// Test the creation of QQuaternion objects in various ways: // construct, copy, and modify. void tst_QQuaternion::create() { QQuaternion identity; QCOMPARE(identity.x(), 0.0f); QCOMPARE(identity.y(), 0.0f); QCOMPARE(identity.z(), 0.0f); QCOMPARE(identity.scalar(), 1.0f); QVERIFY(identity.isIdentity()); QQuaternion negativeZeroIdentity(1.0f, -0.0f, -0.0f, -0.0f); QCOMPARE(negativeZeroIdentity.x(), -0.0f); QCOMPARE(negativeZeroIdentity.y(), -0.0f); QCOMPARE(negativeZeroIdentity.z(), -0.0f); QCOMPARE(negativeZeroIdentity.scalar(), 1.0f); QVERIFY(negativeZeroIdentity.isIdentity()); QQuaternion v1(34.0f, 1.0f, 2.5f, -89.25f); QCOMPARE(v1.x(), 1.0f); QCOMPARE(v1.y(), 2.5f); QCOMPARE(v1.z(), -89.25f); QCOMPARE(v1.scalar(), 34.0f); QVERIFY(!v1.isNull()); QQuaternion v1i(34, 1, 2, -89); QCOMPARE(v1i.x(), 1.0f); QCOMPARE(v1i.y(), 2.0f); QCOMPARE(v1i.z(), -89.0f); QCOMPARE(v1i.scalar(), 34.0f); QVERIFY(!v1i.isNull()); QQuaternion v2(v1); QCOMPARE(v2.x(), 1.0f); QCOMPARE(v2.y(), 2.5f); QCOMPARE(v2.z(), -89.25f); QCOMPARE(v2.scalar(), 34.0f); QVERIFY(!v2.isNull()); QQuaternion v4; QCOMPARE(v4.x(), 0.0f); QCOMPARE(v4.y(), 0.0f); QCOMPARE(v4.z(), 0.0f); QCOMPARE(v4.scalar(), 1.0f); QVERIFY(v4.isIdentity()); v4 = v1; QCOMPARE(v4.x(), 1.0f); QCOMPARE(v4.y(), 2.5f); QCOMPARE(v4.z(), -89.25f); QCOMPARE(v4.scalar(), 34.0f); QVERIFY(!v4.isNull()); QQuaternion v9(34, QVector3D(1.0f, 2.5f, -89.25f)); QCOMPARE(v9.x(), 1.0f); QCOMPARE(v9.y(), 2.5f); QCOMPARE(v9.z(), -89.25f); QCOMPARE(v9.scalar(), 34.0f); QVERIFY(!v9.isNull()); v1.setX(3.0f); QCOMPARE(v1.x(), 3.0f); QCOMPARE(v1.y(), 2.5f); QCOMPARE(v1.z(), -89.25f); QCOMPARE(v1.scalar(), 34.0f); QVERIFY(!v1.isNull()); v1.setY(10.5f); QCOMPARE(v1.x(), 3.0f); QCOMPARE(v1.y(), 10.5f); QCOMPARE(v1.z(), -89.25f); QCOMPARE(v1.scalar(), 34.0f); QVERIFY(!v1.isNull()); v1.setZ(15.5f); QCOMPARE(v1.x(), 3.0f); QCOMPARE(v1.y(), 10.5f); QCOMPARE(v1.z(), 15.5f); QCOMPARE(v1.scalar(), 34.0f); QVERIFY(!v1.isNull()); v1.setScalar(6.0f); QCOMPARE(v1.x(), 3.0f); QCOMPARE(v1.y(), 10.5f); QCOMPARE(v1.z(), 15.5f); QCOMPARE(v1.scalar(), 6.0f); QVERIFY(!v1.isNull()); v1.setVector(2.0f, 6.5f, -1.25f); QCOMPARE(v1.x(), 2.0f); QCOMPARE(v1.y(), 6.5f); QCOMPARE(v1.z(), -1.25f); QCOMPARE(v1.scalar(), 6.0f); QVERIFY(!v1.isNull()); QVERIFY(v1.vector() == QVector3D(2.0f, 6.5f, -1.25f)); v1.setVector(QVector3D(-2.0f, -6.5f, 1.25f)); QCOMPARE(v1.x(), -2.0f); QCOMPARE(v1.y(), -6.5f); QCOMPARE(v1.z(), 1.25f); QCOMPARE(v1.scalar(), 6.0f); QVERIFY(!v1.isNull()); QVERIFY(v1.vector() == QVector3D(-2.0f, -6.5f, 1.25f)); v1.setX(0.0f); v1.setY(0.0f); v1.setZ(0.0f); v1.setScalar(0.0f); QCOMPARE(v1.x(), 0.0f); QCOMPARE(v1.y(), 0.0f); QCOMPARE(v1.z(), 0.0f); QCOMPARE(v1.scalar(), 0.0f); QVERIFY(v1.isNull()); QVector4D v10 = v9.toVector4D(); QCOMPARE(v10.x(), 1.0f); QCOMPARE(v10.y(), 2.5f); QCOMPARE(v10.z(), -89.25f); QCOMPARE(v10.w(), 34.0f); }
