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- // 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 expectedCollisionCallbackPositions = true;
- class CMyCollisionCallback : public ICollisionCallback
- {
- public:
- bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator)
- {
- const vector3df & collisionPoint = animator.getCollisionPoint();
- logTestString("Collision callback at %f %f %f\n",
- collisionPoint.X, collisionPoint.Y, collisionPoint.Z);
- if(collisionPoint != ExpectedCollisionPoint)
- {
- logTestString("*** Error: collision point, expected %f %f %f\n",
- ExpectedCollisionPoint.X, ExpectedCollisionPoint.Y, ExpectedCollisionPoint.Z);
- expectedCollisionCallbackPositions = false;
- assert_log(false);
- }
- const vector3df & nodePosition = animator.getCollisionResultPosition();
- if(nodePosition != ExpectedNodePosition)
- {
- logTestString("*** Error: result position, expected %f %f %f\n",
- ExpectedNodePosition.X, ExpectedNodePosition.Y, ExpectedNodePosition.Z);
- expectedCollisionCallbackPositions = false;
- assert_log(false);
- }
- if(animator.getTargetNode() != ExpectedTarget)
- {
- logTestString("*** Error: wrong node\n");
- expectedCollisionCallbackPositions = false;
- assert_log(false);
- }
- return ConsumeNextCollision;
- }
- void setNextExpectedCollision(ISceneNode* target,
- const vector3df& expectedPoint,
- const vector3df& expectedPosition,
- bool consume)
- {
- ExpectedTarget = target;
- ExpectedCollisionPoint = expectedPoint;
- ExpectedNodePosition = expectedPosition;
- ConsumeNextCollision = consume;
- }
- private:
- ISceneNode * ExpectedTarget;
- vector3df ExpectedCollisionPoint;
- vector3df ExpectedNodePosition;
- bool ConsumeNextCollision;
- };
- /** Test that collision response animator will reset itself when removed from a
- scene node, so that the scene node can then be moved without the animator
- jumping it back again. */
- bool collisionResponseAnimator(void)
- {
- IrrlichtDevice * device = irr::createDevice(video::EDT_NULL);
- assert_log(device);
- if(!device)
- return false;
- ISceneManager * smgr = device->getSceneManager();
- // Create 2 nodes to the left of a "wall"
- ISceneNode * testNode1 = smgr->addEmptySceneNode();
- ISceneNode * testNode2 = smgr->addEmptySceneNode();
- testNode1->setPosition(vector3df(-50, 0,0));
- testNode2->setPosition(vector3df(-50, 0,0));
- // Create a "wall" node, and collision response animators for each test node.
- IMeshSceneNode * wallNode = smgr->addCubeSceneNode(10.f);
- ITriangleSelector * wallSelector = smgr->createTriangleSelectorFromBoundingBox(wallNode);
- ISceneNodeAnimatorCollisionResponse * collisionAnimator1 =
- smgr->createCollisionResponseAnimator(wallSelector,
- testNode1,
- vector3df(10,10,10),
- vector3df(0, 0, 0));
- testNode1->addAnimator(collisionAnimator1);
- CMyCollisionCallback collisionCallback;
- collisionAnimator1->setCollisionCallback(&collisionCallback);
- collisionAnimator1->drop();
- collisionAnimator1 = 0;
- ISceneNodeAnimatorCollisionResponse * collisionAnimator2 =
- smgr->createCollisionResponseAnimator(wallSelector,
- testNode2,
- vector3df(10,10,10),
- vector3df(0, 0, 0));
- testNode2->addAnimator(collisionAnimator2);
- collisionAnimator2->setCollisionCallback(&collisionCallback);
- wallSelector->drop();
- // Don't drop() collisionAnimator2 since we're going to use it.
- // Get the system in a good state
- device->run();
- smgr->drawAll();
- // Try to move both nodes to the right of the wall.
- // This one should be stopped by its animator.
- testNode1->setPosition(vector3df(50, 0,0));
- collisionCallback.setNextExpectedCollision(testNode1,
- vector3df(-5.005f, 0, 0),
- vector3df(-15.005f, 0, 0),
- false);
- // Whereas this one, by forcing the animator to update its target node, should be
- // able to pass through the wall. (In <=1.6 it was stopped by the wall even if
- // the animator was removed and later re-added);
- testNode2->setPosition(vector3df(50, 0,0));
- collisionAnimator2->setTargetNode(testNode2);
- collisionAnimator2->drop(); // We're done using this now.
- device->run();
- smgr->drawAll();
- bool result = true;
- if(testNode1->getAbsolutePosition().X > -15.f)
- {
- logTestString("collisionResponseAnimator test node 1 wasn't stopped from moving.\n");
- assert_log(false);
- result = false;
- }
- if(testNode2->getAbsolutePosition().X < 50.f)
- {
- logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
- assert_log(false);
- result = false;
- }
- // Now try to move the second node back through the wall again. Now it should be
- // stopped by the wall.
- testNode2->setPosition(vector3df(-50, 0, 0));
- // We'll consume this collision, so the node will actually move all the way through.
- collisionCallback.setNextExpectedCollision(testNode2,
- vector3df(5.005f, 0, 0),
- vector3df(15.005f, 0, 0),
- true);
- device->run();
- smgr->drawAll();
- if(testNode2->getAbsolutePosition().X != -50.f)
- {
- logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
- assert_log(false);
- result = false;
- }
- // Now we'll try to move it back to the right and allow it to be stopped.
- collisionCallback.setNextExpectedCollision(testNode2,
- vector3df(-5.005f, 0, 0),
- vector3df(-15.005f, 0, 0),
- false);
- testNode2->setPosition(vector3df(50, 0, 0));
- device->run();
- smgr->drawAll();
- if(testNode2->getAbsolutePosition().X > -15.f)
- {
- logTestString("collisionResponseAnimator test node 2 moved too far.\n");
- assert_log(false);
- result = false;
- }
- device->closeDevice();
- device->run();
- device->drop();
- result &= expectedCollisionCallbackPositions;
- return result;
- }
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