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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
88 lines
2.7 KiB
C++
88 lines
2.7 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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// Tests B3D animations.
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bool b3dAnimation(void)
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{
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// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
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IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, core::dimension2d<u32>(160, 120), 32);
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assert_log(device);
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if (!device)
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return false;
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager * smgr = device->getSceneManager();
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scene::ISkinnedMesh* mesh = (scene::ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
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assert_log(mesh);
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bool result = false;
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if (!mesh)
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return false;
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scene::IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
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assert_log(node1);
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/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
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if(node1)
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{
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node1->setPosition(core::vector3df(-3, -3, 10));
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node1->setMaterialFlag(video::EMF_LIGHTING, false);
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node1->setAnimationSpeed(0.f);
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node1->setCurrentFrame(10.f);
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node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
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}
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scene::IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh);
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assert_log(node2);
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if(node2)
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{
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node2->setPosition(core::vector3df(3, -3, 10));
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node2->setMaterialFlag(video::EMF_LIGHTING, false);
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node2->setAnimationSpeed(0.f);
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node2->setCurrentFrame(62.f);
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node2->setDebugDataVisible(scene::EDS_BBOX_BUFFERS);
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}
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(void)smgr->addCameraSceneNode();
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// Just jump to the last frame since that's all we're interested in.
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device->run();
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255, 60, 60, 60));
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smgr->drawAll();
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driver->endScene();
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result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png");
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if (node2)
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node2->remove();
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/** Now test if bones are correctly positioned. */
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node1->setDebugDataVisible(scene::EDS_SKELETON);
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node1->setPosition(core::vector3df(1,-5,8));
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node1->setRotation(core::vector3df(0,180,0));
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node1->updateAbsolutePosition();
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for (u32 i=0; i<node1->getJointCount(); ++i)
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{
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smgr->addCubeSceneNode(1.f,0,-1,node1->getJointNode(i)->getAbsolutePosition());
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// smgr->addCubeSceneNode(1.f,node1->getJointNode(i));
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}
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// Simple render call
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device->run();
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255, 60, 60, 60));
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smgr->drawAll();
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-b3dJointPosition.png");
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device->closeDevice();
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device->run();
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device->drop();
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return result;
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}
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