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collisionResponseAnimator.cpp
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collisionResponseAnimator.cpp
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// 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;
using namespace scene;
using namespace video;
static bool expectedCollisionCallbackPositions = true;
class CMyCollisionCallback : public ICollisionCallback
{
public:
bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator)
{
const vector3df & collisionPoint = animator.getCollisionPoint();
logTestString("Collision callback at %f %f %f\n",
collisionPoint.X, collisionPoint.Y, collisionPoint.Z);
if(collisionPoint != ExpectedCollisionPoint)
{
logTestString("*** Error: collision point, expected %f %f %f\n",
ExpectedCollisionPoint.X, ExpectedCollisionPoint.Y, ExpectedCollisionPoint.Z);
expectedCollisionCallbackPositions = false;
assert_log(false);
}
const vector3df & nodePosition = animator.getCollisionResultPosition();
if(nodePosition != ExpectedNodePosition)
{
logTestString("*** Error: result position, expected %f %f %f\n",
ExpectedNodePosition.X, ExpectedNodePosition.Y, ExpectedNodePosition.Z);
expectedCollisionCallbackPositions = false;
assert_log(false);
}
if(animator.getTargetNode() != ExpectedTarget)
{
logTestString("*** Error: wrong node\n");
expectedCollisionCallbackPositions = false;
assert_log(false);
}
return ConsumeNextCollision;
}
void setNextExpectedCollision(ISceneNode* target,
const vector3df& expectedPoint,
const vector3df& expectedPosition,
bool consume)
{
ExpectedTarget = target;
ExpectedCollisionPoint = expectedPoint;
ExpectedNodePosition = expectedPosition;
ConsumeNextCollision = consume;
}
private:
ISceneNode * ExpectedTarget;
vector3df ExpectedCollisionPoint;
vector3df ExpectedNodePosition;
bool ConsumeNextCollision;
};
/** 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_log(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);
CMyCollisionCallback collisionCallback;
collisionAnimator1->setCollisionCallback(&collisionCallback);
collisionAnimator1->drop();
collisionAnimator1 = 0;
ISceneNodeAnimatorCollisionResponse * collisionAnimator2 =
smgr->createCollisionResponseAnimator(wallSelector,
testNode2,
vector3df(10,10,10),
vector3df(0, 0, 0));
testNode2->addAnimator(collisionAnimator2);
collisionAnimator2->setCollisionCallback(&collisionCallback);
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));
collisionCallback.setNextExpectedCollision(testNode1,
vector3df(-5.005f, 0, 0),
vector3df(-15.005f, 0, 0),
false);
// 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_log(false);
result = false;
}
if(testNode2->getAbsolutePosition().X < 50.f)
{
logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
assert_log(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));
// We'll consume this collision, so the node will actually move all the way through.
collisionCallback.setNextExpectedCollision(testNode2,
vector3df(5.005f, 0, 0),
vector3df(15.005f, 0, 0),
true);
device->run();
smgr->drawAll();
if(testNode2->getAbsolutePosition().X != -50.f)
{
logTestString("collisionResponseAnimator test node 2 was stopped from moving.\n");
assert_log(false);
result = false;
}
// Now we'll try to move it back to the right and allow it to be stopped.
collisionCallback.setNextExpectedCollision(testNode2,
vector3df(-5.005f, 0, 0),
vector3df(-15.005f, 0, 0),
false);
testNode2->setPosition(vector3df(50, 0, 0));
device->run();
smgr->drawAll();
if(testNode2->getAbsolutePosition().X > -15.f)
{
logTestString("collisionResponseAnimator test node 2 moved too far.\n");
assert_log(false);
result = false;
}
device->closeDevice();
device->run();
device->drop();
result &= expectedCollisionCallbackPositions;
return result;
}