void ValueTest::onEnter() { UnitTestDemo::onEnter(); Value v1; CCASSERT(v1.getType() == Value::Type::NONE, ""); CCASSERT(v1.isNull(), ""); Value v2(100); CCASSERT(v2.getType() == Value::Type::INTEGER, ""); CCASSERT(!v2.isNull(), ""); Value v3(101.4f); CCASSERT(v3.getType() == Value::Type::FLOAT, ""); CCASSERT(!v3.isNull(), ""); Value v4(106.1); CCASSERT(v4.getType() == Value::Type::DOUBLE, ""); CCASSERT(!v4.isNull(), ""); unsigned char byte = 50; Value v5(byte); CCASSERT(v5.getType() == Value::Type::BYTE, ""); CCASSERT(!v5.isNull(), ""); Value v6(true); CCASSERT(v6.getType() == Value::Type::BOOLEAN, ""); CCASSERT(!v6.isNull(), ""); Value v7("string"); CCASSERT(v7.getType() == Value::Type::STRING, ""); CCASSERT(!v7.isNull(), ""); Value v8(std::string("string2")); CCASSERT(v8.getType() == Value::Type::STRING, ""); CCASSERT(!v8.isNull(), ""); auto createValueVector = [&]() { ValueVector ret; ret.push_back(v1); ret.push_back(v2); ret.push_back(v3); return ret; }; Value v9(createValueVector()); CCASSERT(v9.getType() == Value::Type::VECTOR, ""); CCASSERT(!v9.isNull(), ""); auto createValueMap = [&]() { ValueMap ret; ret["aaa"] = v1; ret["bbb"] = v2; ret["ccc"] = v3; return ret; }; Value v10(createValueMap()); CCASSERT(v10.getType() == Value::Type::MAP, ""); CCASSERT(!v10.isNull(), ""); auto createValueMapIntKey = [&]() { ValueMapIntKey ret; ret[111] = v1; ret[222] = v2; ret[333] = v3; return ret; }; Value v11(createValueMapIntKey()); CCASSERT(v11.getType() == Value::Type::INT_KEY_MAP, ""); CCASSERT(!v11.isNull(), ""); }
void test_n_voronoi(void) { std::vector<Vector> pos; real L = 32; Vector a, b, c, d; a.x = 1.; a.y = 2.; b.x = 2.; b.y = 2.; c.x = 2.; c.y = 0.; d.x = 4.; d.y = 4.; pos = {a, b, c, d}; MATRIX n(4, 4); n.Zero(); calculate_n_voronoi(n, pos, L); MATRIX m(4, 4); /* 0 1 1 1 1 0 1 1 1 1 0 1 1 1 1 0 */ m.Set(0, 0, 0); m.Set(0, 1, 1); m.Set(0, 2, 1); m.Set(0, 3, 1); m.Set(1, 0, 1); m.Set(1, 1, 0); m.Set(1, 2, 1); m.Set(1, 3, 1); m.Set(2, 0, 1); m.Set(2, 1, 1); m.Set(2, 2, 0); m.Set(2, 3, 1); m.Set(3, 0, 1); m.Set(3, 1, 1); m.Set(3, 2, 1); m.Set(3, 3, 0); assert(n == m); /*9 particles Voronoi*/ MATRIX n2(9, 9); n2.Zero(); Vector v1(10,30), v2(20,30), v3(30,30), v4(10,20), v5(20,20), v6(30,20), v7(10,10), v8(20,10), v9(30,10); pos = {v1, v2, v3, v4, v5, v6, v7, v8, v9}; calculate_n_voronoi(n2, pos, L); MATRIX m2(9, 9); /* 0 1 1 1 0 0 1 0 0 1 0 1 0 1 0 0 1 0 1 1 0 0 0 1 0 0 1 1 0 0 0 1 1 1 0 0 0 1 0 1 0 1 0 1 0 0 0 1 1 1 0 0 0 1 1 0 0 1 0 0 0 1 1 0 1 0 0 1 0 1 0 1 0 0 1 0 0 1 1 1 0 */ m2.Set(0, 0, 0);m2.Set(0, 1, 1);m2.Set(0, 2, 1);m2.Set(0, 3, 1);m2.Set(0, 4, 0);m2.Set(0, 5, 0);m2.Set(0, 6, 1);m2.Set(0, 7, 0);m2.Set(0, 8, 0); m2.Set(1, 0, 1);m2.Set(1, 1, 0);m2.Set(1, 2, 1);m2.Set(1, 3, 0);m2.Set(1, 4, 1);m2.Set(1, 5, 0);m2.Set(1, 6, 0);m2.Set(1, 7, 1);m2.Set(1, 8, 0); m2.Set(2, 0, 1);m2.Set(2, 1, 1);m2.Set(2, 2, 0);m2.Set(2, 3, 0);m2.Set(2, 4, 0);m2.Set(2, 5, 1);m2.Set(2, 6, 0);m2.Set(2, 7, 0);m2.Set(2, 8, 1); m2.Set(3, 0, 1);m2.Set(3, 1, 0);m2.Set(3, 2, 0);m2.Set(3, 3, 0);m2.Set(3, 4, 1);m2.Set(3, 5, 1);m2.Set(3, 6, 1);m2.Set(3, 7, 0);m2.Set(3, 8, 0); m2.Set(4, 0, 0);m2.Set(4, 1, 1);m2.Set(4, 2, 0);m2.Set(4, 3, 1);m2.Set(4, 4, 0);m2.Set(4, 5, 1);m2.Set(4, 6, 0);m2.Set(4, 7, 1);m2.Set(4, 8, 0); m2.Set(5, 0, 0);m2.Set(5, 1, 0);m2.Set(5, 2, 1);m2.Set(5, 