Пример #1
0
void startTest() {
	TCHAR logFileName[1024];

	getLogFilename(logFileName);
	testLogFile = _tfopen(logFileName, _T("w"));
	if (!testLogFile)
		return;

	int pointTestErr = testPoint();
	logHLine();
	int vectorTestErr = testVector();
	logHLine();
	int lineTestErr = testLine();
	logHLine();
	int planeTestErr = testPlane();
	logHLine();
	int triangleTestErr = testTriangle();
	logHLine();
	int basisTestErr = testBasis();
	logHLine();
	int matrixTestErr = testMatrix();


	fclose(testLogFile);
	testLogFile = NULL;
}
Пример #2
0
 void runIndexOfAfterTest(string const& inputStr, string const& testPtWKT)
 {
     GeomPtr input(reader.read(inputStr));
     GeomPtr testPoint(reader.read(testPtWKT));
     const Coordinate* testPt = testPoint->getCoordinate();
     bool resultOK = indexOfAfterCheck(input.get(), *testPt);
     ensure(resultOK);
 }
Пример #3
0
void CMMFTestVideoPreProcHwDevice::SetOutputPadOptionsL(const TSize& aOutputSize, const TPoint& aPicturePos)
	{
	TSize testPad(KTestPadY, KTestPadX);
	TPoint testPoint(KTestPadPointY, KTestPadPointX);

	if (!(testPad == aOutputSize) || !(testPoint == aPicturePos))
		User::Leave(KErrCorrupt);
	}
Пример #4
0
void ConvertEffectsTest::getTransformOriginPoint_percent_positive() {
    QImage img(testImg);
    effects.setImage(&img);

    QPoint testPoint(100, 50);
    PosUnitPair unitPair(Percent, Percent);
    QPoint expected(img.width(), img.height()/2);
    QPoint result = effects.getTransformOriginPoint(testPoint, unitPair);
    QCOMPARE(result, expected);
}
Пример #5
0
void ConvertEffectsTest::getTransformOriginPoint_percent_zero() {
    QImage img(testImg);
    effects.setImage(&img);

    QPoint testPoint(0, 0);
    PosUnitPair unitPair(Percent, Percent);
    QPoint expected(testPoint);
    QPoint result = effects.getTransformOriginPoint(testPoint, unitPair);
    QCOMPARE(result, expected);
}
bool ShadowVolumeBSP::testPoint(SVNode * root, const Point3F & pnt)
{
    const PlaneF & plane = getPlane(root->mPlaneIndex);
    switch(plane.whichSide(pnt))
    {
    case PlaneF::On:

        if(!root->mFront)
            return(true);
        else
        {
            if(testPoint(root->mFront, pnt))
                return(true);
            else
            {
                if(!root->mBack)
                    return(false);
                else
                    return(testPoint(root->mBack, pnt));
            }
        }
        break;

    //
    case PlaneF::Front:
        if(root->mFront)
            return(testPoint(root->mFront, pnt));
        else
            return(true);
        break;

    //
    case PlaneF::Back:
        if(root->mBack)
            return(testPoint(root->mBack, pnt));
        else
            return(false);
        break;
    }

    return(false);
}
Пример #7
0
void ConvertEffectsTest::getTransformOriginPoint_percent_negative() {
    QImage img(testImg);
    effects.setImage(&img);

    QPoint testPoint(-10, -20);
    PosUnitPair unitPair(Percent, Percent);
    QPoint expected;
    expected.setX(-img.width()/10 + img.width());
    expected.setY(-img.height()/5 + img.height());

    QPoint result = effects.getTransformOriginPoint(testPoint, unitPair);
    QCOMPARE(result, expected);
}
Пример #8
0
void ConvertEffectsTest::getTransformOriginPoint_pixels_negative_y() {
    QImage img(testImg);
    effects.setImage(&img);

