cyphesis/tests/Motiontest.cpp
2009-05-05 17:12:05 +01:00

141 lines
4.1 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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
// $Id$
#include "rulesets/Motion.h"
#include "rulesets/Entity.h"
int main()
{
Entity tlve("0", 0), ent("1", 1), other("2", 2);
ent.m_location.m_loc = &tlve;
ent.m_location.m_pos = Point3D(1, 1, 0);
ent.m_location.m_velocity = Vector3D(1,0,0);
// Set up another entity to test collisions with.
other.m_location.m_loc = &tlve;
other.m_location.m_pos = Point3D(10, 0, 0);
tlve.m_contains = new LocatedEntitySet;
tlve.m_contains->insert(&ent);
tlve.m_contains->insert(&other);
tlve.incRef();
tlve.incRef();
Motion * motion = new Motion(ent);
std::string example_mode("walking");
motion->setMode(example_mode);
assert(motion->mode() == example_mode);
motion->adjustPostion();
motion->genUpdateOperation();
motion->genMoveOperation();
// No collisions yet
motion->checkCollisions();
assert(!motion->collision());
// Set up our moving entity with a bbox so collisions can be checked for.
ent.m_location.m_bBox = BBox(Point3D(-1,-1,-1), Point3D(1,1,1));
// No collision yet, as other still has no big box
motion->checkCollisions();
assert(!motion->collision());
// Set up the other entity with a bbox so collisions can be checked for.
other.m_location.m_bBox = BBox(Point3D(-1,-1,-1), Point3D(5,1,1));
// No collision yet, as other is still too far away
motion->checkCollisions();
assert(!motion->collision());
// Move it closer
other.m_location.m_pos = Point3D(3, 0, 0);
// Now it can collide
motion->checkCollisions();
assert(motion->collision());
motion->resolveCollision();
// Put the velocity back, as it was affected by the collision
ent.m_location.m_velocity = Vector3D(1,0,0);
// Set up the collision again
motion->checkCollisions();
assert(motion->collision());
// But this time break the hierarchy to hit the error message
other.m_location.m_loc = &ent;
motion->resolveCollision();
// Repair the hierarchy, and restore the velocity
other.m_location.m_loc = &tlve;
ent.m_location.m_velocity = Vector3D(1,0,0);
// Set up the collision again
motion->checkCollisions();
assert(motion->collision());
// Re-align the velocity so some is preserved by the collision normal
ent.m_location.m_velocity = Vector3D(1,1,0);
motion->resolveCollision();
// Put the velocity back, as it was affected by the collision
ent.m_location.m_velocity = Vector3D(1,0,0);
// Add another entity inside other
Entity inner("3", 3);
inner.m_location.m_loc = &other;
inner.m_location.m_pos = Point3D(0,0,0);
other.m_contains = new LocatedEntitySet;
other.m_contains->insert(&inner);
// Make other non-simple so that collision checks go inside
other.m_location.setSimple(false);
motion->checkCollisions();
other.m_location.m_orientation = Quaternion(1,0,0,0);
motion->checkCollisions();
inner.m_location.m_bBox = BBox(Point3D(-0.1,-0.1,-0.1), Point3D(0.1,0.1,0.1));
motion->checkCollisions();
// Move the inner entity too far away for collision this interval
inner.m_location.m_pos = Point3D(3,0,0);
motion->checkCollisions();
delete motion;
ent.m_location.m_loc = 0;
other.m_location.m_loc = 0;
inner.m_location.m_loc = 0;
return 0;
}