Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
471
tests/sceneCollisionManager.cpp
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471
tests/sceneCollisionManager.cpp
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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 testGetCollisionResultPosition(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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IMeshSceneNode * cubeNode = smgr->addCubeSceneNode(10.f);
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ITriangleSelector * cubeSelector = smgr->createTriangleSelectorFromBoundingBox(cubeNode);
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triangle3df triOut;
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vector3df hitPosition;
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bool falling;
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ISceneNode* hitNode;
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vector3df resultPosition =
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collMgr->getCollisionResultPosition(cubeSelector,
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vector3df(0, 50, 0),
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vector3df(10, 20, 10),
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vector3df(0, -100, 0),
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triOut,
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hitPosition,
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falling,
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hitNode);
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bool result = true;
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if(hitNode != cubeNode)
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{
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logTestString("Unexpected collision node\n");
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result = false;
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}
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if(!equals(resultPosition.Y, 25.f, 0.01f))
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{
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logTestString("Unexpected collision response position\n");
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result = false;
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}
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if(!equals(hitPosition.Y, 5.f, 0.01f))
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{
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logTestString("Unexpected collision position\n");
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result = false;
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}
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resultPosition =
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collMgr->getCollisionResultPosition(cubeSelector,
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vector3df(-20, 0, 0),
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vector3df(10, 20, 10),
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vector3df(100, 0, 0),
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triOut,
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hitPosition,
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falling,
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hitNode);
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if(hitNode != cubeNode)
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{
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logTestString("Unexpected collision node\n");
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result = false;
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}
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if(!equals(resultPosition.X, -15.f, 0.01f))
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{
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logTestString("Unexpected collision response position\n");
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result = false;
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}
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if(!equals(hitPosition.X, -5.f, 0.01f))
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{
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logTestString("Unexpected collision position\n");
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result = false;
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}
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assert_log(result);
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cubeSelector->drop();
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smgr->clear();
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return result;
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}
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// Test that getCollisionPoint() actually uses the closest point, not the closest triangle.
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static bool getCollisionPoint_ignoreTriangleVertices(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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// Create a cube with a Z face at 5, but corners close to 0
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ISceneNode * farSmallCube = smgr->addCubeSceneNode(10, 0, -1, vector3df(0, 0, 10));
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// Create a cube with a Z face at 0, but corners far from 0
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ISceneNode * nearBigCube = smgr->addCubeSceneNode(100, 0, -1, vector3df(0, 0, 50));
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IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
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ITriangleSelector * selector = smgr->createTriangleSelectorFromBoundingBox(farSmallCube);
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meta->addTriangleSelector(selector);
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selector->drop();
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// We should expect a hit on this cube
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selector = smgr->createTriangleSelectorFromBoundingBox(nearBigCube);
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meta->addTriangleSelector(selector);
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selector->drop();
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line3df ray(0, 0, -5, 0, 0, 100);
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vector3df hitPosition;
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triangle3df hitTriangle;
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ISceneNode* hitNode;
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bool collision = collMgr->getCollisionPoint(ray, meta, hitPosition, hitTriangle, hitNode);
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meta->drop();
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if(hitNode != nearBigCube)
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{
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logTestString("getCollisionPoint_ignoreTriangleVertices: hit the wrong node.\n");
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return false;
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}
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if(!collision)
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{
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logTestString("getCollisionPoint_ignoreTriangleVertices: didn't get a hit.\n");
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return false;
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}
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if(hitPosition != vector3df(0, 0, 0))
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{
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logTestString("getCollisionPoint_ignoreTriangleVertices: unexpected hit position %f %f %f.\n",
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hitPosition.X, hitPosition.Y, hitPosition.Z );
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return false;
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}
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smgr->clear();
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return true;
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}
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static bool testGetSceneNodeFromScreenCoordinatesBB(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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// Create 3 nodes. The nearest node actually contains the camera.
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IMeshSceneNode * cubeNode1 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 4));
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IMeshSceneNode * cubeNode2 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 30));
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cubeNode2->setRotation(vector3df(90.f, 90.f, 90.f)); // Just check that rotation doesn't stop us hitting it.
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IMeshSceneNode * cubeNode3 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 40));
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cubeNode3->setRotation(vector3df(180.f, 180.f, 180.f)); // Just check that rotation doesn't stop us hitting it.
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smgr->addCameraSceneNode();
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device->run();
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smgr->drawAll(); // Get the camera in a good state
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ISceneNode * hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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// Expect the first node to be hit, since we're starting the check from inside it.
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bool result = true;
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if(hitNode != cubeNode1)
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{
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logTestString("Unexpected node hit. Expected cubeNode1.\n");
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result = false;
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}
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// Now make cubeNode1 invisible and check that cubeNode2 is hit.
