// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2004 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #ifdef NDEBUG #undef NDEBUG #endif #ifndef DEBUG #define DEBUG #endif #include "rules/simulation/Entity.h" #include "rules/Location.h" #include "common/log.h" #include "stubs/common/stubRouter.h" #include "stubs/rules/simulation/stubEntity.h" #include "stubs/rules/stubLocatedEntity.h" // RelPos to self: (0,0,0) // RelPos ent -> tlve: (-1,-1,0) // RelPos tlve -> ent: (1,1,0) // RelPos ent1 -> ent2: (2,0,0) // RelPos ent3 -> ent4: (4,0,0) // RelPos ent3 -> ent4: (-1.36914e-07,-4,0) // RelPos ent3 -> ent4: (-2,-4,0) // RelPos ent3 -> ent4: (-4,-2,0) int main() { int ret = 0; { Ref tlve(new Entity("0", 0)), ent(new Entity("1", 1)); ent->m_location.m_parent = tlve; ent->m_location.m_pos = Point3D(1, 1, 0); ent->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent->m_location, ent->m_location); std::cout << "RelPos to self: " << relPos << std::endl << std::flush; relPos = relativePos(ent->m_location, tlve->m_location); std::cout << "RelPos ent -> tlve: " << relPos << std::endl << std::flush; relPos = relativePos(tlve->m_location, ent->m_location); std::cout << "RelPos tlve -> ent: " << relPos << std::endl << std::flush; ent->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(-1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion().identity(); ent2->m_location.m_parent = tlve; ent2->m_location.m_pos = Point3D(1, 1, 0); ent2->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent1->m_location, ent2->m_location); std::cout << "RelPos ent1 -> ent2: " << relPos << std::endl << std::flush; ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)), ent3(new Entity("3", 3)), ent4(new Entity("4", 4)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(-1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion().identity(); ent2->m_location.m_parent = tlve; ent2->m_location.m_pos = Point3D(1, 1, 0); ent2->m_location.m_orientation = WFMath::Quaternion().identity(); ent3->m_location.m_parent = ent1; ent3->m_location.m_pos = Point3D(-1, 1, 0); ent3->m_location.m_orientation = WFMath::Quaternion().identity(); ent4->m_location.m_parent = ent2; ent4->m_location.m_pos = Point3D(1, 1, 0); ent4->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3->m_location, ent4->m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; ent3->m_location.m_parent = 0; ent4->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)), ent3(new Entity("3", 3)), ent4(new Entity("4", 4)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(-1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion().identity(); ent2->m_location.m_parent = tlve; ent2->m_location.m_pos = Point3D(1, 1, 0); ent2->m_location.m_orientation = WFMath::Quaternion().identity(); ent3->m_location.m_parent = ent1; ent3->m_location.m_pos = Point3D(-1, 1, 0); ent3->m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4->m_location.m_parent = ent2; ent4->m_location.m_pos = Point3D(1, 1, 0); ent4->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3->m_location, ent4->m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; ent3->m_location.m_parent = 0; ent4->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)), ent3(new Entity("3", 3)), ent4(new Entity("4", 4)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(-1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion().identity(); ent2->m_location.m_parent = tlve; ent2->m_location.m_pos = Point3D(1, 1, 0); ent2->m_location.m_orientation = WFMath::Quaternion(2, -M_PI / 2.f); ent3->m_location.m_parent = ent1; ent3->m_location.m_pos = Point3D(-1, 1, 0); ent3->m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4->m_location.m_parent = ent2; ent4->m_location.m_pos = Point3D(1, 1, 0); ent4->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3->m_location, ent4->m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; ent3->m_location.m_parent = 0; ent4->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)), ent3(new Entity("3", 3)), ent4(new Entity("4", 4)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(-1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent2->m_location.m_parent = tlve; ent2->m_location.m_pos = Point3D(1, 1, 0); ent2->m_location.m_orientation = WFMath::Quaternion().identity(); ent3->m_location.m_parent = ent1; ent3->m_location.m_pos = Point3D(-1, 1, 0); ent3->m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4->m_location.m_parent = ent2; ent4->m_location.m_pos = Point3D(1, 1, 0); ent4->m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3->m_location, ent4->m_location); Vector3D distance = distanceTo(ent3->m_location, ent4->m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << " Distance ent3 -> ent4: " << distance << std::endl << std::flush; ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; ent3->m_location.m_parent = 0; ent4->m_location.m_parent = 0; } { Ref tlve(new Entity("0", 0)), ent1(new Entity("1", 1)), ent2(new Entity("2", 2)); ent1->m_location.m_parent = tlve; ent1->m_location.m_pos = Point3D(1, 1, 0); ent1->m_location.m_orientation = WFMath::Quaternion().identity(); ent2->m_location.m_parent = ent1; ent2->m_location.m_pos = Point3D(0, 0, 0); ent2->m_location.m_orientation = WFMath::Quaternion().identity(); Vector3D distance = distanceTo(ent1->m_location, ent2->m_location); std::cout << "Distance ent1 -> ent2: " << distance << "," << distance.isValid() << std::endl << std::flush; assert(distance.isValid()); assert(distance == Vector3D(0,0,0)); ent1->m_location.m_parent = 0; ent2->m_location.m_parent = 0; } return ret; } // stubs void log(LogLevel lvl, const std::string & msg) { }