Actually SVN add the new unit test files for collisionResponseAnimator and sceneCollisionManager...

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1959 dfc29bdd-3216-0410-991c-e03cc46cb475
master
Rogerborg 2008-12-16 16:18:33 +00:00
parent 340b984ced
commit 96b28d9162
2 changed files with 190 additions and 0 deletions

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// Copyright (C) 2008 Colin MacDonald
// No rights reserved: this software is in the public domain.
#include "testUtils.h"
#include "irrlicht.h"
#include <assert.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
/** 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(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);
collisionAnimator1->drop();
collisionAnimator1 = 0;
ISceneNodeAnimatorCollisionResponse * collisionAnimator2 =
smgr->createCollisionResponseAnimator(wallSelector,
testNode2,
vector3df(10,10,10),
vector3df(0, 0, 0));
testNode2->addAnimator(collisionAnimator2);
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));
// 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(false);
result = false;
}
if(testNode2->getAbsolutePosition().X < 50.f)
{
logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
assert(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));
device->run();
smgr->drawAll();
if(testNode2->getAbsolutePosition().X < 15.f)
{
logTestString("collisionResponseAnimator test node 2 wasn't stopped from moving.\n");
assert(false);
result = false;
}
device->drop();
return result;
}

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// Copyright (C) 2008 Colin MacDonald
// No rights reserved: this software is in the public domain.
#include "testUtils.h"
#include "irrlicht.h"
#include <assert.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
/** Test functionality of the sceneCollisionManager */
bool sceneCollisionManager(void)
{
IrrlichtDevice * device = irr::createDevice(video::EDT_NULL);
assert(device);
if(!device)
return false;
ISceneManager * smgr = device->getSceneManager();
ISceneCollisionManager * collMgr = smgr->getSceneCollisionManager();
IMeshSceneNode * cubeNode = smgr->addCubeSceneNode(10.f);
ITriangleSelector * cubeSelector = smgr->createTriangleSelectorFromBoundingBox(cubeNode);
triangle3df triOut;
vector3df hitPosition;
bool falling;
vector3df resultPosition =
collMgr->getCollisionResultPosition(cubeSelector,
vector3df(0, 50, 0),
vector3df(10, 20, 10),
vector3df(0, -100, 0),
triOut,
hitPosition,
falling);
bool result = true;
if(!equals(resultPosition.Y, 25.f, 0.01f))
{
logTestString("Unexpected collision response position\n");
assert(false);
result = false;
}
if(!equals(hitPosition.Y, 5.f, 0.01f))
{
logTestString("Unexpected collision position\n");
assert(false);
result = false;
}
resultPosition =
collMgr->getCollisionResultPosition(cubeSelector,
vector3df(-20, 0, 0),
vector3df(10, 20, 10),
vector3df(100, 0, 0),
triOut,
hitPosition,
falling);
if(!equals(resultPosition.X, -15.f, 0.01f))
{
logTestString("Unexpected collision response position\n");
assert(false);
result = false;
}
if(!equals(hitPosition.X, -5.f, 0.01f))
{
logTestString("Unexpected collision position\n");
assert(false);
result = false;
}
cubeSelector->drop();
device->drop();
return result;
}