mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
141 lines
4.1 KiB
C++
141 lines
4.1 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2009 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#include "rulesets/Motion.h"
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#include "rulesets/Entity.h"
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int main()
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{
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Entity tlve("0", 0), ent("1", 1), other("2", 2);
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ent.m_location.m_loc = &tlve;
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ent.m_location.m_pos = Point3D(1, 1, 0);
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ent.m_location.m_velocity = Vector3D(1,0,0);
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// Set up another entity to test collisions with.
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other.m_location.m_loc = &tlve;
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other.m_location.m_pos = Point3D(10, 0, 0);
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tlve.m_contains = new LocatedEntitySet;
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tlve.m_contains->insert(&ent);
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tlve.m_contains->insert(&other);
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tlve.incRef();
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tlve.incRef();
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Motion * motion = new Motion(ent);
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std::string example_mode("walking");
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motion->setMode(example_mode);
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assert(motion->mode() == example_mode);
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motion->adjustPostion();
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motion->genUpdateOperation();
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motion->genMoveOperation();
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// No collisions yet
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motion->checkCollisions();
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assert(!motion->collision());
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// Set up our moving entity with a bbox so collisions can be checked for.
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ent.m_location.m_bBox = BBox(Point3D(-1,-1,-1), Point3D(1,1,1));
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// No collision yet, as other still has no big box
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motion->checkCollisions();
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assert(!motion->collision());
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// Set up the other entity with a bbox so collisions can be checked for.
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other.m_location.m_bBox = BBox(Point3D(-1,-1,-1), Point3D(5,1,1));
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// No collision yet, as other is still too far away
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motion->checkCollisions();
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assert(!motion->collision());
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// Move it closer
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other.m_location.m_pos = Point3D(3, 0, 0);
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// Now it can collide
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motion->checkCollisions();
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assert(motion->collision());
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motion->resolveCollision();
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// Put the velocity back, as it was affected by the collision
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ent.m_location.m_velocity = Vector3D(1,0,0);
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// Set up the collision again
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motion->checkCollisions();
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assert(motion->collision());
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// But this time break the hierarchy to hit the error message
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other.m_location.m_loc = &ent;
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motion->resolveCollision();
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// Repair the hierarchy, and restore the velocity
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other.m_location.m_loc = &tlve;
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ent.m_location.m_velocity = Vector3D(1,0,0);
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// Set up the collision again
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motion->checkCollisions();
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assert(motion->collision());
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// Re-align the velocity so some is preserved by the collision normal
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ent.m_location.m_velocity = Vector3D(1,1,0);
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motion->resolveCollision();
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// Put the velocity back, as it was affected by the collision
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ent.m_location.m_velocity = Vector3D(1,0,0);
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// Add another entity inside other
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Entity inner("3", 3);
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inner.m_location.m_loc = &other;
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inner.m_location.m_pos = Point3D(0,0,0);
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other.m_contains = new LocatedEntitySet;
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other.m_contains->insert(&inner);
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// Make other non-simple so that collision checks go inside
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other.m_location.setSimple(false);
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motion->checkCollisions();
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other.m_location.m_orientation = Quaternion(1,0,0,0);
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motion->checkCollisions();
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inner.m_location.m_bBox = BBox(Point3D(-0.1,-0.1,-0.1), Point3D(0.1,0.1,0.1));
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motion->checkCollisions();
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// Move the inner entity too far away for collision this interval
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inner.m_location.m_pos = Point3D(3,0,0);
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motion->checkCollisions();
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delete motion;
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ent.m_location.m_loc = 0;
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other.m_location.m_loc = 0;
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inner.m_location.m_loc = 0;
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return 0;
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}
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