    QPoint testPoint(100, -20);
    PosUnitPair unitPair(Pixel, Pixel);
    QPoint expected;
    expected.setX(testPoint.x());
    expected.setY(testPoint.y() + img.height());

    QPoint result = effects.getTransformOriginPoint(testPoint, unitPair);
    QCOMPARE(result, expected);
}
Пример #9
0
        void testGoodConstructor()
        {            
            setUpFreetype( CHARACTER_CODE_A);
            TestGlyph testGlyph(face->glyph);
            
            FTPoint testPoint(47.0f, 0.0f, 0.0f);
            
            CPPUNIT_ASSERT( testPoint == testGlyph.Advance());

            CPPUNIT_ASSERT_DOUBLES_EQUAL( 51.39, testGlyph.BBox().upperY, 0.01);
        
            CPPUNIT_ASSERT( testGlyph.Error() == 0);
            
            tearDownFreetype();
        }
Пример #10
0
    void runOffsetTest(string const& inputWKT, string const& testPtWKT,
                       double offsetDistance, string const& expectedPtWKT)
    {
        GeomPtr input(reader.read(inputWKT));
        GeomPtr testPoint(reader.read(testPtWKT));
        GeomPtr expectedPoint(reader.read(expectedPtWKT));
        const Coordinate* testPt = testPoint->getCoordinate();
        const Coordinate* expectedPt = expectedPoint->getCoordinate();
        Coordinate offsetPt = extractOffsetAt(input.get(), *testPt, offsetDistance);

        bool isOk = offsetPt.distance(*expectedPt) < TOLERANCE_DIST;
        if (! isOk)
            cout << "Expected = " << *expectedPoint << "  Actual = " << offsetPt << endl;
        ensure(isOk);
    }
Пример #11
0
  Frustum::Result Frustum::testBox (Vector3 box[8]) const
  {
    //Test against all planes
    for (int p=0; p<6; ++p) {

      int outCount = 0;

      //Test how many points is outside
      for (int b=0; b<8; ++b)
        if (testPoint( box[ b ], p ) == Frustum::Outside)
          outCount++;

      //The box is out if all points are outside any one of the planes
      if (outCount == 8)
        return Frustum::Outside;
    }

    return Frustum::Inside;
  }
Пример #12
0
int main(int argc, const char **argv) {
    printf("Running all tests...\n\n");

    //**** core tests
    testTree();
    testParse();
    testDef();
    testWord();
    testFlow();
    testVM();


    testStack();
    testInit();
    testCommand();
    testConversation();
    testScape();


//    testThreads();

    //**** builtins tests
    testNoun();
    testPattern();
    //testArray();
    //    testStream();
    testInt();
    testStr255();
    testCfunc();
    testReceptorUtil();
    //    testReceptor();
    //testVmHost();

    //**** examples test
    testPoint();
    //    testLine();


    report_tests();
    return 0;
}
void testConvexHullProjectionWithGravity()
{
    // For this test, we will use a simple convex hull of side 1 meter
    // centered in the origin of the world and laying on the XY plane
    iDynTree::ConvexHullProjectionConstraint projectionConstraint;
    iDynTree::Polygon convexHull;
    convexHull.m_vertices.push_back(iDynTree::Position( 0.5, 0.5, 0.0));
    convexHull.m_vertices.push_back(iDynTree::Position(-0.5, 0.5, 0.0));
    convexHull.m_vertices.push_back(iDynTree::Position(-0.5, -0.5, 0.0));
    convexHull.m_vertices.push_back(iDynTree::Position( 0.5, -0.5, 0.0));
    std::vector<iDynTree::Polygon> polygons;
    polygons.resize(1);
    polygons[0] = convexHull;


    // The convex hull is already expressed in the world
    std::vector<iDynTree::Transform> transforms;
    transforms.push_back(iDynTree::Transform::Identity());

    iDynTree::Direction xAxis(1.0, 0.0, 0.0);
    iDynTree::Direction yAxis(0.0, 1.0, 0.0);

    bool ok = projectionConstraint.buildConvexHull(xAxis,yAxis,iDynTree::Position::Zero(),polygons,transforms);
    ASSERT_IS_TRUE(ok);

