mirror of
https://github.com/minetest/irrlicht.git
synced 2024-10-03 09:50:22 +02:00
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
472 lines
14 KiB
C++
472 lines
14 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 testGetCollisionResultPosition(IrrlichtDevice * device,
|
|
ISceneManager * smgr,
|
|
ISceneCollisionManager * collMgr)
|
|
{
|
|
IMeshSceneNode * cubeNode = smgr->addCubeSceneNode(10.f);
|
|
ITriangleSelector * cubeSelector = smgr->createTriangleSelectorFromBoundingBox(cubeNode);
|
|
|
|
triangle3df triOut;
|
|
vector3df hitPosition;
|
|
bool falling;
|
|
ISceneNode* hitNode;
|
|
|
|
vector3df resultPosition =
|
|
collMgr->getCollisionResultPosition(cubeSelector,
|
|
vector3df(0, 50, 0),
|
|
vector3df(10, 20, 10),
|
|
vector3df(0, -100, 0),
|
|
triOut,
|
|
hitPosition,
|
|
falling,
|
|
hitNode);
|
|
|
|
bool result = true;
|
|
|
|
if(hitNode != cubeNode)
|
|
{
|
|
logTestString("Unexpected collision node\n");
|
|
result = false;
|
|
}
|
|
|
|
if(!equals(resultPosition.Y, 25.f, 0.01f))
|
|
{
|
|
logTestString("Unexpected collision response position\n");
|
|
result = false;
|
|
}
|
|
|
|
if(!equals(hitPosition.Y, 5.f, 0.01f))
|
|
{
|
|
logTestString("Unexpected collision position\n");
|
|
result = false;
|
|
}
|
|
|
|
resultPosition =
|
|
collMgr->getCollisionResultPosition(cubeSelector,
|
|
vector3df(-20, 0, 0),
|
|
vector3df(10, 20, 10),
|
|
vector3df(100, 0, 0),
|
|
triOut,
|
|
hitPosition,
|
|
falling,
|
|
hitNode);
|
|
|
|
if(hitNode != cubeNode)
|
|
{
|
|
logTestString("Unexpected collision node\n");
|
|
result = false;
|
|
}
|
|
|
|
if(!equals(resultPosition.X, -15.f, 0.01f))
|
|
{
|
|
logTestString("Unexpected collision response position\n");
|
|
result = false;
|
|
}
|
|
|
|
if(!equals(hitPosition.X, -5.f, 0.01f))
|
|
{
|
|
logTestString("Unexpected collision position\n");
|
|
result = false;
|
|
}
|
|
|
|
assert_log(result);
|
|
|
|
cubeSelector->drop();
|
|
smgr->clear();
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
// Test that getCollisionPoint() actually uses the closest point, not the closest triangle.
|
|
static bool getCollisionPoint_ignoreTriangleVertices(IrrlichtDevice * device,
|
|
ISceneManager * smgr,
|
|
ISceneCollisionManager * collMgr)
|
|
{
|
|
// Create a cube with a Z face at 5, but corners close to 0
|
|
ISceneNode * farSmallCube = smgr->addCubeSceneNode(10, 0, -1, vector3df(0, 0, 10));
|
|
|
|
// Create a cube with a Z face at 0, but corners far from 0
|
|
ISceneNode * nearBigCube = smgr->addCubeSceneNode(100, 0, -1, vector3df(0, 0, 50));
|
|
|
|
IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
|
|
|
|
ITriangleSelector * selector = smgr->createTriangleSelectorFromBoundingBox(farSmallCube);
|
|
meta->addTriangleSelector(selector);
|
|
selector->drop();
|
|
|
|
// We should expect a hit on this cube
|
|
selector = smgr->createTriangleSelectorFromBoundingBox(nearBigCube);
|
|
meta->addTriangleSelector(selector);
|
|
selector->drop();
|
|
|
|
line3df ray(0, 0, -5, 0, 0, 100);
|
|
vector3df hitPosition;
|
|
triangle3df hitTriangle;
|
|
ISceneNode* hitNode;
|
|
|
|
bool collision = collMgr->getCollisionPoint(ray, meta, hitPosition, hitTriangle, hitNode);
|
|
|
|
meta->drop();
|
|
|
|
if(hitNode != nearBigCube)
|
|
{
|
|
logTestString("getCollisionPoint_ignoreTriangleVertices: hit the wrong node.\n");
|
|
return false;
|
|
}
|
|
|
|
if(!collision)
|
|
{
|
|
logTestString("getCollisionPoint_ignoreTriangleVertices: didn't get a hit.\n");
|
|
return false;
|
|
}
|
|
|
|
if(hitPosition != vector3df(0, 0, 0))
|
|
{
|
|
logTestString("getCollisionPoint_ignoreTriangleVertices: unexpected hit position %f %f %f.\n",
|
|
hitPosition.X, hitPosition.Y, hitPosition.Z );
|
|
return false;
|
|
}
|
|
|
|
smgr->clear();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static bool testGetSceneNodeFromScreenCoordinatesBB(IrrlichtDevice * device,
|
|
ISceneManager * smgr,
|
|
ISceneCollisionManager * collMgr)
|
|
{
|
|
// Create 3 nodes. The nearest node actually contains the camera.
