Ejemplo n.º 1
0
TEST( Transform, inversion )
{
   // let's create a transform, then create its inverse and multiply the two.
   // they should add up to an identity transformation
   Transform transform;
   {
      transform.m_rotation.setAxisAngle( Quad_1000, FastFloat::fromFloat( DEG2RAD( 45.0f ) ) );
      transform.m_translation.set( 2, 0, 0 );
   }

   Transform invTransform;
   invTransform.setInverse( transform );

   Transform concatenatedTransformA;
   concatenatedTransformA.setMul( transform, invTransform );

   // no matter what order we multiply the component transforms in, it should always result in an identity transform
   Transform concatenatedTransformB;
   concatenatedTransformB.setMul( invTransform , transform );

   COMPARE_QUAT( concatenatedTransformA.m_rotation, concatenatedTransformB.m_rotation );
   COMPARE_QUAT( Quaternion::IDENTITY, concatenatedTransformB.m_rotation );

   COMPARE_VEC( concatenatedTransformA.m_translation, concatenatedTransformB.m_translation );
   COMPARE_VEC( Vector( Quad_0 ), concatenatedTransformB.m_translation );
}
Ejemplo n.º 2
0
TEST( BoneSRTAnimation, simpleTranslationAnim )
{
   BoneSRTAnimation anim;
   anim.addTranslationKey( 0, Quad_0 );
   anim.addTranslationKey( 1, Quad_1000 );

   CPPUNIT_ASSERT_EQUAL( 1.0f, anim.getDuration() );

   BoneSRTAnimationPlayer player( anim );

   Vector result;
   CPPUNIT_ASSERT( player.getTranslation( 0.0f, result ) );
   COMPARE_VEC( Vector( 0, 0, 0 ), result );

   CPPUNIT_ASSERT( player.getTranslation( 1.0f, result ) );
   COMPARE_VEC( Vector( 1, 0, 0 ), result );

   CPPUNIT_ASSERT( player.getTranslation( 0.5f, result ) );
   COMPARE_VEC( Vector( 0.5f, 0, 0 ), result );

   // outside the boundaries access - return the boundary values, don't perform any looped lookups
   CPPUNIT_ASSERT( player.getTranslation( -0.1f, result ) );
   COMPARE_VEC( Vector( 0, 0, 0 ), result );

   CPPUNIT_ASSERT( player.getTranslation( 1.1f, result ) );
   COMPARE_VEC( Vector( 1, 0, 0 ), result );
}
Ejemplo n.º 3
0
TEST( TriangleSplitter, nonStandardTriangle )
{
   Triangle vol(Vector(-1.5f, 0, 1), 
                Vector( 2.5f, 0, 2.5f), 
                Vector( 0.5f, 0,-2.5f));

   Array<Triangle*> frontSplit;
   Array<Triangle*> backSplit;
   Plane plane;
   plane.set( Quad_1000, FastFloat::fromFloat( -1.5f ) );

   vol.split( plane, frontSplit, backSplit );

   CPPUNIT_ASSERT_EQUAL((unsigned int)1, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)2, backSplit.size());

   COMPARE_VEC(Vector(1.5f, 0, 2.125f),  frontSplit[0]->vertex(0));
   COMPARE_VEC(Vector(2.5f, 0, 2.5f),    frontSplit[0]->vertex(1));
   COMPARE_VEC(Vector(1.5f, 0, 0),       frontSplit[0]->vertex(2));

   COMPARE_VEC(Vector(-1.5f, 0, 1),      backSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 1.5f, 0, 2.125f), backSplit[0]->vertex(1));
   COMPARE_VEC(Vector( 1.5f, 0, 0),      backSplit[0]->vertex(2));

