public void TestSetPhantomSinglePrim() { TestHelpers.InMethod(); m_scene.AddSceneObject(m_so1); SceneObjectPart rootPart = m_so1.RootPart; Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); m_so1.ScriptSetPhantomStatus(true); // Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags); Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom)); m_so1.ScriptSetPhantomStatus(false); Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); }
public void TestAddRemovePhysicalLinkset() { Assert.That(m_scene.SceneGraph.GetActiveObjectsCount(), Is.EqualTo(0)); UUID ownerId = TestHelpers.ParseTail(0x1); SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(3, ownerId, "so1", 0x10); so1.ScriptSetPhysicsStatus(true); m_scene.AddSceneObject(so1); Assert.That(m_scene.SceneGraph.GetTotalObjectsCount(), Is.EqualTo(3)); Assert.That(m_scene.SceneGraph.GetActiveObjectsCount(), Is.EqualTo(3)); m_scene.DeleteSceneObject(so1, false); Assert.That(m_scene.SceneGraph.GetTotalObjectsCount(), Is.EqualTo(0)); Assert.That(m_scene.SceneGraph.GetActiveObjectsCount(), Is.EqualTo(0)); }
public void TestLinkToSelf() { TestHelpers.InMethod(); UUID ownerId = TestHelpers.ParseTail(0x1); int nParts = 3; TestScene scene = SceneHelpers.SetupScene(); SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10); scene.AddSceneObject(sog1); scene.LinkObjects(ownerId, sog1.LocalId, new List <uint>() { sog1.Parts[1].LocalId }); // sog1.LinkToGroup(sog1); Assert.That(sog1.Parts.Length, Is.EqualTo(nParts)); }
public void TestSetTemporary() { TestHelpers.InMethod(); m_scene.AddSceneObject(m_so1); m_so1.ScriptSetTemporaryStatus(true); // Is this really the correct flag? Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.TemporaryOnRez)); Assert.That(m_so1.Backup, Is.False); // Test setting back to non-temporary m_so1.ScriptSetTemporaryStatus(false); Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None)); Assert.That(m_so1.Backup, Is.True); }