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cubeNode1->setVisible(false);
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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if(hitNode != cubeNode2)
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{
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logTestString("Unexpected node hit. Expected cubeNode2.\n");
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result = false;
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}
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// Make cubeNode1 the parent of cubeNode2.
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cubeNode2->setParent(cubeNode1);
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// Check visibility.
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bool visible = cubeNode2->isVisible();
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if(!visible)
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{
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logTestString("cubeNode2 should think that it (in isolation) is visible.\n");
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result = false;
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}
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visible = cubeNode2->isTrulyVisible();
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if(visible)
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{
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logTestString("cubeNode2 should know that it (recursively) is invisible.\n");
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result = false;
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}
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// cubeNode2 should now be an invalid target as well, and so the final cube node should be hit.
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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if(hitNode != cubeNode3)
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{
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logTestString("Unexpected node hit. Expected cubeNode3.\n");
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result = false;
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}
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// Now verify bitmasking
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// Test the 01010101010101010101010101010101 bitmask (0x55555555)
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cubeNode1->setVisible(true);
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cubeNode1->setID(0xAAAAAAAA);
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60), 0x55555555);
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if(hitNode != cubeNode2)
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{
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logTestString("Unexpected node hit. Expected cubeNode2.\n");
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result = false;
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}
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assert_log(result);
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smgr->clear();
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return result;
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}
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static bool getScaledPickedNodeBB(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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ISceneNode* farTarget = smgr->addCubeSceneNode(1.f);
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farTarget->setScale(vector3df(100.f, 100.f, 10.f));
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farTarget->setPosition(vector3df(0.f, 0.f, 500.f));
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farTarget->updateAbsolutePosition();
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// Create a node that's slightly further away than the closest node,
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// but thinner. Its furthest corner is closer, but the collision
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// position is further, so it should not be selected.
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ISceneNode* middleTarget = smgr->addCubeSceneNode(10.f);
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middleTarget->setPosition(vector3df(0.f, 0.f, 101.f));
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middleTarget->setScale(vector3df(1.f, 1.f, 0.5f));
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middleTarget->updateAbsolutePosition();
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ISceneNode* nearTarget = smgr->addCubeSceneNode(10.f);
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nearTarget->setPosition(vector3df(0.f, 0.f, 100.f));
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nearTarget->updateAbsolutePosition();
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// We'll rotate this node 90 degrees to show that we can hit its side.
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nearTarget->setRotation(vector3df(0.f, 90.f, 0.f));
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line3df ray(0.f, 0.f, 0.f, 0.f, 0.f, 500.f);
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const ISceneNode * const hit = collMgr->getSceneNodeFromRayBB(ray);
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bool result = (hit == nearTarget);
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if(hit == 0)
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logTestString("getSceneNodeFromRayBB() didn't hit anything.\n");
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else if(hit == farTarget)
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logTestString("getSceneNodeFromRayBB() hit the far (scaled) target.\n");
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else if(hit == middleTarget)
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logTestString("getSceneNodeFromRayBB() hit the middle (scaled) target.\n");
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assert_log(result);
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smgr->clear();
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return result;
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}
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// box intersection according to Kay et al., code from gamedev.net
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static bool IntersectBox(const core::vector3df& origin, const core::vector3df& dir, const core::aabbox3df& box)
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{
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core::vector3df minDist = (box.MinEdge - origin)/dir;
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core::vector3df maxDist = (box.MaxEdge - origin)/dir;
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core::vector3df realMin(core::min_(minDist.X, maxDist.X),core::min_(minDist.Y, maxDist.Y),core::min_(minDist.Z, maxDist.Z));
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core::vector3df realMax(core::max_(minDist.X, maxDist.X),core::max_(minDist.Y, maxDist.Y),core::max_(minDist.Z, maxDist.Z));
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f32 minmax = core::min_(realMax.X, realMax.Y, realMax.Z);
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// nearest distance to intersection
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f32 maxmin = core::max_(realMin.X, realMin.Y, realMin.Z);
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return (maxmin >=0 && minmax >= maxmin);
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}
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static bool checkBBoxIntersection(IrrlichtDevice * device,
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ISceneManager * smgr)
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{
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video::IVideoDriver* driver = device->getVideoDriver();
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// add camera
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNode();
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camera->setPosition(core::vector3df(30, 30, 30));
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camera->setTarget(core::vector3df(8.f, 8.f, 8.f));
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camera->setID(0);
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// add a cube to pick
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scene::ISceneNode* cube = smgr->addCubeSceneNode(30, 0, -1, core::vector3df(0,0,0),core::vector3df(30,40,50));
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bool result=true;
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for (u32 round=0; round<2; ++round)
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
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smgr->drawAll();
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driver->endScene();
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core::matrix4 invMat = cube->getAbsoluteTransformation();
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invMat.makeInverse();
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s32 hits=0;
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u32 start = device->getTimer()->getRealTime();
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for (u32 i=10; i<150; ++i)
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{
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for (u32 j=10; j<110; ++j)