   COMPARE_VEC(Vector(-1.5f, 0, 1),      backSplit[1]->vertex(0));
   COMPARE_VEC(Vector( 1.5f, 0, 0),      backSplit[1]->vertex(1));
   COMPARE_VEC(Vector( 0.5f, 0,-2.5f),   backSplit[1]->vertex(2));

   delete backSplit[0];
   delete backSplit[1];
   delete frontSplit[0];
}
Ejemplo n.º 4
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TEST( TriangleSplitter, cuttingTriangleThroughTwoEdges )
{
   Triangle vol(Vector(-1, 0, 1), Vector(1, 0, 1), Vector(-1, 0, -1));

   Array<Triangle*> frontSplit;
   Array<Triangle*> backSplit;
   Plane plane;
   plane.set( Float_1, Float_0, Float_0, Float_0 );
   vol.split( plane, frontSplit, backSplit );

   CPPUNIT_ASSERT_EQUAL((unsigned int)1, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)2, backSplit.size());

   COMPARE_VEC(Vector( 0, 0,  1), frontSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 1, 0,  1), frontSplit[0]->vertex(1));
   COMPARE_VEC(Vector( 0, 0,  0), frontSplit[0]->vertex(2));

   COMPARE_VEC(Vector(-1, 0,  1), backSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 0, 0,  1), backSplit[0]->vertex(1));
   COMPARE_VEC(Vector( 0, 0,  0), backSplit[0]->vertex(2));

   COMPARE_VEC(Vector(-1, 0,  1), backSplit[1]->vertex(0));
   COMPARE_VEC(Vector( 0, 0,  0), backSplit[1]->vertex(1));
   COMPARE_VEC(Vector(-1, 0, -1), backSplit[1]->vertex(2));

   delete backSplit[0];
   delete backSplit[1];
   delete frontSplit[0];
}
Ejemplo n.º 5
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TEST( TriangleSplitter, bugTriangle )
{
   Triangle vol(Vector( 11, -29,  2), 
                Vector( 11, -29, -2), 
                Vector(  0, -29, -2));

   Array<Triangle*> frontSplit;
   Array<Triangle*> backSplit;
   Plane plane;
   plane.set( Float_0, Float_0, Float_1, Float_0 );

   vol.split(plane, frontSplit, backSplit);

   CPPUNIT_ASSERT_EQUAL((unsigned int)1, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)2, backSplit.size());

   COMPARE_VEC(Vector(  11, -29,  2),  frontSplit[0]->vertex(0));
   COMPARE_VEC(Vector(  11, -29,  0),  frontSplit[0]->vertex(1));
   COMPARE_VEC(Vector(5.5f, -29,  0),  frontSplit[0]->vertex(2));

   COMPARE_VEC(Vector(  11, -29,  0),  backSplit[0]->vertex(0));
   COMPARE_VEC(Vector(  11, -29, -2),  backSplit[0]->vertex(1));
   COMPARE_VEC(Vector(   0, -29, -2),  backSplit[0]->vertex(2));

   COMPARE_VEC(Vector(  11, -29,  0),  backSplit[1]->vertex(0));
   COMPARE_VEC(Vector(   0, -29, -2),  backSplit[1]->vertex(1));
   COMPARE_VEC(Vector(5.5f, -29,  0),  backSplit[1]->vertex(2));

   delete backSplit[0];
   delete backSplit[1];
   delete frontSplit[0];
}
Ejemplo n.º 6
0
TEST(Camera, createRay)
{
   RendererImplementationMock renderer;
   Camera camera( "camera", renderer, Camera::PT_PERSPECTIVE);
   Frustum frustum;
   camera.calculateFrustum( frustum );
   Vector expectedNormal;

   // a basic plane running straight through the screen's center
   Ray result;
   camera.createRay( 0, 0, result );
   COMPARE_VEC( Vector(0, 0, 0), result.origin );
   COMPARE_VEC( Vector(0, 0, 1), result.direction );

