mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-26 16:07:31 +01:00
199 lines
5.9 KiB
C++
199 lines
5.9 KiB
C++
|
// Copyright (C) 2008-2012 Colin MacDonald
|
||
|
// No rights reserved: this software is in the public domain.
|
||
|
|
||
|
#include "testUtils.h"
|
||
|
|
||
|
using namespace irr;
|
||
|
using namespace core;
|
||
|
using namespace scene;
|
||
|
using namespace video;
|
||
|
|
||
|
static bool expectedCollisionCallbackPositions = true;
|
||
|
|
||
|
class CMyCollisionCallback : public ICollisionCallback
|
||
|
{
|
||
|
public:
|
||
|
bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator)
|
||
|
{
|
||
|
const vector3df & collisionPoint = animator.getCollisionPoint();
|
||
|
|
||
|
logTestString("Collision callback at %f %f %f\n",
|
||
|
collisionPoint.X, collisionPoint.Y, collisionPoint.Z);
|
||
|
|
||
|
if(collisionPoint != ExpectedCollisionPoint)
|
||
|
{
|
||
|
logTestString("*** Error: collision point, expected %f %f %f\n",
|
||
|
ExpectedCollisionPoint.X, ExpectedCollisionPoint.Y, ExpectedCollisionPoint.Z);
|
||
|
expectedCollisionCallbackPositions = false;
|
||
|
assert_log(false);
|
||
|
}
|
||
|
|
||
|
const vector3df & nodePosition = animator.getCollisionResultPosition();
|
||
|
if(nodePosition != ExpectedNodePosition)
|
||
|
{
|
||
|
logTestString("*** Error: result position, expected %f %f %f\n",
|
||
|
ExpectedNodePosition.X, ExpectedNodePosition.Y, ExpectedNodePosition.Z);
|
||
|
expectedCollisionCallbackPositions = false;
|
||
|
assert_log(false);
|
||
|
}
|
||
|
|
||
|
if(animator.getTargetNode() != ExpectedTarget)
|
||
|
{
|
||
|
logTestString("*** Error: wrong node\n");
|
||
|
expectedCollisionCallbackPositions = false;
|
||
|
assert_log(false);
|
||
|
}
|
||
|
|
||
|
return ConsumeNextCollision;
|
||
|
}
|
||
|
|
||
|
void setNextExpectedCollision(ISceneNode* target,
|
||
|
const vector3df& expectedPoint,
|
||
|
const vector3df& expectedPosition,
|
||
|
bool consume)
|
||
|
{
|
||
|
ExpectedTarget = target;
|
||
|
ExpectedCollisionPoint = expectedPoint;
|
||
|
ExpectedNodePosition = expectedPosition;
|
||
|
ConsumeNextCollision = consume;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
|
||
|
ISceneNode * ExpectedTarget;
|
||
|
vector3df ExpectedCollisionPoint;
|
||
|
vector3df ExpectedNodePosition;
|
||
|
bool ConsumeNextCollision;
|
||
|
|
||
|
};
|
||
|
|
||
|
/** Test that collision response animator will reset itself when removed from a
|
||
|
scene node, so that the scene node can then be moved without the animator
|
||
|
jumping it back again. */
|
||
|
bool collisionResponseAnimator(void)
|
||
|
{
|
||
|
IrrlichtDevice * device = irr::createDevice(video::EDT_NULL);
|
||
|
assert_log(device);
|
||
|
if(!device)
|
||
|
return false;
|
||
|
|
||
|
ISceneManager * smgr = device->getSceneManager();
|
||
|
|
||
|
// Create 2 nodes to the left of a "wall"
|
||
|
ISceneNode * testNode1 = smgr->addEmptySceneNode();
|
||
|
ISceneNode * testNode2 = smgr->addEmptySceneNode();
|
||
|
testNode1->setPosition(vector3df(-50, 0,0));
|
||
|
testNode2->setPosition(vector3df(-50, 0,0));
|
||
|
|
||
|
// Create a "wall" node, and collision response animators for each test node.
