1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165
|
// -*- compile-command: "./test_single_testcase.sh TTestCastleSceneManager" -*-
{
Copyright 2020-2023 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Test CastleSceneManager unit. }
unit TestCastleSceneManager;
interface
uses
Classes, SysUtils, CastleTester;
type
TTestCastleSceneManager = class(TCastleTestCase)
published
procedure TestNavigationCreating;
procedure TestLoadLevel;
end;
implementation
uses CastleCameras, CastleSceneManager, CastleScene, CastleSceneCore,
CastleFilesUtils, CastleVectors, CastleViewport;
procedure TTestCastleSceneManager.TestNavigationCreating;
var
SceneManager: TCastleSceneManager;
C: TCastleNavigation;
begin
SceneManager := TCastleSceneManager.Create(nil);
try
AssertTrue(SceneManager.Navigation = nil);
AssertTrue(SceneManager.WalkNavigation(false) = nil);
AssertTrue(SceneManager.ExamineNavigation(false) = nil);
AssertTrue(SceneManager.Navigation = nil);
SceneManager.NavigationType := ntWalk;
C := SceneManager.Navigation;
AssertTrue(C <> nil);
AssertTrue(SceneManager.NavigationType = ntWalk);
SceneManager.NavigationType := ntFly;
AssertTrue(C = SceneManager.Navigation); // ntWalk -> ntFly didn't change camera instance
AssertTrue(C = SceneManager.WalkNavigation);
AssertTrue(C = SceneManager.WalkNavigation(false));
AssertTrue(SceneManager.NavigationType = ntFly);
C.Radius := 100;
AssertTrue(SceneManager.Navigation.Radius = 100);
SceneManager.NavigationType := ntExamine;
AssertTrue(C <> SceneManager.Navigation); // ntFly -> ntExamine did change camera instance
AssertTrue(SceneManager.NavigationType = ntExamine);
// but the Radius was preserved when copying
AssertTrue(SceneManager.Navigation.Radius = 100);
finally FreeAndNil(SceneManager) end;
SceneManager := TCastleSceneManager.Create(nil);
try
AssertTrue(SceneManager.Navigation = nil);
SceneManager.WalkNavigation.Radius := 100;
AssertTrue(SceneManager.Navigation <> nil);
AssertTrue(SceneManager.Navigation = SceneManager.WalkNavigation);
AssertTrue(SceneManager.NavigationType = ntWalk);
AssertTrue(SceneManager.WalkNavigation.PreferGravityUpForRotations);
AssertTrue(SceneManager.WalkNavigation.PreferGravityUpForMoving);
AssertTrue(SceneManager.WalkNavigation.Gravity);
C := SceneManager.WalkNavigation;
SceneManager.NavigationType := ntFly;
AssertTrue(SceneManager.Navigation = SceneManager.WalkNavigation);
AssertTrue(C = SceneManager.WalkNavigation);
AssertTrue(SceneManager.WalkNavigation.PreferGravityUpForRotations);
AssertFalse(SceneManager.WalkNavigation.PreferGravityUpForMoving);
AssertFalse(SceneManager.WalkNavigation.Gravity);
// changing to ExamineNavigation and back to WalkNavigation sets ntWalk again
SceneManager.ExamineNavigation;
SceneManager.WalkNavigation;
AssertTrue(SceneManager.NavigationType = ntWalk);
AssertTrue(SceneManager.WalkNavigation.PreferGravityUpForRotations);
AssertTrue(SceneManager.WalkNavigation.PreferGravityUpForMoving);
AssertTrue(SceneManager.WalkNavigation.Gravity);
finally FreeAndNil(SceneManager) end;
end;
procedure TTestCastleSceneManager.TestLoadLevel;
var
Scene: TCastleScene;
SceneManager: TCastleSceneManager;
Pos, Dir, Up, Pos2, Dir2, Up2: TVector3;
begin
SceneManager := TCastleSceneManager.Create(nil);
try
Scene := TCastleScene.Create(SceneManager);
Scene.Load('castle-data:/level1.x3d');
Scene.PreciseCollisions := true;
Scene.ProcessEvents := true;
SceneManager.Items.Add(Scene);
SceneManager.MainScene := Scene;
{ Note that this depends on hack within RequiredNavigation:
We depend that RequiredNavigation calls EnsureCameraDetected,
thus Camera position/dir/up are correct after RequiredNavigation
(even though it's not guaranteed in docs). }
AssertTrue(SceneManager.NavigationType = ntNone);
SceneManager.RequiredNavigation;
AssertTrue(SceneManager.NavigationType = ntExamine);
SceneManager.Navigation.Camera.GetWorldView(Pos, Dir, Up);
AssertVectorEquals(Vector3(3.249692, 2.000000, -5.416155), Pos);
finally FreeAndNil(SceneManager) end;
SceneManager := TCastleSceneManager.Create(nil);
try
Scene := TCastleScene.Create(SceneManager);
Scene.Load('castle-data:/level1.x3d');
Scene.PreciseCollisions := true;
Scene.ProcessEvents := true;
SceneManager.Items.Add(Scene);
SceneManager.MainScene := Scene;
{ Note that this depends on hack within RequiredNavigation:
We depend that RequiredNavigation calls EnsureCameraDetected,
thus Camera position/dir/up are correct after RequiredNavigation
(even though it's not guaranteed in docs). }
// changes Examine into Walk, preserving the camera view
SceneManager.NavigationType := ntWalk;
SceneManager.WalkNavigation.MoveSpeed := 10;
SceneManager.Navigation.Camera.GetWorldView(Pos2, Dir2, Up2);
AssertVectorEquals(Pos, Pos2);
AssertVectorEquals(Vector3(3.249692, 2.000000, -5.416155), Pos);
AssertVectorEquals(Dir, Dir2);
AssertVectorEquals(Up, Up2);
AssertTrue(SceneManager.NavigationType = ntWalk);
AssertTrue(
SceneManager.WalkNavigation.PreferredHeight >
SceneManager.WalkNavigation.Radius);
AssertSameValue(1.75, SceneManager.WalkNavigation.PreferredHeight);
AssertSameValue(0.25, SceneManager.WalkNavigation.Radius);
AssertSameValue(0.75, SceneManager.WalkNavigation.ClimbHeight);
finally FreeAndNil(SceneManager) end;
end;
initialization
RegisterTest(TTestCastleSceneManager);
end.
|