   // test the rays running through the frustum's clipping planes:
   // - bottom plane
   Vector planeNormal;
   frustum.planes[FP_BOTTOM].getNormal( planeNormal );
   expectedNormal.setCross( planeNormal, Quad_Neg_1000 );
   expectedNormal.normalize();

   camera.createRay( 0, -1, result );
   COMPARE_VEC(Vector(0, 0, 0), result.origin);
   COMPARE_VEC(expectedNormal, result.direction);

   // - top plane
   frustum.planes[FP_TOP].getNormal( planeNormal );
   expectedNormal.setCross( planeNormal, Quad_1000 );
   expectedNormal.normalize();

   camera.createRay( 0, 1, result );
   COMPARE_VEC(Vector(0, 0, 0), result.origin);
   COMPARE_VEC(expectedNormal, result.direction);

   // - left plane
   frustum.planes[FP_LEFT].getNormal( planeNormal );
   expectedNormal.setCross( Quad_Neg_0100, planeNormal );
   expectedNormal.normalize();

   camera.createRay( -1, 0, result );
   COMPARE_VEC(Vector(0, 0, 0), result.origin);
   COMPARE_VEC(expectedNormal, result.direction);

   // - right plane
   frustum.planes[FP_RIGHT].getNormal( planeNormal );
   expectedNormal.setCross( Quad_0100, planeNormal );
   expectedNormal.normalize();

   camera.createRay( 1, 0, result );
   COMPARE_VEC(Vector(0, 0, 0), result.origin);
   COMPARE_VEC(expectedNormal, result.direction);
}
Ejemplo n.º 7
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TEST( Transform, matrixConversion )
{
   // construct a transformation matrix we'll use for testing
   Matrix templateTranslationMtx;
   Quaternion testRot;
   Vector testTrans;
   {
      testRot.setAxisAngle( Quad_1000, FastFloat::fromFloat( DEG2RAD( 90.0f ) ) );
      templateTranslationMtx.setRotation( testRot );

      Matrix translationMtx;
      testTrans.set( 10, 20, 30 );
      translationMtx.setTranslation( testTrans );
      templateTranslationMtx.mul( translationMtx );
   }

   // first create a transform from the matrix
   Transform transform;
   transform.set( templateTranslationMtx );

   COMPARE_QUAT( testRot, transform.m_rotation );
   COMPARE_VEC( testTrans, transform.m_translation );

   // and then convert that transform back to a matrix form
   Matrix recoveredMtx;
   transform.toMatrix( recoveredMtx );
   COMPARE_MTX( templateTranslationMtx, recoveredMtx );
}
Ejemplo n.º 8
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TEST( Box, offsetCollision )
{
   Box b1, b2;
   Matrix transform;
   IntersectionResult contactPointsArr[8];

   transform.setAxisAnglePos( Vector_OX, FastFloat::fromFloat( DEG2RAD( 45.0f ) ), Vector( 0.0f, 0.0f, 4.0f ) );
   b1.set( Vector( 1.0f, 1.0f, 1.0f ), transform );

   transform.setTranslation( Vector( 0.0f, 0.0f, 3.0f ) );
   b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );

   CPPUNIT_ASSERT_EQUAL( ( uint ) 2, b1.testIntersection( b2, contactPointsArr, 8 ) );
   COMPARE_VEC( Vector( -0.5f, 0.0f, 3.2929f ), contactPointsArr[0].m_contactPoint );
   COMPARE_VEC( Vector_OZ, contactPointsArr[0].m_contactNormal );
   COMPARE_VEC( Vector( 0.5f, 0.0f, 3.2929f ), contactPointsArr[1].m_contactPoint );
   COMPARE_VEC( Vector_OZ, contactPointsArr[1].m_contactNormal );
}
Ejemplo n.º 9
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TEST( MatrixUtils, generateLookAtLH )
{
   Matrix tamyLookAtMtx;

   Vector cameraOriginPos( 10, 20, -30 ); 
   Vector lookAtPos( 15, 20, -30 );
   Vector upAxis; upAxis.set( Quad_0100 );