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{
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const core::position2di pos(i, j);
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// get the line used for picking
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core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
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invMat.transformVect(ray.start);
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invMat.transformVect(ray.end);
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hits += (cube->getBoundingBox().intersectsWithLine(ray)?1:0);
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}
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}
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u32 duration = device->getTimer()->getRealTime()-start;
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logTestString("bbox intersection checks %d hits (of 14000).\n", hits);
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hits = -hits;
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start = device->getTimer()->getRealTime();
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for (u32 i=10; i<150; ++i)
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{
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for (u32 j=10; j<110; ++j)
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{
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const core::position2di pos(i, j);
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// get the line used for picking
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core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
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invMat.transformVect(ray.start);
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invMat.transformVect(ray.end);
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hits += (IntersectBox(ray.start, (ray.end-ray.start).normalize(), cube->getBoundingBox())?1:0);
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}
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}
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u32 duration2 = device->getTimer()->getRealTime()-start;
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logTestString("bbox intersection resulted in %d misses at a speed of %d (old) compared to %d (new).\n", abs(hits), duration, duration2);
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if (duration>(duration2*1.2f))
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logTestString("Consider replacement of bbox intersection test.\n");
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result &= (hits==0);
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assert_log(result);
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// second round without any hits, so check opposite direction
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camera->setTarget(core::vector3df(80.f, 80.f, 80.f));
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}
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ISceneNode* node = smgr->addSphereSceneNode(5.f, 16, 0, -1, core::vector3df(0, 0, 1), core::vector3df(), core::vector3df(0.3f, 0.3f, 0.3f));
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cube->remove();
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cube = smgr->addCubeSceneNode(10.f, 0, -1, core::vector3df(0, 6.5f, 1), core::vector3df(), core::vector3df(10, 0.1f, 1.f));
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camera->setPosition(core::vector3df(0, 0, 10));
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camera->setTarget(core::vector3df());
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u32 count=0;
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for (u32 i=0; i<30; ++i)
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
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smgr->drawAll();
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driver->endScene();
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count += node->getTransformedBoundingBox().intersectsWithBox(cube->getTransformedBoundingBox())?1:0;
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node->setPosition(node->getPosition()+core::vector3df(.5f,.5f,0));
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if (i==8 && count != 0)
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result=false;
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if (i==17 && count != 9)
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result=false;
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}
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if (count != 9)
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result=false;
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smgr->clear();
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return result;
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}
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static bool compareGetSceneNodeFromRayBBWithBBIntersectsWithLine(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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video::IVideoDriver* driver = device->getVideoDriver();
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// add camera
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
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camera->setPosition(core::vector3df(30, 30, 30));
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camera->setTarget(core::vector3df(-8.f, 8.f, -8.f));
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camera->setID(0);
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// add a dynamic light (this causes weirdness)
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smgr->addLightSceneNode(0, core::vector3df(4, 4, 4), video::SColorf(.2f, .3f, .2f));
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// add a cube to pick
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scene::ISceneNode* cube = smgr->addCubeSceneNode(15);
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
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smgr->drawAll();
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driver->endScene();
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core::matrix4 invMat = cube->getAbsoluteTransformation();
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invMat.makeInverse();
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bool result = true;
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for (u32 i=76; i<82; ++i)
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{
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for (u32 j=56; j<64; ++j)
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{
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const core::position2di pos(i, j);
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// get the line used for picking
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core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
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// find a selected node
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scene::ISceneNode* pick = smgr->getSceneCollisionManager()->getSceneNodeFromRayBB(ray, 1);
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invMat.transformVect(ray.start);
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invMat.transformVect(ray.end);
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const int a_hit = (pick == cube);
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const int b_hit = cube->getBoundingBox().intersectsWithLine(ray);
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result = (a_hit==b_hit);
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}
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}
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assert_log(result);
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smgr->clear();
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return result;
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}
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/** Test functionality of the sceneCollisionManager */
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bool sceneCollisionManager(void)
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{
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IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d<u32>(160, 120));
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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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ISceneCollisionManager * collMgr = smgr->getSceneCollisionManager();
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bool result = testGetCollisionResultPosition(device, smgr, collMgr);
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smgr->clear();
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result &= testGetSceneNodeFromScreenCoordinatesBB(device, smgr, collMgr);
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result &= getScaledPickedNodeBB(device, smgr, collMgr);
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|
||||
result &= getCollisionPoint_ignoreTriangleVertices(device, smgr, collMgr);
|
||||
|
||||
result &= checkBBoxIntersection(device, smgr);
|
||||
|
||||
result &= compareGetSceneNodeFromRayBBWithBBIntersectsWithLine(device, smgr, collMgr);
|
||||
|
||||
device->closeDevice();
|
||||
device->run();
|
||||
device->drop();
|
||||
return result;
|
||||
}
|
Reference in New Issue
Block a user