|
|
IMeshSceneNode * cubeNode1 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 4));
|
|
IMeshSceneNode * cubeNode2 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 30));
|
|
cubeNode2->setRotation(vector3df(90.f, 90.f, 90.f)); // Just check that rotation doesn't stop us hitting it.
|
|
IMeshSceneNode * cubeNode3 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 40));
|
|
cubeNode3->setRotation(vector3df(180.f, 180.f, 180.f)); // Just check that rotation doesn't stop us hitting it.
|
|
|
|
smgr->addCameraSceneNode();
|
|
device->run();
|
|
smgr->drawAll(); // Get the camera in a good state
|
|
|
|
ISceneNode * hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
|
|
|
|
// Expect the first node to be hit, since we're starting the check from inside it.
|
|
bool result = true;
|
|
if(hitNode != cubeNode1)
|
|
{
|
|
logTestString("Unexpected node hit. Expected cubeNode1.\n");
|
|
result = false;
|
|
}
|
|
|
|
// Now make cubeNode1 invisible and check that cubeNode2 is hit.
|
|
cubeNode1->setVisible(false);
|
|
hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
|
|
if(hitNode != cubeNode2)
|
|
{
|
|
logTestString("Unexpected node hit. Expected cubeNode2.\n");
|
|
result = false;
|
|
}
|
|
|
|
// Make cubeNode1 the parent of cubeNode2.
|
|
cubeNode2->setParent(cubeNode1);
|
|
|
|
// Check visibility.
|
|
bool visible = cubeNode2->isVisible();
|
|
if(!visible)
|
|
{
|
|
logTestString("cubeNode2 should think that it (in isolation) is visible.\n");
|
|
result = false;
|
|
}
|
|
|
|
visible = cubeNode2->isTrulyVisible();
|
|
if(visible)
|
|
{
|
|
logTestString("cubeNode2 should know that it (recursively) is invisible.\n");
|
|
result = false;
|
|
}
|
|
|
|
// cubeNode2 should now be an invalid target as well, and so the final cube node should be hit.
|
|
hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
|
|
if(hitNode != cubeNode3)
|
|
{
|
|
logTestString("Unexpected node hit. Expected cubeNode3.\n");
|
|
result = false;
|
|
}
|
|
|
|
|
|
// Now verify bitmasking
|
|
|
|
// Test the 01010101010101010101010101010101 bitmask (0x55555555)
|
|
cubeNode1->setVisible(true);
|
|
cubeNode1->setID(0xAAAAAAAA);
|
|
hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60), 0x55555555);
|
|
if(hitNode != cubeNode2)
|
|
{
|
|
logTestString("Unexpected node hit. Expected cubeNode2.\n");
|
|
result = false;
|
|
}
|
|
assert_log(result);
|
|
|
|
smgr->clear();
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
static bool getScaledPickedNodeBB(IrrlichtDevice * device,
|
|
ISceneManager * smgr,
|
|
ISceneCollisionManager * collMgr)
|
|
{
|
|
ISceneNode* farTarget = smgr->addCubeSceneNode(1.f);
|
|
farTarget->setScale(vector3df(100.f, 100.f, 10.f));
|
|
farTarget->setPosition(vector3df(0.f, 0.f, 500.f));
|
|
farTarget->updateAbsolutePosition();
|
|
|
|
// Create a node that's slightly further away than the closest node,
|
|
// but thinner. Its furthest corner is closer, but the collision
|
|
// position is further, so it should not be selected.
|
|
ISceneNode* middleTarget = smgr->addCubeSceneNode(10.f);
|
|
middleTarget->setPosition(vector3df(0.f, 0.f, 101.f));
|
|
middleTarget->setScale(vector3df(1.f, 1.f, 0.5f));
|
|
middleTarget->updateAbsolutePosition();
|
|
|
|
ISceneNode* nearTarget = smgr->addCubeSceneNode(10.f);
|
|
nearTarget->setPosition(vector3df(0.f, 0.f, 100.f));
|
|
nearTarget->updateAbsolutePosition();
|
|
// We'll rotate this node 90 degrees to show that we can hit its side.
