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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
133 lines
3.9 KiB
C++
133 lines
3.9 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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using namespace io;
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using namespace gui;
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// Tests save scene.
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static bool saveScene(void)
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{
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IrrlichtDevice *device = createDevice( EDT_NULL, 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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ISceneManager * smgr = device->getSceneManager();
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ISkinnedMesh* mesh = (ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
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if (!mesh)
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return false;
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IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
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if (node1)
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{
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node1->setPosition(vector3df(-3, -3, 10));
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node1->setMaterialFlag(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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ISkinnedMesh* mesh2 = (ISkinnedMesh*)smgr->getMesh(device->getFileSystem()->getAbsolutePath("../media/dwarf.x"));
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if (!mesh2)
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return false;
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IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh2);
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if (node2)
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{
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node2->setPosition(vector3df(33, -93, 120));
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node2->setMaterialFlag(EMF_LIGHTING, false);
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node2->setAnimationSpeed(10.f);
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node2->setCurrentFrame(2.f);
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}
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IAnimatedMeshSceneNode* node3 = smgr->addAnimatedMeshSceneNode(mesh2, node2);
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if (node3)
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{
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node3->setPosition(vector3df(-88, -300, 150));
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node3->setMaterialFlag(EMF_LIGHTING, false);
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node3->setAnimationSpeed(0.f);
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node3->setCurrentFrame(12.f);
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}
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smgr->addCameraSceneNode();
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logTestString("Test scene.irr");
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smgr->saveScene("results/scene.irr");
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bool result = xmlCompareFiles(device->getFileSystem(), "results/scene.irr", "media/scene.irr");
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logTestString("Test scene2.irr");
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smgr->saveScene("results/scene2.irr", 0, node3);
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result &= xmlCompareFiles(device->getFileSystem(), "results/scene2.irr", "media/scene2.irr");
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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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static bool loadScene(void)
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{
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IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO,
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core::dimension2du(160,120), 32);
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if (!device)
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return false;
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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// load scene from example, with correct relative path
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device->getFileSystem()->changeWorkingDirectoryTo("results");
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smgr->loadScene("../../media/example.irr");
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smgr->addCameraSceneNode(0, core::vector3df(0,0,-50));
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device->getFileSystem()->changeWorkingDirectoryTo("..");
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bool result = false;
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device->run();
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device->getTimer()->setTime(666); // scene has animations and current scene seems to be saved at that time ... really - best result with just that number :-)
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if (driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0, 80, 80, 80)))
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{
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smgr->drawAll();
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driver->endScene();
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// we need to be very sloppy, because the animators will produce a different
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// start depending on the actual loading time. 97% seems to be safe, as removing
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// an object produces values around 95%
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result = takeScreenshotAndCompareAgainstReference(driver, "-loadScene.png", 97.4f);
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if (!result)
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logTestString("Rendering the loaded scene failed.\n");
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}
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ISceneNode* node = smgr->getSceneNodeFromId(128);
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if (!node)
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result=false;
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else if (result) // only check if scene was correctly loaded
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{
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result &= (node->getChildren().size()==0);
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if (!result)
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logTestString("Node has an illegal child node.\n");
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device->getSceneManager()->loadScene("results/scene2.irr", 0, node);
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result &= (node->getChildren().size()!=0);
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if (!result)
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logTestString("Loading second scene as child failed.\n");
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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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return result;
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}
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bool ioScene(void)
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{
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bool result = saveScene();
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result &= loadScene();
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return result;
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}
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