   MatrixUtils::generateLookAtLH( cameraOriginPos, lookAtPos, upAxis, tamyLookAtMtx );

   Vector expectedLookVec;
   expectedLookVec.setSub( lookAtPos, cameraOriginPos );
   expectedLookVec.normalize();

   Vector transformedLookVec;
   tamyLookAtMtx.transformNorm( Vector( 0, 0, 1 ), transformedLookVec );

   COMPARE_VEC( cameraOriginPos, tamyLookAtMtx.position() );
   COMPARE_VEC( expectedLookVec, transformedLookVec );
}
Ejemplo n.º 10
0
TEST( Box, edgeCollision )
{
   Box b1, b2;
   Matrix transform;
   IntersectionResult contactPointsArr[8];

   Quaternion rot;
   rot.setAxisAngle( Vector_OZ, FastFloat::fromFloat( DEG2RAD( 45.0f ) ) );
   transform.setRotation( rot );
   transform.setPosition<3>( Vector( 0.75f, 0.0f, 0.0f ) );

   b1.set( Vector( 1.0f, 1.0f, 0.2f ) );
   b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );

   CPPUNIT_ASSERT_EQUAL( ( uint )2, b1.testIntersection( b2, contactPointsArr, 8 ) );
   COMPARE_VEC( Vector( 0.5f, 0.0f, -0.1f ), contactPointsArr[0].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[0].m_contactNormal );
   COMPARE_VEC( Vector( 0.5f, 0.0f,  0.1f ), contactPointsArr[1].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[1].m_contactNormal );
}
Ejemplo n.º 11
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TEST( TriangleSplitter, planeIsOnOneOfTheVertices )
{
   Triangle vol(Vector(-1, 0, 1), Vector(1, 0, 1), Vector(0, 0, 0));

   Array<Triangle*> frontSplit;
   Array<Triangle*> backSplit;
   Plane plane;
   plane.set( Float_0, Float_0, Float_1, Float_0 );

   vol.split(plane, frontSplit, backSplit);

   CPPUNIT_ASSERT_EQUAL((unsigned int)1, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)0, backSplit.size());

   COMPARE_VEC(Vector(-1, 0, 1), frontSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 1, 0, 1), frontSplit[0]->vertex(1));
   COMPARE_VEC(Vector( 0, 0, 0), frontSplit[0]->vertex(2));

   delete frontSplit[0];
}
Ejemplo n.º 12
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TEST( BoneSRTAnimation, replacingAnimKeys )
{
   BoneSRTAnimation anim;
   anim.addTranslationKey( 0, Vector( 0, 0, 0 ) );
   anim.addTranslationKey( 1, Vector( 1, 0, 0 ) );
   anim.addTranslationKey( 1, Vector( 2, 0, 0 ) );

   CPPUNIT_ASSERT_EQUAL( 1.0f, anim.getDuration() );

   BoneSRTAnimationPlayer player( anim );

   Vector result;
   CPPUNIT_ASSERT( player.getTranslation( 0.0f, result ) );
   COMPARE_VEC( Vector( 0, 0, 0 ), result );

   CPPUNIT_ASSERT( player.getTranslation( 0.5f, result ) );
   COMPARE_VEC( Vector( 1.0f, 0, 0 ), result );

   CPPUNIT_ASSERT( player.getTranslation( 1.0f, result ) );
   COMPARE_VEC( Vector( 2.0f, 0, 0 ), result );
}
Ejemplo n.º 13
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TEST( AxisAlignedBox, transformation )
{
   AxisAlignedBox centralBB( Vector( -1, -1, -1 ), Vector( 1, 1, 1 ) );

   Transform transform;
   Matrix transformMtx;
   AxisAlignedBox transformedBB;

   {
      transform.m_rotation.setAxisAngle( Vector_OZ, FastFloat::fromFloat( DEG2RAD( 45.0f ) ) );
      transform.toMatrix( transformMtx );
      centralBB.transform( transformMtx, transformedBB );