|
|
nearTarget->setRotation(vector3df(0.f, 90.f, 0.f));
|
|
|
|
line3df ray(0.f, 0.f, 0.f, 0.f, 0.f, 500.f);
|
|
|
|
const ISceneNode * const hit = collMgr->getSceneNodeFromRayBB(ray);
|
|
|
|
bool result = (hit == nearTarget);
|
|
|
|
if(hit == 0)
|
|
logTestString("getSceneNodeFromRayBB() didn't hit anything.\n");
|
|
else if(hit == farTarget)
|
|
logTestString("getSceneNodeFromRayBB() hit the far (scaled) target.\n");
|
|
else if(hit == middleTarget)
|
|
logTestString("getSceneNodeFromRayBB() hit the middle (scaled) target.\n");
|
|
|
|
assert_log(result);
|
|
|
|
smgr->clear();
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
// box intersection according to Kay et al., code from gamedev.net
|
|
static bool IntersectBox(const core::vector3df& origin, const core::vector3df& dir, const core::aabbox3df& box)
|
|
{
|
|
core::vector3df minDist = (box.MinEdge - origin)/dir;
|
|
core::vector3df maxDist = (box.MaxEdge - origin)/dir;
|
|
|
|
core::vector3df realMin(core::min_(minDist.X, maxDist.X),core::min_(minDist.Y, maxDist.Y),core::min_(minDist.Z, maxDist.Z));
|
|
core::vector3df realMax(core::max_(minDist.X, maxDist.X),core::max_(minDist.Y, maxDist.Y),core::max_(minDist.Z, maxDist.Z));
|
|
|
|
f32 minmax = core::min_(realMax.X, realMax.Y, realMax.Z);
|
|
// nearest distance to intersection
|
|
f32 maxmin = core::max_(realMin.X, realMin.Y, realMin.Z);
|
|
|
|
return (maxmin >=0 && minmax >= maxmin);
|
|
}
|
|
|
|
static bool checkBBoxIntersection(IrrlichtDevice * device,
|
|
ISceneManager * smgr)
|
|
{
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
|
|
// add camera
|
|
scene::ICameraSceneNode* camera = smgr->addCameraSceneNode();
|
|
camera->setPosition(core::vector3df(30, 30, 30));
|
|
camera->setTarget(core::vector3df(8.f, 8.f, 8.f));
|
|
camera->setID(0);
|
|
|
|
// add a cube to pick
|
|
scene::ISceneNode* cube = smgr->addCubeSceneNode(30, 0, -1, core::vector3df(0,0,0),core::vector3df(30,40,50));
|
|
|
|
bool result=true;
|
|
for (u32 round=0; round<2; ++round)
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
|
|
core::matrix4 invMat = cube->getAbsoluteTransformation();
|
|
invMat.makeInverse();
|
|
|
|
s32 hits=0;
|
|
u32 start = device->getTimer()->getRealTime();
|
|
for (u32 i=10; i<150; ++i)
|
|
{
|
|
for (u32 j=10; j<110; ++j)
|
|
{
|
|
const core::position2di pos(i, j);
|
|
|
|
// get the line used for picking
|
|
core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
|
|
|
|
invMat.transformVect(ray.start);
|
|
invMat.transformVect(ray.end);
|
|
|
|
hits += (cube->getBoundingBox().intersectsWithLine(ray)?1:0);
|
|
}
|
|
}
|
|
u32 duration = device->getTimer()->getRealTime()-start;
|
|
logTestString("bbox intersection checks %d hits (of 14000).\n", hits);
|
|
hits = -hits;
|
|
|
|
start = device->getTimer()->getRealTime();
|
|
for (u32 i=10; i<150; ++i)
|
|
{
|
|
for (u32 j=10; j<110; ++j)
|
|
{
|
|
const core::position2di pos(i, j);
|
|
|
|
// get the line used for picking
|
|
core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
|
|
|
|
invMat.transformVect(ray.start);
|
|
invMat.transformVect(ray.end);
|
|
|
|
hits += (IntersectBox(ray.start, (ray.end-ray.start).normalize(), cube->getBoundingBox())?1:0);
|
|
}
|
|
}
|
|
u32 duration2 = device->getTimer()->getRealTime()-start;
|
|
logTestString("bbox intersection resulted in %d misses at a speed of %d (old) compared to %d (new).\n", abs(hits), duration, duration2);
|
|
if (duration>(duration2*1.2f))
|
|
logTestString("Consider replacement of bbox intersection test.\n");
|
|
|
|
result &= (hits==0);
|
|
assert_log(result);
