285 lines
8.5 KiB
C++
285 lines
8.5 KiB
C++
// Copyright (C) 2008-2009 Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "testUtils.h"
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#include "irrlicht.h"
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#include <assert.h>
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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static bool testGetCollisionResultPosition(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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IMeshSceneNode * cubeNode = smgr->addCubeSceneNode(10.f);
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ITriangleSelector * cubeSelector = smgr->createTriangleSelectorFromBoundingBox(cubeNode);
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triangle3df triOut;
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vector3df hitPosition;
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bool falling;
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vector3df resultPosition =
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collMgr->getCollisionResultPosition(cubeSelector,
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vector3df(0, 50, 0),
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vector3df(10, 20, 10),
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vector3df(0, -100, 0),
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triOut,
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hitPosition,
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falling);
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bool result = true;
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if(!equals(resultPosition.Y, 25.f, 0.01f))
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{
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logTestString("Unexpected collision response position\n");
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assert(false);
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result = false;
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}
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if(!equals(hitPosition.Y, 5.f, 0.01f))
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{
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logTestString("Unexpected collision position\n");
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assert(false);
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result = false;
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}
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resultPosition =
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collMgr->getCollisionResultPosition(cubeSelector,
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vector3df(-20, 0, 0),
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vector3df(10, 20, 10),
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vector3df(100, 0, 0),
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triOut,
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hitPosition,
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falling);
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if(!equals(resultPosition.X, -15.f, 0.01f))
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{
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logTestString("Unexpected collision response position\n");
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assert(false);
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result = false;
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}
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if(!equals(hitPosition.X, -5.f, 0.01f))
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{
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logTestString("Unexpected collision position\n");
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assert(false);
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result = false;
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}
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cubeSelector->drop();
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smgr->clear();
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return result;
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}
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// Test that getCollisionPoint() actually uses the closest point, not the closest triangle.
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static bool getCollisionPoint_ignoreTriangleVertices(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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// Create a cube with a Z face at 5, but corners close to 0
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ISceneNode * farSmallCube = smgr->addCubeSceneNode(10, 0, -1, vector3df(0, 0, 10));
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// Create a cube with a Z face at 0, but corners far from 0
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ISceneNode * nearBigCube = smgr->addCubeSceneNode(100, 0, -1, vector3df(0, 0, 50));
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IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
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ITriangleSelector * selector = smgr->createTriangleSelectorFromBoundingBox(farSmallCube);
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meta->addTriangleSelector(selector);
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selector->drop();
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// We should expect a hit on this cube
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selector = smgr->createTriangleSelectorFromBoundingBox(nearBigCube);
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meta->addTriangleSelector(selector);
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selector->drop();
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line3df ray(0, 0, -5, 0, 0, 100);
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vector3df hitPosition;
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triangle3df hitTriangle;
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bool collision = collMgr->getCollisionPoint(ray, meta, hitPosition, hitTriangle);
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meta->drop();
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if(!collision)
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{
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logTestString("getCollisionPoint_ignoreTriangleVertices: didn't get a hit.\n");
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return false;
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}
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if(hitPosition != vector3df(0, 0, 0))
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{
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logTestString("getCollisionPoint_ignoreTriangleVertices: unexpected hit position %f %f %f.\n",
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hitPosition.X, hitPosition.Y, hitPosition.Z );
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return false;
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}
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return true;
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}
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static bool testGetSceneNodeFromScreenCoordinatesBB(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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// Create 3 nodes. The nearest node actually contains the camera.
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IMeshSceneNode * cubeNode1 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 4));
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IMeshSceneNode * cubeNode2 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 30));
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cubeNode2->setRotation(vector3df(90.f, 90.f, 90.f)); // Just check that rotation doesn't stop us hitting it.
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IMeshSceneNode * cubeNode3 = smgr->addCubeSceneNode(10.f, 0, -1, vector3df(0, 0, 40));
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cubeNode3->setRotation(vector3df(180.f, 180.f, 180.f)); // Just check that rotation doesn't stop us hitting it.
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ICameraSceneNode * camera = smgr->addCameraSceneNode();
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device->run();
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smgr->drawAll(); // Get the camera in a good state
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ISceneNode * hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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// Expect the first node to be hit, since we're starting the check from inside it.
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bool result = true;
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if(hitNode != cubeNode1)
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{
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logTestString("Unexpected node hit. Expected cubeNode1.\n");
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result = false;
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}
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// Now make cubeNode1 invisible and check that cubeNode2 is hit.