    // Use a test position that is outside the convex hull with the normal projection
    iDynTree::Position testPoint(1.0, 0.0, 1.0);

    // Projected along the normal of the plane, this point is outside the convex hull
    // Note: positive margin means inside, negative outside
    ASSERT_IS_TRUE(projectionConstraint.computeMargin(projectionConstraint.project(testPoint)) < 0);

    //----------------------------------------------------------------------------------------------
    // If the direction along which we are projecting is the normal of the plane, the projection
    // should match the one done without direction
    iDynTree::Direction planeNormal(0.0, 0.0, -1.0);
    projectionConstraint.setProjectionAlongDirection(planeNormal);
    ASSERT_EQUAL_VECTOR(projectionConstraint.project(testPoint), projectionConstraint.projectAlongDirection(testPoint));

    //----------------------------------------------------------------------------------------------
    // If the direction of the projection is "skewed" to the left, the point should instead be inside the convex hull
    iDynTree::Direction skewedDirection(-1.0, 0.0, -1.0);

    projectionConstraint.setProjectionAlongDirection(skewedDirection);
    std::cerr << projectionConstraint.computeMargin(projectionConstraint.projectAlongDirection(testPoint)) << std::endl;

    ASSERT_IS_TRUE(projectionConstraint.computeMargin(projectionConstraint.projectAlongDirection(testPoint)) > 0);

    //----------------------------------------------------------------------------------------------
    // The code should work even if I try to project in the opposite direction wrt 'planeNormal'
    iDynTree::Direction upwardDirection(0.0, 0.0, 1.0);

    projectionConstraint.setProjectionAlongDirection(upwardDirection);

    // I should obtain the same result as the orthogonal projection
    ASSERT_EQUAL_VECTOR(projectionConstraint.project(testPoint), projectionConstraint.projectAlongDirection(testPoint));
    
    // The projected point should be again outside the convex hull
    ASSERT_IS_TRUE(projectionConstraint.computeMargin(projectionConstraint.projectAlongDirection(testPoint))< 0);

}
Пример #14
0
// Main entry point for the application
void DarkGDK ( void )
{
	dbSyncOn   ( );
	dbSyncRate ( FRAMES_PER_SECOND );
	dbSetWindowOff();
	dbSetDisplayMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16 );
	dbDisableEscapeKey ( );
	dbHideMouse();
	dbSetImageColorKey ( 255, 0, 255 );	// Set transparency key for images
	dbDrawSpritesFirst();	// So that we can draw and write over sprites
							// Probably not necessary now since we don't actually use DGDK sprite objects

	dbLoadSound("bullet.wav",1);
	dbLoadSound("explosion.wav",2);
	
	// Load a new map
	Map *map = new Map();
	bool gotmap = map->loadFromFile( "testmap.txt" );
	assert( gotmap && "Loading map failed" );

	// Set up a camera looking at our map
	Camera camera;
	camera.setMap( map );
	camera.setScreenPosition( 10, 10 );
	camera.setSize( 380, 480 );

	// Camera2
	Camera camera2;
	camera2.setMap( map );
	camera2.setScreenPosition( 410, 10 );
	camera2.setSize( 380, 480 );
	camera2.getStateMachine()->changeState( CameraFollowWASDKeysState::getInstance() );

	

	// Set up some enemies
	for( int i=0; i<NUM_TEST_ENEMIES; i++ ) {
		Enemy *enemy = new Enemy();
		enemy->setPosition( Vector2D(rand()%SCREEN_WIDTH,rand()%SCREEN_HEIGHT) );