      COMPARE_VEC( Vector( -1.4142135f, -1.4142135f, -1 ), transformedBB.min );
      COMPARE_VEC( Vector(  1.4142135f,  1.4142135f,  1 ), transformedBB.max );
   }

   {
      transform.m_rotation.setAxisAngle( Vector_OX, FastFloat::fromFloat( DEG2RAD( 45.0f ) ) );
      transform.toMatrix( transformMtx );
      centralBB.transform( transformMtx, transformedBB );

      COMPARE_VEC( Vector( -1, -1.4142135f, -1.4142135f ), transformedBB.min );
      COMPARE_VEC( Vector(  1,  1.4142135f,  1.4142135f ), transformedBB.max );
   }

   {
      transform.m_rotation.setAxisAngle( Vector_OY, FastFloat::fromFloat( DEG2RAD( 45.0f ) ) );
      transform.toMatrix( transformMtx );
      centralBB.transform( transformMtx, transformedBB );

      COMPARE_VEC( Vector( -1.4142135f, -1, -1.4142135f ), transformedBB.min );
      COMPARE_VEC( Vector(  1.4142135f,  1,  1.4142135f ), transformedBB.max );
   }
}
TEST(CompositeSteeringBehavior, mixingBehaviors)
{
   Vector testPos;
   CompositeSteeringBehavior composite;

   testPos.set( 10, 0, 0 );
   composite.add( new SteeringBehaviorMock( testPos ), 0.5 );
   testPos.set( 0, 10, 0 );
   composite.add( new SteeringBehaviorMock( testPos ), 1 );

   Vector outVel;
   composite.calculateVelocity( 1, outVel );
   testPos.set( 5, 10, 0 );
   COMPARE_VEC( testPos, outVel );
}
Ejemplo n.º 15
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TEST( Frustum, frustumBoundingBox )
{
   RendererImplementationMock renderer;
   Camera camera( "camera", renderer, Camera::PT_PERSPECTIVE );
   camera.setNearPlaneDimensions(10, 10);
   camera.setClippingPlanes(10, 100);
   camera.setFOV(90);

   Frustum frustum;
   AABoundingBox frustumBounds;
   Transform cameraTransform;

   // identity matrix
   camera.calculateFrustum( frustum );
   frustum.calculateBoundingBox( frustumBounds );
   COMPARE_VEC( Vector( -100.0f, -100.0f, 10.0f ), frustumBounds.min );
   COMPARE_VEC( Vector(  100.0f,  100.0f, 100.0f ), frustumBounds.max );

   // changed position
   cameraTransform.m_translation.set( 10, 20, 30 );
   cameraTransform.toMatrix( camera.accessLocalMtx() );
   camera.calculateFrustum( frustum );
   frustum.calculateBoundingBox( frustumBounds );
   COMPARE_VEC( Vector( -90.0f, -80.0f, 40.0f ), frustumBounds.min );
   COMPARE_VEC( Vector(  110.0f,  120.0f, 130.0f ), frustumBounds.max );

   // rotated & translated camera
   cameraTransform.m_rotation.setAxisAngle( Vector_OY, FastFloat::fromFloat( DEG2RAD( 90 ) ) );
   cameraTransform.toMatrix( camera.accessLocalMtx() );
   camera.calculateFrustum( frustum );
   frustum.calculateBoundingBox( frustumBounds );
   COMPARE_VEC( Vector( 20.0f, -80.0f, -70.0f ), frustumBounds.min );
   COMPARE_VEC( Vector(  110.0f, 120.0f, 130.0f ), frustumBounds.max );

