTests { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); [Test] public void TestLinkDelink2SceneObjects() { TestHelper.InMethod(); 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) { m_log.Debug("parts: " + grp1.Children.Count); m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation); m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset); m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+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) m_log.Debug(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) m_log.Debug(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) m_log.Debug("Group2: Prim2: OffsetPosition:" + part2.AbsolutePosition + ", OffsetRotation:" + 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() { TestHelper.InMethod(); 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) { m_log.Debug("--------After Link-------"); m_log.Debug("Group1: parts:" + grp1.Children.Count); m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation); m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset); m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset); m_log.Debug("Group3: parts:"+grp3.Children.Count); m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.Rotation); m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset); m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+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) m_log.Debug(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) m_log.Debug(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) { m_log.Debug("--------After De-Link-------"); m_log.Debug("Group1: parts:" + grp1.Children.Count); m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation); m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset); m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset); m_log.Debug("Group3: parts:" + grp3.Children.Count); m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation); m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset); m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + 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)); } } }