		// Set up a test path
		Path *path = new Path();
		path->addWaypoint( Vector2D(200.0,200.0) );
		path->addWaypoint( Vector2D(400.0,300.0) );
		path->addWaypoint( Vector2D(700.0,-30.0) );
		path->setLooped(true);
		enemy->setPath( path );

		// Create a new enemy using that path
		enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
		//enemy->getStateMachine()->changeState( EnemyCollideWithPlayerState::getInstance() );
		//entityManager.registerEntity( enemy );

		MessageManager::getInstance()->dispatchMessage(0,0,messageCreateEntity,(i+1)*3,enemy);
	}

	dbPerformChecklistControlDevices();
	if( dbChecklistString(1) )
		dbSetControlDevice( dbChecklistString(1) );


	char debugText[100];

	// Set up variables to keep track of elapsed time
	double previousTime = (double)dbTimer();
	double currentTime;
	double elapsedTime;

	// Set up the target
	Vector2D target;
	target.x = 400;
	target.y = 300;

	
	double timeSinceLastSpawn = 10.0;
	double timeBetweenSpawns = 2.0;
	bool spacePressedLastFrame = false;

	Vector2D testPosition(1.0,3.0);
	Vector2D testHeading(1.0,0.0);
	Vector2D testSide = testHeading.Perp();
	Vector2D testPoint(-1.0,4.0);
	Vector2D testVector = TransformFromWorldToLocalSpace(testPoint,testHeading,testSide,testPosition);


	// main loop
	while ( LoopGDK ( ) )
	{
		// Calculate elapsed time
		currentTime = (double)dbTimer();
		elapsedTime = (currentTime - previousTime)/1000;
		previousTime = currentTime;

		MessageManager::getInstance()->update(elapsedTime);

		// Clear the screen white
		dbCLS( RGB( 0, 0, 0 ) );

		camera.update( 0.0 );
		//camera.draw();
		camera2.update( 0.0 );
		//camera2.draw();

		
		// Spawn a new enemy for testing
		
		timeSinceLastSpawn += elapsedTime;
		if( timeSinceLastSpawn > timeBetweenSpawns ) {
			timeSinceLastSpawn = 0.0;
			entityManager.spawnRandomWave();
			/*
			Enemy *enemy = new Enemy(Vector2D(100.0,-10.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-10.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
			entityManager.registerEntity( enemy );
			*/
		}
		
		


		// Update and draw the enemies
		entityManager.updateAllEntities( elapsedTime );
		entityManager.drawAllEntities();

		// Reset the first entities position
		if( dbMouseClick() == 2  ) {
			Vector2D position( dbMouseX(), dbMouseY() );
			Vector2D velocity( 0.0, -20.0 );
			//Vector2D velocity = target - position;
			//velocity.Normalize();
			//velocity *= 20.0;
			Bullet *bullet = new Bullet(position,velocity);
			entityManager.registerEntity( bullet );
		}

		// Reset the enemies randomly if space pressed
		if( dbSpaceKey() && spacePressedLastFrame == false ) {
			spacePressedLastFrame = true;
			Enemy *enemy = new Enemy();
			enemy->setPosition(Vector2D(100.0,-30.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-30.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );

			entityManager.registerEntity( enemy );
		}
		
		if( !dbSpaceKey() )
			spacePressedLastFrame = false;

		// Update the target
		if( dbMouseClick() == 1 ) {
			target.x = dbMouseX();
			target.y = dbMouseY();
		}

		// Draw the target
		//DrawTarget( target );

		// Put any debugging messages here
		//sprintf( debugText, "Key code: %d", dbScanCode() );	// For finding keyboard scan codes
		//sprintf( debugText, "Elapsed time: %f", elapsedTime );
		//sprintf( debugText, "Entities: %d  FPS: %d", entityManager.getSize(), dbScreenFPS() );
		//sprintf( debugText, "%s", dbChecklistString (1) );
		//sprintf( debugText, "JoystickY: %d", joystickY );
		//sprintf( debugText, "FPS: %d", dbScreenFPS() );
		sprintf( debugText, "Score: %d", entityManager.getPlayer()->getScore() );
		//sprintf( debugText, "Player Position: %f,%f", entityManager.getPlayer()->getPosition().x, entityManager.getPlayer()->getPosition().y );
		//sprintf( debugText, "VectorX: %f VectorY: %f", testVector.x, testVector.y );
		//sprintf( debugText, "screenWidth: %d screenHeight: %d", dbScreenWidth(), dbScreenHeight() );