|
||
|
IMeshSceneNode * wallNode = smgr->addCubeSceneNode(10.f);
|
||
|
|
||
|
ITriangleSelector * wallSelector = smgr->createTriangleSelectorFromBoundingBox(wallNode);
|
||
|
ISceneNodeAnimatorCollisionResponse * collisionAnimator1 =
|
||
|
smgr->createCollisionResponseAnimator(wallSelector,
|
||
|
testNode1,
|
||
|
vector3df(10,10,10),
|
||
|
vector3df(0, 0, 0));
|
||
|
testNode1->addAnimator(collisionAnimator1);
|
||
|
|
||
|
CMyCollisionCallback collisionCallback;
|
||
|
collisionAnimator1->setCollisionCallback(&collisionCallback);
|
||
|
|
||
|
collisionAnimator1->drop();
|
||
|
collisionAnimator1 = 0;
|
||
|
|
||
|
ISceneNodeAnimatorCollisionResponse * collisionAnimator2 =
|
||
|
smgr->createCollisionResponseAnimator(wallSelector,
|
||
|
testNode2,
|
||
|
vector3df(10,10,10),
|
||
|
vector3df(0, 0, 0));
|
||
|
testNode2->addAnimator(collisionAnimator2);
|
||
|
collisionAnimator2->setCollisionCallback(&collisionCallback);
|
||
|
|
||
|
wallSelector->drop();
|
||
|
// Don't drop() collisionAnimator2 since we're going to use it.
|
||
|
|
||
|
// Get the system in a good state
|
||
|
device->run();
|
||
|
smgr->drawAll();
|
||
|
|
||
|
// Try to move both nodes to the right of the wall.
|
||
|
// This one should be stopped by its animator.
|
||
|
testNode1->setPosition(vector3df(50, 0,0));
|
||
|
collisionCallback.setNextExpectedCollision(testNode1,
|
||
|
vector3df(-5.005f, 0, 0),
|
||
|
vector3df(-15.005f, 0, 0),
|
||
|
false);
|
||
|
|
||
|
// Whereas this one, by forcing the animator to update its target node, should be
|
||
|
// able to pass through the wall. (In <=1.6 it was stopped by the wall even if
|
||
|
// the animator was removed and later re-added);
|
||
|
testNode2->setPosition(vector3df(50, 0,0));
|
||
|
collisionAnimator2->setTargetNode(testNode2);
|
||
|
collisionAnimator2->drop(); // We're done using this now.
|
||
|
|
||
|
device->run();
|
||
|
smgr->drawAll();
|
||
|
|
||
|
bool result = true;
|
||
|
|
||
|
if(testNode1->getAbsolutePosition().X > -15.f)
|
||
|
{
|
||
|
logTestString("collisionResponseAnimator test node 1 wasn't stopped from moving.\n");
|
||
|
assert_log(false);
|
||
|
result = false;
|
||
|
}
|
||
|
|
||
|
if(testNode2->getAbsolutePosition().X < 50.f)
|
||
|
{
|
||
|
logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
|
||
|
assert_log(false);
|
||
|
result = false;
|
||
|
}
|
||
|
|
||
|
// Now try to move the second node back through the wall again. Now it should be
|
||
|
// stopped by the wall.
|
||
|
testNode2->setPosition(vector3df(-50, 0, 0));
|
||
|
|
||
|
// We'll consume this collision, so the node will actually move all the way through.
|
||
|
collisionCallback.setNextExpectedCollision(testNode2,
|
||
|
vector3df(5.005f, 0, 0),
|
||
|
vector3df(15.005f, 0, 0),
|
||
|
true);
|
||
|
|
||
|
device->run();
|
||
|
smgr->drawAll();
|
||
|
|
||
|
if(testNode2->getAbsolutePosition().X != -50.f)
|
||
|
{
|
||
|
logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
|
||
|
assert_log(false);
|
||
|
result = false;
|
||
|
}
|
||
|
|
||
|
// Now we'll try to move it back to the right and allow it to be stopped.
|
||
|
collisionCallback.setNextExpectedCollision(testNode2,
|
||
|
vector3df(-5.005f, 0, 0),
|
||
|
vector3df(-15.005f, 0, 0),
|
||
|
false);
|
||
|
testNode2->setPosition(vector3df(50, 0, 0));
|
||
|
|
||
|
device->run();
|
||
|
smgr->drawAll();
|
||
|
|
||
|
if(testNode2->getAbsolutePosition().X > -15.f)
|
||
|
{
|
||
|
logTestString("collisionResponseAnimator test node 2 moved too far.\n");
|
||
|
assert_log(false);
|
||
|
result = false;
|
||
|
}
|
||
|
|
||
|
device->closeDevice();
|
||
|
device->run();
|
||
|
device->drop();
|
||
|
|
||
|
result &= expectedCollisionCallbackPositions;
|
||
|
return result;
|
||
|
}
|
||
|
|