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cubeNode1->setVisible(false);
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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if(hitNode != cubeNode2)
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{
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logTestString("Unexpected node hit. Expected cubeNode2.\n");
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result = false;
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}
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// Make cubeNode1 the parent of cubeNode2.
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cubeNode2->setParent(cubeNode1);
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// Check visibility.
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bool visible = cubeNode2->isVisible();
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if(!visible)
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{
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logTestString("cubeNode2 should think that it (in isolation) is visible.\n");
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result = false;
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}
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visible = cubeNode2->isTrulyVisible();
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if(visible)
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{
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logTestString("cubeNode2 should know that it (recursively) is invisible.\n");
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result = false;
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}
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// cubeNode2 should now be an invalid target as well, and so the final cube node should be hit.
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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if(hitNode != cubeNode3)
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{
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logTestString("Unexpected node hit. Expected cubeNode3.\n");
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result = false;
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}
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// Make cubeNode3 invisible and check that the camera node is hit (since it has a valid bounding box).
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cubeNode3->setVisible(false);
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60));
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if(hitNode != camera)
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{
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logTestString("Unexpected node hit. Expected the camera node.\n");
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result = false;
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}
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// Now verify bitmasking
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camera->setID(0xAAAAAAAA); // == 101010101010101010101010101010
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60), 0x02);
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if(hitNode != camera)
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{
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logTestString("Unexpected node hit. Expected the camera node.\n");
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result = false;
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}
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// Test the 01010101010101010101010101010101 bitmask (0x55555555)
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hitNode = collMgr->getSceneNodeFromScreenCoordinatesBB(position2d<s32>(80, 60), 0x55555555);
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if(hitNode != 0)
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{
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logTestString("A node was hit when none was expected.\n");
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result = false;
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}
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smgr->clear();
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if(!result)
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assert(false);
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return result;
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}
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static bool getScaledPickedNodeBB(IrrlichtDevice * device,
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ISceneManager * smgr,
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ISceneCollisionManager * collMgr)
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{
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ISceneNode* farTarget = smgr->addCubeSceneNode(1.f);
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farTarget->setScale(vector3df(100.f, 100.f, 10.f));
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farTarget->setPosition(vector3df(0.f, 0.f, 500.f));
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farTarget->updateAbsolutePosition();
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// Create a node that's slightly further away than the closest node,
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// but thinner. Its furthest corner is closer, but the collision
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// position is further, so it should not be selected.
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ISceneNode* middleTarget = smgr->addCubeSceneNode(10.f);
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middleTarget->setPosition(vector3df(0.f, 0.f, 101.f));
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middleTarget->setScale(vector3df(1.f, 1.f, 0.5f));
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middleTarget->updateAbsolutePosition();
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ISceneNode* nearTarget = smgr->addCubeSceneNode(10.f);
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nearTarget->setPosition(vector3df(0.f, 0.f, 100.f));
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nearTarget->updateAbsolutePosition();
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// We'll rotate this node 90 degrees to show that we can hit its side.
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nearTarget->setRotation(vector3df(0.f, 90.f, 0.f));
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line3df ray(0.f, 0.f, 0.f, 0.f, 0.f, 500.f);
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const ISceneNode * const hit = collMgr->getSceneNodeFromRayBB(ray);
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bool result = (hit == nearTarget);
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if(hit == 0)
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logTestString("getSceneNodeFromRayBB() didn't hit anything.\n");
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else if(hit == farTarget)
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logTestString("getSceneNodeFromRayBB() hit the far (scaled) target.\n");
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else if(hit == middleTarget)
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logTestString("getSceneNodeFromRayBB() hit the far (scaled) target.\n");
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if(!result)
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assert(false);
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return result;
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}
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/** Test functionality of the sceneCollisionManager */
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bool sceneCollisionManager(void)
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{
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IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d<u32>(160, 120));
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assert(device);
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if(!device)
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return false;
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ISceneManager * smgr = device->getSceneManager();
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ISceneCollisionManager * collMgr = smgr->getSceneCollisionManager();
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bool result = testGetCollisionResultPosition(device, smgr, collMgr);
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result &= testGetSceneNodeFromScreenCoordinatesBB(device, smgr, collMgr);
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result &= getScaledPickedNodeBB(device, smgr, collMgr);
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result &= getCollisionPoint_ignoreTriangleVertices(device, smgr, collMgr);
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device->drop();
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return result;
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}
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