3, 1);m2.Set(5, 4, 1);m2.Set(5, 5, 0);m2.Set(5, 6, 0);m2.Set(5, 7, 0);m2.Set(5, 8, 1); m2.Set(6, 0, 1);m2.Set(6, 1, 0);m2.Set(6, 2, 0);m2.Set(6, 3, 1);m2.Set(6, 4, 0);m2.Set(6, 5, 0);m2.Set(6, 6, 0);m2.Set(6, 7, 1);m2.Set(6, 8, 1); m2.Set(7, 0, 0);m2.Set(7, 1, 1);m2.Set(7, 2, 0);m2.Set(7, 3, 0);m2.Set(7, 4, 1);m2.Set(7, 5, 0);m2.Set(7, 6, 1);m2.Set(7, 7, 0);m2.Set(7, 8, 1); m2.Set(8, 0, 0);m2.Set(8, 1, 0);m2.Set(8, 2, 1);m2.Set(8, 3, 0);m2.Set(8, 4, 0);m2.Set(8, 5, 1);m2.Set(8, 6, 1);m2.Set(8, 7, 1);m2.Set(8, 8, 0); assert(n2 == m2); }
void TestTupleList() { test_db_config::DbConfig config; bool bRet = config.Init(); assert( bRet == true ); occiwrapper::ConnectionInfo info( config.GetStrIp(), 1521, config.GetUserName(), config.GetPassword(), config.GetSid() ); occiwrapper::SessionFactory sf; occiwrapper::Session s = sf.Create( info ); string strErrMsg; struct tm objTm; objTm.tm_year = 2014 - 1900; objTm.tm_mon = 11; objTm.tm_mday = 30; objTm.tm_hour = 10; objTm.tm_min = 43; objTm.tm_sec = 0; s << strCreateTable, now, bRet, strErrMsg; // test 1 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int > t1[ 2 ]; t1[ 0 ] = make_tuple( 1 ); t1[ 1 ] = make_tuple( 2 ); list< tuple< int > > v1( t1, t1 + 2 ); s << "insert into tbl_test_tuple_elements( t1 ) values ( :1 )", batched_use( v1 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int > > v1Out; s << "select t1 from tbl_test_tuple_elements", into( v1Out ), now, bRet, strErrMsg; assert( bRet ); assert( v1Out.size() == 2 ); // test 2 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float > t2[ 2 ]; t2[ 0 ] = make_tuple( 1, 1.1 ); t2[ 1 ] = make_tuple( 2, 2.1 ); list< tuple< int, float > > v2( t2, t2 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2 ) values ( :1, :2 )", batched_use( v2 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float > > v2Out; s << "select t1, t2 from tbl_test_tuple_elements", into( v2Out ), now, bRet, strErrMsg; assert( bRet ); assert( v2Out.size() == 2 ); // test 3 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string > t3[ 2 ]; t3[ 0 ] = make_tuple( 1, 1.1, "str1" ); t3[ 1 ] = make_tuple( 2, 2.1, "str2" ); list< tuple< int, float, string > > v3( t3, t3 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3 ) values ( :1, :2, :3 )", batched_use( v3 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string > > v3Out; s << "select t1, t2, t3 from tbl_test_tuple_elements", into( v3Out ), now, bRet, strErrMsg; assert( bRet ); assert( v3Out.size() == 2 ); // test 4 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm > t4[ 2 ]; t4[ 0 ] = make_tuple( 1, 1.1, "str1", objTm ); t4[ 1 ] = make_tuple( 2, 2.1, "str2", objTm ); list< tuple< int, float, string, struct tm > > v4( t4, t4 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4 ) values ( :1, :2, :3, :4 )", batched_use( v4 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm > > v4Out; s << "select t1, t2, t3, t4 from tbl_test_tuple_elements", into( v4Out ), now, bRet, strErrMsg; assert( bRet ); assert( v4Out.size() == 2 ); // test 5 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm > t5[ 