// 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(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(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(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(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(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; }