		// Print out the debug text
		dbInk( RGB(0,0,255), RGB(255,255,255) );
		dbText( 0, SCREEN_HEIGHT-20, debugText );

		// Draw scanlines
		//drawScanlines(3);

		// break out if escape has been pressed
		if ( dbEscapeKey ( ) )
			break;

		// update the contents of the screen
		dbSync ( );
	}

	// and now everything is ready to return back to Windows
	return;
}
Пример #15
0
bool Frustum::isVisiblePoint(const vec3f& p) {
	return testPoint(p) != InteractionState::OUTSIDE;
}
Пример #16
0
void PlayState::update()
{
	if (!m_gameOver) {
		//bool moving = false;
		m_PlayerPos.x += 0.25 + m_Continuous*(0.05);
		m_Run.setSpeed((int)((0.25 + m_Continuous*(0.05))*10));

		//This is a really funny way to do this
		bool hit = false;
		if (m_AnimLock == 6) {
			if (m_Action == 1) {
				m_audMan.playStereoSample("hit1", m_PlayerPos.x, m_PlayerPos.y);
			}
			if (m_Action == 2) {
				m_audMan.playStereoSample("hit2", m_PlayerPos.x, m_PlayerPos.y);
			}
			if (m_Action == 3) {
				m_audMan.playStereoSample("hit3", m_PlayerPos.x, m_PlayerPos.y);
			}
		
			for (int i=0; i<MAX_AI; ++i) {
				if (testPoint(i)) {
					if (m_Action == 1) {
						m_Score += 1 + m_Continuous;
					}
					if (m_Action == 2) {
						m_Score += 1 + 2*m_Continuous;
					}
					if (m_Action == 3) {
						m_Score += 1 + 3*m_Continuous;
					}
					m_AIs[i].speed += 0.05;
					m_AIs[i].walking = false;
					m_AIs[i].run.setVisible(true);
					m_AIs[i].walk.setVisible(false);

					m_AIs[i].walk.setSpeed((int)(m_AIs[i].speed*20));
					m_AIs[i].run.setSpeed((int)(m_AIs[i].speed*20));
					hit = true;
					m_Continuous += 1;

					switch ((int)Gosu::random(1.0, 7.0)) {
					case 1:
						m_audMan.playStereoSample("hurt1", m_AIs[i].pos.x, m_AIs[i].pos.y);
						break;
					case 2:
						m_audMan.playStereoSample("hurt2", m_AIs[i].pos.x, m_AIs[i].pos.y);
						break;
					case 3:
						m_audMan.playStereoSample("hurt3", m_AIs[i].pos.x, m_AIs[i].pos.y);
						break;
					case 4:
						m_audMan.playStereoSample("hurt4", m_AIs[i].pos.x, m_AIs[i].pos.y);
						break;
					}
				
				}
			}
			if (!hit) {
				m_Continuous = 0;
			}
		}
		if (m_AnimLock == 0) {
			m_LPunch.setVisible(false);
			m_RPunch.setVisible(false);
			m_HButt.setVisible(false);
			m_Run.setVisible(true);

			m_Run.setFrame(0);

			m_AnimLock -= 1;
		}else{
			m_AnimLock -= 1;
		}
		InputManager *iman = InputManager::getCurrentContext();
		if (iman->query("Play.PunchLeft") == InputManager::actnBegin) {
			m_Action = 1;

