// Copyright (C) 2008-2009 Colin MacDonald // No rights reserved: this software is in the public domain. #include "testUtils.h" #include "irrlicht.h" #include 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; 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(); 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; bool collision = collMgr->getCollisionPoint(ray, meta, hitPosition, hitTriangle); meta->drop(); 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; } 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. ICameraSceneNode * camera = 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; } // Make cubeNode3 invisible and check that the camera node is hit (since it has a valid bounding box). cubeNode3->setVisible(false); hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d(80, 60)); if(hitNode != camera) { logTestString("Unexpected node hit. Expected the camera node.\n"); result = false; } // Now verify bitmasking camera->setID(0xAAAAAAAA); // == 101010101010101010101010101010 hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d(80, 60), 0x02); if(hitNode != camera) { logTestString("Unexpected node hit. Expected the camera node.\n"); result = false; } // Test the 01010101010101010101010101010101 bitmask (0x55555555) hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d(80, 60), 0x55555555); if(hitNode != 0) { logTestString("A node was hit when none was expected.\n"); result = false; } smgr->clear(); if(!result) assert(false); 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 far (scaled) target.\n"); if(!result) assert(false); return result; } /** Test functionality of the sceneCollisionManager */ bool sceneCollisionManager(void) { IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d(160, 120)); assert(device); if(!device) return false; ISceneManager * smgr = device->getSceneManager(); ISceneCollisionManager * collMgr = smgr->getSceneCollisionManager(); bool result = testGetCollisionResultPosition(device, smgr, collMgr); result &= testGetSceneNodeFromScreenCoordinatesBB(device, smgr, collMgr); result &= getScaledPickedNodeBB(device, smgr, collMgr); result &= getCollisionPoint_ignoreTriangleVertices(device, smgr, collMgr); device->drop(); return result; }