irrlicht/tests/sceneCollisionManager.cpp

285 lines
8.5 KiB
C++

// Copyright (C) 2008-2009 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;
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<s32>(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<s32>(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<s32>(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<s32>(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<s32>(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<s32>(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<u32>(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;
}