git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			199 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			199 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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