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/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "simulation2/system/ComponentTest.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpWaterManager.h"
class MockWater : public ICmpWaterManager
{
public:
DEFAULT_MOCK_COMPONENT()
virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const
{
return entity_pos_t::FromInt(100);
}
virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) const
{
return 100.f;
}
virtual void RecomputeWaterData()
{
}
virtual void SetWaterLevel(entity_pos_t UNUSED(h))
{
}
};
class TestCmpPosition : public CxxTest::TestSuite
{
public:
void setUp()
{
CXeromyces::Startup();
}
void tearDown()
{
CXeromyces::Terminate();
}
static CFixedVector3D fixedvec(int x, int y, int z)
{
return CFixedVector3D(fixed::FromInt(x), fixed::FromInt(y), fixed::FromInt(z));
}
void test_basic()
{
ComponentTestHelper test(g_ScriptRuntime);
MockTerrain terrain;
test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>false</Floating>");
// Defaults
TS_ASSERT(!cmp->IsInWorld());
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetRotation(), fixedvec(0, 0, 0));
// Change height offset
cmp->SetHeightOffset(entity_pos_t::FromInt(10));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(10));
// Move out of world, while currently out of world
cmp->MoveOutOfWorld();
TS_ASSERT(!cmp->IsInWorld());
// Jump into world
cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
TS_ASSERT(cmp->IsInWorld());
// Move out of world, while currently in world
cmp->MoveOutOfWorld();
TS_ASSERT(!cmp->IsInWorld());
// Move into world
cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
TS_ASSERT(cmp->IsInWorld());
// Position computed from move plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 60, 200));
// Interpolated position should be constant
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 60, 200));
// No TurnStart message, so this move doesn't affect the interpolation
cmp->MoveTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
// Move smoothly to new position
cmp->MoveTo(entity_pos_t::FromInt(200), entity_pos_t::FromInt(0));
// Position computed from move plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(200, 60, 0));
// Interpolated position should vary, from original move into world to new move
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(150, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(200, 60, 0));
// Latch new position for interpolation
CMessageTurnStart msg;
test.HandleMessage(cmp, msg, false);
// Move smoothly to new position
cmp->MoveTo(entity_pos_t::FromInt(400), entity_pos_t::FromInt(300));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(200, 60, 0));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 150));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(400, 60, 300));
// Jump to new position
cmp->JumpTo(entity_pos_t::FromInt(300), entity_pos_t::FromInt(100));
// Position computed from jump plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(300, 60, 100));
// Interpolated position should be constant after jump
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(300, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(300, 60, 100));
// TODO: Test the rotation methods
}
void test_water()
{
ComponentTestHelper test(g_ScriptRuntime);
MockTerrain terrain;
test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
MockWater water;
test.AddMock(SYSTEM_ENTITY, IID_WaterManager, water);
ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>true</Floating><FloatDepth>1</FloatDepth>");
// Move into the world, the fixed height uses the water level minus the float depth as a base
cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
TS_ASSERT(cmp->IsInWorld());
TS_ASSERT(cmp->CanFloat());
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
// Change height offset, the fixed height changes too
cmp->SetHeightOffset(entity_pos_t::FromInt(11));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(0, 110, 0));
// Move
cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(0, 122, 0));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(50, 116, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 110, 200));
// Change fixed height, the height offset changes too
cmp->SetHeightFixed(entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
// The entity can't float anymore, the fixed height is computed from the terrain base
cmp->SetFloating(false);
TS_ASSERT(!cmp->CanFloat());
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(73));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 73, 200));
// The entity can float again
cmp->SetFloating(true);
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
// Use non relative height, entity will not follow terrain/water height.
TS_ASSERT(cmp->IsHeightRelative());
cmp->SetHeightRelative(false);
TS_ASSERT(!cmp->IsHeightRelative());
cmp->SetHeightOffset(entity_pos_t::FromInt(11));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 110, 200));
cmp->SetHeightFixed(entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
// The entity can't float anymore and height is not relative, fixed height doesn't change
cmp->SetFloating(false);
TS_ASSERT(!cmp->CanFloat());
TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(72));
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
}
void test_serialize()
{
ComponentTestHelper test(g_ScriptRuntime);
MockTerrain terrain;
test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>5</Altitude><Floating>false</Floating>");
test.Roundtrip();
cmp->SetHeightOffset(entity_pos_t::FromInt(20));
cmp->SetXZRotation(entity_angle_t::FromInt(1), entity_angle_t::FromInt(2));
cmp->SetYRotation(entity_angle_t::FromInt(3));
test.Roundtrip();
cmp->JumpTo(entity_pos_t::FromInt(10), entity_pos_t::FromInt(20));
cmp->MoveTo(entity_pos_t::FromInt(123), entity_pos_t::FromInt(456));
test.Roundtrip();
}
};
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