2 ]; t5[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm ); t5[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm ); list< tuple< int, float, string, struct tm, struct tm > > v5( t5, t5 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5 ) values ( :1, :2, :3, :4, :5 )", batched_use( v5 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm > > v5Out; s << "select t1, t2, t3, t4, t5 from tbl_test_tuple_elements", into( v5Out ), now, bRet, strErrMsg; assert( bRet ); assert( v5Out.size() == 2 ); // test 6 elements s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm, double > t6[ 2 ]; t6[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm, 1.2 ); t6[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm, 2.2 ); list< tuple< int, float, string, struct tm, struct tm, double > > v6( t6, t6 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5, t6 ) values ( :1, :2, :3, :4, :5, :6 )", batched_use( v6 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm, double > > v6Out; s << "select t1, t2, t3, t4, t5, t6 from tbl_test_tuple_elements", into( v6Out ), now, bRet, strErrMsg; assert( bRet ); assert( v6Out.size() == 2 ); // test 7 element s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm, double, double > t7[ 2 ]; t7[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm, 1.2, 3.1 ); t7[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm, 2.2, 3.2 ); list< tuple< int, float, string, struct tm, struct tm, double, double > > v7( t7, t7 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5, t6, t7 ) values ( :1, :2, :3, :4, :5, :6, :7 )", batched_use( v7 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm, double, double > > v7Out; s << "select t1, t2, t3, t4, t5, t6, t7 from tbl_test_tuple_elements", into( v7Out ), now, bRet, strErrMsg; assert( bRet ); assert( v7Out.size() == 2 ); // test 8 element s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm, double, double, string > t8[ 2 ]; t8[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm, 1.2, 3.1, "str8_1" ); t8[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm, 2.2, 3.2, "str8_2" ); list< tuple< int, float, string, struct tm, struct tm, double, double, string > > v8( t8, t8 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5, t6, t7, t8 ) values ( :1, :2, :3, :4, :5, :6, :7, :8 )", batched_use( v8 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm, double, double, string > > v8Out; s << "select t1, t2, t3, t4, t5, t6, t7, t8 from tbl_test_tuple_elements", into( v8Out ), now, bRet, strErrMsg; assert( bRet ); assert( v8Out.size() == 2 ); // test 9 element s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm, double, double, string, string > t9[ 2 ]; t9[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm, 1.2, 3.1, "str8_1", "str9_1" ); t9[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm, 2.2, 3.2, "str8_2", "str9_2" ); list< tuple< int, float, string, struct tm, struct tm, double, double, string, string > > v9( t9, t9 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5, t6, t7, t8, t9 ) values ( :1, :2, :3, :4, :5, :6, :7, :8, :9 )", batched_use( v9 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm, double, double, string, string > > v9Out; s << "select t1, t2, t3, t4, t5, t6, t7, t8, t9 from tbl_test_tuple_elements", into( v9Out ), now, bRet, strErrMsg; assert( bRet ); assert( v9Out.size() == 2 ); // test 10 element s << "truncate table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); tuple< int, float, string, struct tm, struct tm, double, double, string, string, string > t10[ 2 ]; t10[ 0 ] = make_tuple( 1, 1.1, "str1", objTm, objTm, 1.2, 3.1, "str8_1", "str9_1", "str10_1" ); t10[ 1 ] = make_tuple( 2, 2.1, "str2", objTm, objTm, 2.2, 3.2, "str8_2", "str9_2", "str10_2" ); list< tuple< int, float, string, struct tm, struct tm, double, double, string, string, string > > v10( t10, t10 + 2 ); s << "insert into tbl_test_tuple_elements( t1, t2, t3, t4, t5, t6, t7, t8, t9, t10 ) values ( :1, :2, :3, :4, :5, :6, :7, :8, :9, :10 )", batched_use( v10 ), now, bRet, strErrMsg; assert( bRet ); list< tuple< int, float, string, struct tm, struct tm, double, double, string, string, string > > v10Out; s << "select t1, t2, t3, t4, t5, t6, t7, t8, t9, t10 from tbl_test_tuple_elements", into( v10Out ), now, bRet, strErrMsg; assert( bRet ); assert( v10Out.size() == 2 ); s << "drop table tbl_test_tuple_elements", now, bRet, strErrMsg; assert( bRet ); }
void CIcosahedron::init( float s ){ this->clearMesh(); float p = ((1.0 + sqrt(5.0))/2.0)*s; TVector3 v0(s,0.0,p); this->iVertices.push_back(v0); TVector3 v1(-s,0.0,p); this->iVertices.push_back(v1); TVector3 v2(s,0.0,-p); this->iVertices.push_back(v2); TVector3 v3(-s,0.0,-p); this->iVertices.push_back(v3); TVector3 v4(0.0,p,s); this->iVertices.push_back(v4); TVector3 v5(0,-p,s); this->iVertices.push_back(v5); TVector3 v6(0,p,-s); this->iVertices.push_back(v6); TVector3 v7(0.0,-p,-s); this->iVertices.push_back(v7); TVector3 v8(p,s,0.0); this->iVertices.push_back(v8); TVector3 v9(-p,s,0.0); this->iVertices.push_back(v9); TVector3 v10(p,-s,0.0); this->iVertices.push_back(v10); TVector3 v11(-p,-s,0.0); this->iVertices.push_back(v11); TTriangle t0(0,4,1); this->iTriangles.push_back(t0); TTriangle t1(0,1,5); this->iTriangles.push_back(t1); TTriangle t2(0,5,10); this->iTriangles.push_back(t2); TTriangle t3(0,10,8); this->iTriangles.push_back(t3); TTriangle t4(0,8,4); this->iTriangles.push_back(t4); TTriangle t5(4,8,6); this->iTriangles.push_back(t5); TTriangle t6(4,6,9); this->iTriangles.push_back(t6); TTriangle t7(4,9,1); this->iTriangles.push_back(t7); TTriangle t8(1,9,11); this->iTriangles.push_back(t8); TTriangle t9(1,11,5); this->iTriangles.push_back(t9); TTriangle t10(2,7,3); this->iTriangles.push_back(t10); TTriangle t11(2,3,6); this->iTriangles.push_back(t11); TTriangle t12(2,6,8); this->iTriangles.push_back(t12); TTriangle t13(2,8,10); this->iTriangles.push_back(t13); TTriangle t14(2,10,7); this->iTriangles.push_back(t14); TTriangle t15(7,10,5); this->iTriangles.push_back(t15); TTriangle t16(7,5,11); this->iTriangles.push_back(t16); TTriangle t17(7,11,3); this->iTriangles.push_back(t17); TTriangle t18(3,11,9); this->iTriangles.push_back(t18); TTriangle t19(3,9,6); this->iTriangles.push_back(t19); }
