irrlicht/tests/md2Animation.cpp

129 lines
3.7 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;
namespace
{
// Tests MD2 animations.
/** At the moment, this just verifies that the last frame of the animation produces the expected bitmap. */
bool testLastFrame()
{
// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
if (!device)
return false;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager * smgr = device->getSceneManager();
scene::IAnimatedMesh* mesh = smgr->getMesh("./media/sydney.md2");
bool result = (mesh != 0);
if (mesh)
{
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setPosition(vector3df(20, 0, 30));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, driver->getTexture("./media/sydney.bmp"));
node->setLoopMode(false);
(void)smgr->addCameraSceneNode();
// Just jump to the last frame since that's all we're interested in.
node->setMD2Animation(scene::EMAT_DEATH_FALLBACK);
node->setCurrentFrame((f32)(node->getEndFrame()));
node->setAnimationSpeed(0);
device->run();
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255, 255, 255, 0));
smgr->drawAll();
driver->endScene();
if (mesh->getBoundingBox() != mesh->getMesh(node->getEndFrame())->getBoundingBox())
{
logTestString("bbox of md2 mesh not updated.\n");
result = false;
}
//TODO: Does not yet work, not sure if this is correct or not
#if 0
if (node->getBoundingBox() != mesh->getMesh(node->getFrameNr())->getBoundingBox())
{
logTestString("bbox of md2 scene node not updated.\n");
result = false;
}
#endif
if (node->getTransformedBoundingBox() == core::aabbox3df())
{
logTestString("md2 node returns empty bbox.\n");
result = false;
}
}
}
result &= takeScreenshotAndCompareAgainstReference(driver, "-md2Animation.png");
device->closeDevice();
device->run();
device->drop();
return result;
}
// Tests MD2 normals.
bool testNormals()
{
// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
if (!device)
return false;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager * smgr = device->getSceneManager();
scene::IAnimatedMesh* mesh = smgr->getMesh("./media/sydney.md2");
bool result = (mesh != 0);
if (mesh)
{
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setPosition(vector3df(20, 0, 30));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setDebugDataVisible(scene::EDS_NORMALS);
node->setMaterialTexture(0, driver->getTexture("./media/sydney.bmp"));
node->setLoopMode(false);
(void)smgr->addCameraSceneNode();
node->setMD2Animation(scene::EMAT_STAND);
node->setAnimationSpeed(0);
device->run();
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255, 255, 255, 0));
smgr->drawAll();
driver->endScene();
}
}
result &= takeScreenshotAndCompareAgainstReference(driver, "-md2Normals.png");
device->closeDevice();
device->run();
device->drop();
return result;
}
}
// test md2 features
bool md2Animation(void)
{
bool result = testLastFrame();
result &= testNormals();
return result;
}