			m_LPunch.setVisible(true);
			m_RPunch.setVisible(false);
			m_HButt.setVisible(false);
			m_Run.setVisible(false);

			m_LPunch.setFrame(0);

			m_AnimLock = 8;
		}
		if (iman->query("Play.PunchRight") == InputManager::actnBegin) {
			m_Action = 2;

			m_LPunch.setVisible(false);
			m_RPunch.setVisible(true);
			m_HButt.setVisible(false);
			m_Run.setVisible(false);
		
			m_RPunch.setFrame(0);

			m_AnimLock = 16;
		}
		if (iman->query("Play.HeadButt") == InputManager::actnBegin) {
			m_Action = 3;

			m_LPunch.setVisible(false);
			m_RPunch.setVisible(false);
			m_HButt.setVisible(true);
			m_Run.setVisible(false);
		
			m_HButt.setFrame(0);

			m_AnimLock = 32;
		}
	
		//Update camera focus
		m_Focus[0] = m_PlayerPos.x;
		m_Focus[1] = m_PlayerPos.y - 24.0;

		m_Idle.setX(m_PlayerPos.x);
		m_Idle.setY(m_PlayerPos.y);
	
		m_Run.setX(m_PlayerPos.x);
		m_Run.setY(m_PlayerPos.y);
		int c = Gosu::interpolate<int>(255, 50, m_PlayerPos.x/2000.0);
		Gosu::Color color(255, c, c);
		m_Run.setColorMod(color);
		m_LPunch.setColorMod(color);
		m_RPunch.setColorMod(color);
		m_HButt.setColorMod(color);

		double f = m_PlayerPos.x/2000.0;
		f = f*f;
		int a = Gosu::interpolate<int>(0, 250, f);
		Gosu::Color color2(a, 255, c, c);
		m_Aura->setColorMod(color2);
	
		m_Aura->setX(m_PlayerPos.x);
		m_Aura->setY(m_PlayerPos.y);
	
		m_LPunch.setX(m_PlayerPos.x);
		m_LPunch.setY(m_PlayerPos.y);

		m_RPunch.setX(m_PlayerPos.x);
		m_RPunch.setY(m_PlayerPos.y);
	
		m_HButt.setX(m_PlayerPos.x);
		m_HButt.setY(m_PlayerPos.y);

		for (int i=0; i<MAX_AI; ++i) {
			if (m_AIs[i].walking) 
				m_AIs[i].pos.x += m_AIs[i].speed;
			else
				m_AIs[i].pos.x += m_AIs[i].speed * 2.5;

			m_AIs[i].walk.setX(m_AIs[i].pos.x);
			m_AIs[i].walk.setY(m_AIs[i].pos.y);

			m_AIs[i].run.setX(m_AIs[i].pos.x);
			m_AIs[i].run.setY(m_AIs[i].pos.y);
		}

		m_rendMan.setCamera( m_Focus[0], m_Focus[1], m_Zoom, m_Rot);
		m_rendMan.update();
		m_Graph.update();
	}else{
		if (m_creditTimer < 1.0) m_creditTimer += 0.01;
		if (m_creditTimer >= 1.0) {
			m_creditTimer = 1.0;
			if (!m_showCredits) m_GameTime = (Gosu::milliseconds() - m_gameTimer)/1000;
			m_showCredits = true;
		}
		m_fade.setRed(255*(1.0-m_creditTimer));
		m_fade.setGreen(255*(1.0-m_creditTimer));
		m_fade.setBlue(255*(1.0-m_creditTimer));
	}

	if (m_PlayerPos.x > 1800) {
		if (m_explosTimer < 1.0) m_explosTimer += 0.2;
		if (m_explosTimer >= 1.0) m_explosTimer = 1.0;
		m_fade.setAlpha(255*m_explosTimer);

		if (!m_gameOver) 
			m_audMan.playStereoSample("explosion", m_PlayerPos.x, m_PlayerPos.y);
		m_gameOver = true;
	}
}