   // rotated camera
   cameraTransform.m_translation.set( 0, 0, 0 );
   cameraTransform.toMatrix( camera.accessLocalMtx() );
   camera.calculateFrustum( frustum );
   frustum.calculateBoundingBox( frustumBounds );
   COMPARE_VEC( Vector( 10.0f, -100.0f, -100.0f ), frustumBounds.min );
   COMPARE_VEC( Vector(  100.0f, 100.0f, 100.0f ), frustumBounds.max );
}
Ejemplo n.º 16
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TEST( Box, faceCollision )
{
   Box b1, b2;
   Matrix transform;
   IntersectionResult contactPointsArr[8];

   transform.setTranslation( Vector( 0.75f, 0.0f, 0.0f ) );

   b1.set( Vector( 1.0f, 5.0f, 5.0f ) );
   b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );

   CPPUNIT_ASSERT_EQUAL( ( uint ) 4, b1.testIntersection( b2, contactPointsArr, 8 ) );
   COMPARE_VEC( Vector( 0.5f, -0.5f, -0.5f ), contactPointsArr[0].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[0].m_contactNormal );
   COMPARE_VEC( Vector( 0.5f,  0.5f,  0.5f ), contactPointsArr[1].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[1].m_contactNormal );
   COMPARE_VEC( Vector( 0.5f,  0.5f, -0.5f ), contactPointsArr[2].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[2].m_contactNormal );
   COMPARE_VEC( Vector( 0.5f, -0.5f,  0.5f ), contactPointsArr[3].m_contactPoint );
   COMPARE_VEC( Vector_NEG_OX, contactPointsArr[3].m_contactNormal );
}
Ejemplo n.º 17
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TEST( Transform, normalTransformation )
{
   // construct a transformation we'll use for testing
   Transform trans;
   {
      trans.m_rotation.setAxisAngle( Quad_1000, FastFloat::fromFloat( DEG2RAD( 90.0f ) ) );
      trans.m_translation.set( 10, 20, 30 );
   }

   // create the test vector
   Vector testVec( 0, 1, 0 );

   // transform the vector
   Vector transformedVec;
   trans.transformNorm( testVec, transformedVec );

   // the transform should:
   //  1. rotate the vector around the X axis, transforming it to ( 0, 0, 1 )
   //  2. doesn't translate it
   COMPARE_VEC( Vector( 0, 0, 1 ), transformedVec );
}
Ejemplo n.º 18
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TEST( TriangleSplitter, notCuttingPlaneUsed )
{
   Triangle vol(Vector(-1, 0, 1), Vector(1, 0, 1), Vector(-1, 0, -1));

   // plane that the triangle is behind
   Array<Triangle*> frontSplit;
   Array<Triangle*> backSplit;
   Plane plane;
   plane.set( Float_0, Float_0, Float_1, Float_Minus2 );

   vol.split(plane, frontSplit, backSplit);

   CPPUNIT_ASSERT_EQUAL((unsigned int)0, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)1, backSplit.size());
   CPPUNIT_ASSERT(NULL != backSplit[0]);

   COMPARE_VEC(Vector(-1, 0,  1), backSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 1, 0,  1), backSplit[0]->vertex(1));
   COMPARE_VEC(Vector(-1, 0, -1), backSplit[0]->vertex(2));

   delete backSplit[0];
   backSplit.clear();

   // plane that the triangle is in front of
   plane.set( Float_0, Float_0, Float_1, Float_2 );
   vol.split( plane, frontSplit, backSplit);

   CPPUNIT_ASSERT_EQUAL((unsigned int)1, frontSplit.size());
   CPPUNIT_ASSERT_EQUAL((unsigned int)0, backSplit.size());
   CPPUNIT_ASSERT(NULL != frontSplit[0]);

   COMPARE_VEC(Vector(-1, 0,  1), frontSplit[0]->vertex(0));
   COMPARE_VEC(Vector( 1, 0,  1), frontSplit[0]->vertex(1));
   COMPARE_VEC(Vector(-1, 0, -1), frontSplit[0]->vertex(2));

   delete frontSplit[0];
}
Ejemplo n.º 19
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TEST( Box, vertexCollision )
{
   Box b1, b2;
   Matrix transform;
   IntersectionResult contactPointsArr[8];