|
|
// second round without any hits, so check opposite direction
|
|
camera->setTarget(core::vector3df(80.f, 80.f, 80.f));
|
|
}
|
|
|
|
ISceneNode* node = smgr->addSphereSceneNode(5.f, 16, 0, -1, core::vector3df(0, 0, 1), core::vector3df(), core::vector3df(0.3f, 0.3f, 0.3f));
|
|
cube->remove();
|
|
cube = smgr->addCubeSceneNode(10.f, 0, -1, core::vector3df(0, 6.5f, 1), core::vector3df(), core::vector3df(10, 0.1f, 1.f));
|
|
camera->setPosition(core::vector3df(0, 0, 10));
|
|
camera->setTarget(core::vector3df());
|
|
|
|
u32 count=0;
|
|
for (u32 i=0; i<30; ++i)
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
|
|
count += node->getTransformedBoundingBox().intersectsWithBox(cube->getTransformedBoundingBox())?1:0;
|
|
node->setPosition(node->getPosition()+core::vector3df(.5f,.5f,0));
|
|
if (i==8 && count != 0)
|
|
result=false;
|
|
if (i==17 && count != 9)
|
|
result=false;
|
|
}
|
|
if (count != 9)
|
|
result=false;
|
|
|
|
smgr->clear();
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
static bool compareGetSceneNodeFromRayBBWithBBIntersectsWithLine(IrrlichtDevice * device,
|
|
ISceneManager * smgr,
|
|
ISceneCollisionManager * collMgr)
|
|
{
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
|
|
// add camera
|
|
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
|
|
camera->setPosition(core::vector3df(30, 30, 30));
|
|
camera->setTarget(core::vector3df(-8.f, 8.f, -8.f));
|
|
camera->setID(0);
|
|
|
|
// add a dynamic light (this causes weirdness)
|
|
smgr->addLightSceneNode(0, core::vector3df(4, 4, 4), video::SColorf(.2f, .3f, .2f));
|
|
|
|
// add a cube to pick
|
|
scene::ISceneNode* cube = smgr->addCubeSceneNode(15);
|
|
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(100, 50, 50, 100));
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
|
|
core::matrix4 invMat = cube->getAbsoluteTransformation();
|
|
invMat.makeInverse();
|
|
|
|
bool result = true;
|
|
for (u32 i=76; i<82; ++i)
|
|
{
|
|
for (u32 j=56; j<64; ++j)
|
|
{
|
|
const core::position2di pos(i, j);
|
|
|
|
// get the line used for picking
|
|
core::line3df ray = smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(pos, camera);
|
|
|
|
// find a selected node
|
|
scene::ISceneNode* pick = smgr->getSceneCollisionManager()->getSceneNodeFromRayBB(ray, 1);
|
|
|
|
invMat.transformVect(ray.start);
|
|
invMat.transformVect(ray.end);
|
|
|
|
const int a_hit = (pick == cube);
|
|
const int b_hit = cube->getBoundingBox().intersectsWithLine(ray);
|
|
result = (a_hit==b_hit);
|
|
}
|
|
}
|
|
|
|
assert_log(result);
|
|
|
|
smgr->clear();
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
/** Test functionality of the sceneCollisionManager */
|
|
bool sceneCollisionManager(void)
|
|
{
|
|
IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d<u32>(160, 120));
|
|
assert_log(device);
|
|
if(!device)
|
|
return false;
|
|
|
|
ISceneManager * smgr = device->getSceneManager();
|
|
ISceneCollisionManager * collMgr = smgr->getSceneCollisionManager();
|
|
|
|
bool result = testGetCollisionResultPosition(device, smgr, collMgr);
|
|
|
|
smgr->clear();
|
|
|
|
result &= testGetSceneNodeFromScreenCoordinatesBB(device, smgr, collMgr);
|
|
|
|
result &= getScaledPickedNodeBB(device, smgr, collMgr);
|
|
|
|
result &= getCollisionPoint_ignoreTriangleVertices(device, smgr, collMgr);
|
|
|
|
result &= checkBBoxIntersection(device, smgr);
|
|
|
|
result &= compareGetSceneNodeFromRayBBWithBBIntersectsWithLine(device, smgr, collMgr);
|
|
|
|
device->closeDevice();
|
|
device->run();
|
|
device->drop();
|
|
return result;
|
|
}
|