public void TestRezObjectFromInventoryItem() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); Scene scene = new SceneHelpers().SetupScene(); UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); SceneObjectPart sop1 = sog1.RootPart; // Create an object embedded inside the first UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000"); TaskInventoryItem taskSceneObjectItem = TaskInventoryHelpers.AddSceneObject(scene.AssetService, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID); scene.AddSceneObject(sog1); Vector3 rezPos = new Vector3(10, 10, 10); Quaternion rezRot = new Quaternion(0.5f, 0.5f, 0.5f, 0.5f); Vector3 rezVel = new Vector3(2, 2, 2); scene.RezObject(sop1, taskSceneObjectItem, rezPos, rezRot, rezVel, 0); SceneObjectGroup rezzedObject = scene.GetSceneObjectGroup("tso"); Assert.That(rezzedObject, Is.Not.Null); Assert.That(rezzedObject.AbsolutePosition, Is.EqualTo(rezPos)); // Velocity doesn't get applied, probably because there is no physics in tests (yet) // Assert.That(rezzedObject.Velocity, Is.EqualTo(rezVel)); Assert.That(rezzedObject.Velocity, Is.EqualTo(Vector3.Zero)); // Confusingly, this isn't the rezzedObject.Rotation Assert.That(rezzedObject.RootPart.RotationOffset, Is.EqualTo(rezRot)); }