   // axis aligned boxes, colliding
   {
      b1.set( Vector( 1.0f, 1.0f, 1.0f ) );

      // face-face collision

      // NOTE: when two bodies collide, two sets of contact points should be generated, that would affect each body individually.
      // But the fact is that we can do only with one set of contact points just for one body, 'cause one for the other one
      // is just a reflection of the first set.
      // So the convention is that if we call bodyA.testIntersection( bodyB ), the returned contact points
      // will refer to bodyA. If it's bodyB we want to move in response to the contact point, we just need
      // to calculate a mirror reflection of it.

      // box slides along the x axis
      transform.setTranslation( Vector( -0.5f, 0.75f, 0.0f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( -0.5f, 0.5f,  0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector(  0.0f, 0.5f,  0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector(  0.0f, 0.5f, -0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f, 0.5f, -0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.0f, 0.75f, 0.0f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( -0.5f, 0.5f, -0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f, 0.5f,  0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f, 0.5f,  0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f, 0.5f, -0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.5f, 0.75f, 0.0f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( 0.0f, 0.5f, -0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, 0.5f, -0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector( 0.0f, 0.5f,  0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, 0.5f,  0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OY, contactPointsArr[3].m_contactNormal );

      // now it slides along the y axis
      transform.setTranslation( Vector( 0.0f, -0.5f, 0.75f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector(  0.5f, -0.5f, 0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f,  0.0f, 0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f,  0.0f, 0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f, -0.5f, 0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.0f, 0.0f, 0.75f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( -0.5f, -0.5f, 0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f,  0.5f, 0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f, -0.5f, 0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f,  0.5f, 0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.0f, 0.5f, 0.75f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( -0.5f, 0.0f, 0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( -0.5f, 0.5f, 0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f, 0.0f, 0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector(  0.5f, 0.5f, 0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OZ, contactPointsArr[3].m_contactNormal );

      // and finally - along the z axis
      transform.setTranslation( Vector( 0.75f, 0.0f, -0.5f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( 0.5f,  0.5f,  0.0f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f,  0.5f, -0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, -0.5f, -0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, -0.5f,  0.0f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.75f, 0.0f, 0.0f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( 0.5f, -0.5f, -0.5f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f,  0.5f,  0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, -0.5f,  0.5f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f,  0.5f, -0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[3].m_contactNormal );

      transform.setTranslation( Vector( 0.75f, 0.0f, 0.5f ) ); b2.set( Vector( 1.0f, 1.0f, 1.0f ), transform );
      CPPUNIT_ASSERT_EQUAL( (uint)4, b1.testIntersection( b2, contactPointsArr, 8 ) );
      COMPARE_VEC( Vector( 0.5f, -0.5f, 0.0f ), contactPointsArr[0].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[0].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f, -0.5f, 0.5f ), contactPointsArr[1].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[1].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f,  0.5f, 0.0f ), contactPointsArr[2].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[2].m_contactNormal );
      COMPARE_VEC( Vector( 0.5f,  0.5f, 0.5f ), contactPointsArr[3].m_contactPoint );
      COMPARE_VEC( Vector_NEG_OX, contactPointsArr[3].m_contactNormal );
   }
}
Ejemplo n.º 20
0
TEST( SnapshotAnimation, build )
{
   // build a test animation
   const uint bonesCount = 2;
   BoneSRTAnimation* keyframes = new BoneSRTAnimation[bonesCount];
   BoneSRTAnimation motion;
   {
      // frame 0
      keyframes[0].addTranslationKey( 0.0f, Vector_ZERO );
      keyframes[1].addTranslationKey( 0.0f, Vector_ZERO );
      motion.addTranslationKey( 0.0f, Vector_ZERO );
      
      keyframes[0].addTranslationKey( 0.75f, Vector( 3.75f, 0, 0 ) );
      keyframes[1].addTranslationKey( 1.0f, Vector( 0, 5, 0 ) );
      motion.addTranslationKey( 0.8f, Vector( 0, 0, 4 ) );
   }


