public void TestSitAndStandWithNoSitTargetChildPrim() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // Make sure we're within range to sit Vector3 startPos = new Vector3(1, 1, 1); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene, 2, m_sp.UUID, "part", 0x10).Parts[1]; part.OffsetPosition = new Vector3(2, 3, 4); // We need to preserve this here because phys actor is removed by the sit. Vector3 spPhysActorSize = m_sp.PhysicsActor.Size; m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That( m_sp.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2))); m_sp.StandUp(); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0)); Assert.That(part.GetSittingAvatars(), Is.Null); Assert.That(m_sp.ParentID, Is.EqualTo(0)); Assert.That(m_sp.PhysicsActor, Is.Not.Null); }
public void TestSitWithinRangeNoTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // Less than 10 meters away from 0, 0, 0 (default part position) Vector3 startPos = new Vector3(9.9f, 0, 0); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; // We need to preserve this here because phys actor is removed by the sit. Vector3 spPhysActorSize = m_sp.PhysicsActor.Size; m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That(m_sp.PhysicsActor, Is.Null); Assert.That( m_sp.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2))); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); HashSet <ScenePresence> sittingAvatars = part.GetSittingAvatars(); Assert.That(sittingAvatars.Count, Is.EqualTo(1)); Assert.That(sittingAvatars.Contains(m_sp)); Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); }
public void TestSitAndStandWithNoSitTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // Make sure we're within range to sit Vector3 startPos = new Vector3(1, 1, 1); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); // FIXME: This is different for live avatars - z position is adjusted. This is half the height of the // default avatar. // Curiously, Vector3.ToString() will not display the last two places of the float. For example, // printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337> Assert.That( m_sp.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f))); m_sp.StandUp(); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0)); Assert.That(part.GetSittingAvatars(), Is.Null); Assert.That(m_sp.ParentID, Is.EqualTo(0)); Assert.That(m_sp.PhysicsActor, Is.Not.Null); }
public void TestSitAndStandWithSitTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // If a prim has a sit target then we can sit from any distance away Vector3 startPos = new Vector3(128, 128, 30); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; part.SitTargetPosition = new Vector3(0, 0, 1); m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); Assert.That( m_sp.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT)); Assert.That(m_sp.PhysicsActor, Is.Null); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); HashSet <UUID> sittingAvatars = part.GetSittingAvatars(); Assert.That(sittingAvatars.Count, Is.EqualTo(1)); Assert.That(sittingAvatars.Contains(m_sp.UUID)); m_sp.StandUp(); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(m_sp.ParentID, Is.EqualTo(0)); Assert.That(m_sp.PhysicsActor, Is.Not.Null); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0)); Assert.That(part.GetSittingAvatars(), Is.Null); }
public void TestSitOutsideRangeNoTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // More than 10 meters away from 0, 0, 0 (default part position) Vector3 startPos = new Vector3(10.1f, 0, 0); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0)); Assert.That(part.GetSittingAvatars(), Is.Null); Assert.That(m_sp.ParentID, Is.EqualTo(0)); }
public void TestSitWithinRangeNoTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // Less than 10 meters away from 0, 0, 0 (default part position) Vector3 startPos = new Vector3(9.9f, 0, 0); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That(m_sp.PhysicsActor, Is.Null); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); HashSet <UUID> sittingAvatars = part.GetSittingAvatars(); Assert.That(sittingAvatars.Count, Is.EqualTo(1)); Assert.That(sittingAvatars.Contains(m_sp.UUID)); Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); }
public void TestSitAndStandWithSitTarget() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); // If a prim has a sit target then we can sit from any distance away Vector3 startPos = new Vector3(128, 128, 30); m_sp.AbsolutePosition = startPos; SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart; part.SitTargetPosition = new Vector3(0, 0, 1); m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero); Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID)); Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); // This section is copied from ScenePresence.HandleAgentSit(). Correctness is not guaranteed. double x, y, z, m1, m2; Quaternion r = part.SitTargetOrientation;; m1 = r.X * r.X + r.Y * r.Y; m2 = r.Z * r.Z + r.W * r.W; // Rotate the vector <0, 0, 1> x = 2 * (r.X * r.Z + r.Y * r.W); y = 2 * (-r.X * r.W + r.Y * r.Z); z = m2 - m1; // Set m to be the square of the norm of r. double m = m1 + m2; // This constant is emperically determined to be what is used in SL. // See also http://opensimulator.org/mantis/view.php?id=7096 double offset = 0.05; Vector3 up = new Vector3((float)x, (float)y, (float)z); Vector3 sitOffset = up * (float)offset; // End of copied section. Assert.That( m_sp.AbsolutePosition, Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition - sitOffset + ScenePresence.SIT_TARGET_ADJUSTMENT)); Assert.That(m_sp.PhysicsActor, Is.Null); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); HashSet <ScenePresence> sittingAvatars = part.GetSittingAvatars(); Assert.That(sittingAvatars.Count, Is.EqualTo(1)); Assert.That(sittingAvatars.Contains(m_sp)); m_sp.StandUp(); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(m_sp.ParentID, Is.EqualTo(0)); Assert.That(m_sp.PhysicsActor, Is.Not.Null); Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(0)); Assert.That(part.GetSittingAvatars(), Is.Null); }