forked from Mirrorlandia_minetest/irrlicht
199 lines
5.9 KiB
C++
199 lines
5.9 KiB
C++
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// Copyright (C) 2008-2012 Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "testUtils.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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static bool expectedCollisionCallbackPositions = true;
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class CMyCollisionCallback : public ICollisionCallback
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{
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public:
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bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator)
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{
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const vector3df & collisionPoint = animator.getCollisionPoint();
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logTestString("Collision callback at %f %f %f\n",
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collisionPoint.X, collisionPoint.Y, collisionPoint.Z);
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if(collisionPoint != ExpectedCollisionPoint)
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{
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logTestString("*** Error: collision point, expected %f %f %f\n",
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ExpectedCollisionPoint.X, ExpectedCollisionPoint.Y, ExpectedCollisionPoint.Z);
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expectedCollisionCallbackPositions = false;
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assert_log(false);
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}
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const vector3df & nodePosition = animator.getCollisionResultPosition();
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if(nodePosition != ExpectedNodePosition)
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{
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logTestString("*** Error: result position, expected %f %f %f\n",
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ExpectedNodePosition.X, ExpectedNodePosition.Y, ExpectedNodePosition.Z);
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expectedCollisionCallbackPositions = false;
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assert_log(false);
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}
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if(animator.getTargetNode() != ExpectedTarget)
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{
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logTestString("*** Error: wrong node\n");
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expectedCollisionCallbackPositions = false;
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assert_log(false);
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}
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return ConsumeNextCollision;
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}
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void setNextExpectedCollision(ISceneNode* target,
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const vector3df& expectedPoint,
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const vector3df& expectedPosition,
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bool consume)
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{
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ExpectedTarget = target;
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ExpectedCollisionPoint = expectedPoint;
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ExpectedNodePosition = expectedPosition;
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ConsumeNextCollision = consume;
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}
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private:
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ISceneNode * ExpectedTarget;
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vector3df ExpectedCollisionPoint;
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vector3df ExpectedNodePosition;
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bool ConsumeNextCollision;
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};
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/** Test that collision response animator will reset itself when removed from a
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scene node, so that the scene node can then be moved without the animator
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jumping it back again. */
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bool collisionResponseAnimator(void)
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{
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IrrlichtDevice * device = irr::createDevice(video::EDT_NULL);
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assert_log(device);
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if(!device)
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return false;
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ISceneManager * smgr = device->getSceneManager();
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// Create 2 nodes to the left of a "wall"
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ISceneNode * testNode1 = smgr->addEmptySceneNode();
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ISceneNode * testNode2 = smgr->addEmptySceneNode();
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testNode1->setPosition(vector3df(-50, 0,0));
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testNode2->setPosition(vector3df(-50, 0,0));
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// Create a "wall" node, and collision response animators for each test node.
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IMeshSceneNode * wallNode = smgr->addCubeSceneNode(10.f);
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ITriangleSelector * wallSelector = smgr->createTriangleSelectorFromBoundingBox(wallNode);
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ISceneNodeAnimatorCollisionResponse * collisionAnimator1 =
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smgr->createCollisionResponseAnimator(wallSelector,
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testNode1,
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vector3df(10,10,10),
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vector3df(0, 0, 0));
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testNode1->addAnimator(collisionAnimator1);
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CMyCollisionCallback collisionCallback;
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collisionAnimator1->setCollisionCallback(&collisionCallback);
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collisionAnimator1->drop();
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collisionAnimator1 = 0;
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ISceneNodeAnimatorCollisionResponse * collisionAnimator2 =
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smgr->createCollisionResponseAnimator(wallSelector,
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testNode2,
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vector3df(10,10,10),
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vector3df(0, 0, 0));
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testNode2->addAnimator(collisionAnimator2);
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collisionAnimator2->setCollisionCallback(&collisionCallback);
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wallSelector->drop();
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// Don't drop() collisionAnimator2 since we're going to use it.
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// Get the system in a good state
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device->run();
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smgr->drawAll();
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// Try to move both nodes to the right of the wall.
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// This one should be stopped by its animator.
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testNode1->setPosition(vector3df(50, 0,0));
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collisionCallback.setNextExpectedCollision(testNode1,
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vector3df(-5.005f, 0, 0),
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vector3df(-15.005f, 0, 0),
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false);
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// Whereas this one, by forcing the animator to update its target node, should be
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// able to pass through the wall. (In <=1.6 it was stopped by the wall even if
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// the animator was removed and later re-added);
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testNode2->setPosition(vector3df(50, 0,0));
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collisionAnimator2->setTargetNode(testNode2);
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collisionAnimator2->drop(); // We're done using this now.
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device->run();
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smgr->drawAll();
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bool result = true;
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if(testNode1->getAbsolutePosition().X > -15.f)
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{
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logTestString("collisionResponseAnimator test node 1 wasn't stopped from moving.\n");
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assert_log(false);
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result = false;
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}
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if(testNode2->getAbsolutePosition().X < 50.f)
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{
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logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
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assert_log(false);
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result = false;
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}
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// Now try to move the second node back through the wall again. Now it should be
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// stopped by the wall.
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testNode2->setPosition(vector3df(-50, 0, 0));
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// We'll consume this collision, so the node will actually move all the way through.
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collisionCallback.setNextExpectedCollision(testNode2,
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vector3df(5.005f, 0, 0),
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vector3df(15.005f, 0, 0),
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true);
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device->run();
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smgr->drawAll();
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if(testNode2->getAbsolutePosition().X != -50.f)
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{
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logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
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assert_log(false);
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result = false;
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}
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// Now we'll try to move it back to the right and allow it to be stopped.
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collisionCallback.setNextExpectedCollision(testNode2,
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vector3df(-5.005f, 0, 0),
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vector3df(-15.005f, 0, 0),
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false);
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testNode2->setPosition(vector3df(50, 0, 0));
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device->run();
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smgr->drawAll();
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if(testNode2->getAbsolutePosition().X > -15.f)
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{
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logTestString("collisionResponseAnimator test node 2 moved too far.\n");
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assert_log(false);
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result = false;
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}
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device->closeDevice();
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device->run();
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device->drop();
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result &= expectedCollisionCallbackPositions;
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return result;
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}
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