   SnapshotAnimation animation;
   SnapshotAnimation::build( animation, bonesCount, keyframes, motion );
   {
      CPPUNIT_ASSERT_EQUAL( 1.0f, animation.m_duration );
      CPPUNIT_ASSERT_EQUAL( bonesCount, animation.m_bonesCount );
      CPPUNIT_ASSERT_EQUAL( (uint)50, animation.m_poseTracks.size() ); // the animation is 1s long and we were sampling at 24 frames/sec, so we have 25 key frames per bone, which gives 50 frames for a skeleton that consists of 2 bones
      CPPUNIT_ASSERT_EQUAL( (uint)25, animation.m_motionTrack.size() ); // and 25 keyframes in the motion track
   }

   // test the animation
   {
      Transform boneTransforms[2];
      Transform motionTransform;

      {
         animation.samplePose( 0.0f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 0.0f, motionTransform );

         COMPARE_VEC( Vector_ZERO, boneTransforms[0].m_translation );
         COMPARE_VEC( Vector_ZERO, boneTransforms[1].m_translation );
         COMPARE_VEC( Vector_ZERO, motionTransform.m_translation );
      }

      {
         animation.samplePose( 0.25f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 0.25f, motionTransform );

         COMPARE_VEC( Vector( 1.25f, 0, 0 ), boneTransforms[0].m_translation );
         COMPARE_VEC( Vector( 0, 1.25f, 0 ), boneTransforms[1].m_translation );
         COMPARE_VEC( Vector( 0, 0, 1.25f ), motionTransform.m_translation );
      }

      {
         animation.samplePose( 0.5f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 0.5f, motionTransform );

         COMPARE_VEC( Vector( 2.5f, 0, 0 ), boneTransforms[0].m_translation );
         COMPARE_VEC( Vector( 0, 2.5f, 0 ), boneTransforms[1].m_translation );
         COMPARE_VEC( Vector( 0, 0, 2.5f ), motionTransform.m_translation );
      }

      {
         animation.samplePose( 0.75f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 0.75f, motionTransform );

         COMPARE_VEC( Vector( 3.75f, 0, 0 ), boneTransforms[0].m_translation );
         COMPARE_VEC( Vector( 0, 3.75f, 0 ), boneTransforms[1].m_translation );
         COMPARE_VEC( Vector( 0, 0, 3.75f ), motionTransform.m_translation );
      }

      {
         animation.samplePose( 1.0f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 1.0f, motionTransform );

         COMPARE_VEC( Vector( 3.75f, 0, 0 ), boneTransforms[0].m_translation );
         COMPARE_VEC( Vector( 0, 5, 0 ), boneTransforms[1].m_translation );
         COMPARE_VEC( Vector( 0, 0, 4 ), motionTransform.m_translation );
      }

      // test outside of the boundaries
      {
         animation.samplePose( -0.1f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, -0.1f, motionTransform );

         COMPARE_VEC( Vector_ZERO, boneTransforms[0].m_translation );
         COMPARE_VEC( Vector_ZERO, boneTransforms[1].m_translation );
         COMPARE_VEC( Vector_ZERO, motionTransform.m_translation );
      }

      {
         animation.samplePose( 1.1f, boneTransforms, 2 );
         animation.sampleMotion( 0.0f, 1.1f, motionTransform );

         COMPARE_VEC( Vector( 3.75f, 0, 0 ), boneTransforms[0].m_translation );
         COMPARE_VEC( Vector( 0, 5, 0 ), boneTransforms[1].m_translation );
         COMPARE_VEC( Vector( 0, 0, 4 ), motionTransform.m_translation );
      }
   }

   // cleanup
   delete [] keyframes;
}