/** * Test constructing and destructing a vector */ void TestVector::TestConstructor() { // Plain Old Data //--------------- // Default constructor Vector<int> v1; AssertEquals(0u, v1.Size()); // Fill constructor Vector<int> v2(3u); AssertEquals(3u, v2.Size()); AssertEquals(3u, v2.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(0, v2[i]); } // Fill constructor with value Vector<int> v3(3u, 3); AssertEquals(3u, v3.Size()); AssertEquals(3u, v3.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(3, v3[i]); } // Copy constructor Vector<int> v4(v3); AssertEquals(3u, v4.Size()); AssertEquals(3u, v4.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(3, v4[i]); } // Assignment Vector<int> v5 = v4; AssertEquals(3u, v5.Size()); AssertEquals(3u, v5.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(3, v5[i]); } // Class //------ // Default simple object SimpleClass c1 = SimpleClass(); SimpleClass c2 = SimpleClass(1, 2); // Default constructor Vector<SimpleClass> v6; AssertEquals(0u, v6.Size()); // Fill constructor Vector<SimpleClass> v7(3u); AssertEquals(3u, v7.Size()); AssertEquals(3u, v7.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(c1, v7[i]); } // Fill constructor with value Vector<SimpleClass> v8(3u, c2); AssertEquals(3u, v8.Size()); AssertEquals(3u, v8.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(c2, v8[i]); } // Copy constructor Vector<SimpleClass> v9(v8); AssertEquals(3u, v9.Size()); AssertEquals(3u, v9.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(c2, v9[i]); } // Assignment Vector<SimpleClass> v10 = v9; AssertEquals(3u, v10.Size()); AssertEquals(3u, v10.Capacity()); for(uint i = 0; i < 3; ++i) { AssertEquals(c2, v10[i]); } }
void Hud::Draw (Zeni::Time::Second_Type elapsedTime) { HeroComponent & hero = HeroComponent::GetInstance(); double heroHealth = hero.GetHealth(); double heroShields = hero.GetShields(); double healthWidth = 200.0f; double healthHeight = 30.0f; Zeni::Point2f bgPosition1 (590.0f, 40.0f); Zeni::Point2f bgPosition2 (bgPosition1.x, bgPosition1.y + healthHeight); Zeni::Point2f bgPosition3 (bgPosition1.x + healthWidth, bgPosition1.y + healthHeight); Zeni::Point2f bgPosition4 (bgPosition1.x + healthWidth, bgPosition1.y); Zeni::Point2f healthPosition1 = bgPosition1; Zeni::Point2f healthPosition2 = bgPosition2; Zeni::Point2f healthPosition3 (bgPosition1.x + healthWidth * heroHealth / 1000.0f, bgPosition1.y + healthHeight); Zeni::Point2f healthPosition4 (bgPosition1.x + healthWidth * heroHealth / 1000.0f, bgPosition1.y); Zeni::Point2f shieldPosition1 = bgPosition1; Zeni::Point2f shieldPosition2 = bgPosition2; Zeni::Point2f shieldPosition3 (bgPosition1.x + healthWidth * heroShields / 100.0f, bgPosition1.y + healthHeight); Zeni::Point2f shieldPosition4 (bgPosition1.x + healthWidth * heroShields / 100.0f, bgPosition1.y); int score = hero.GetScore(); std::stringstream ss4; ss4 << score; Zeni::get_Fonts()["score"].render_text (ss4.str(), Zeni::Point2f (20.0f, 550.0f), Zeni::get_Colors()["score"]); ++frameCount; std::stringstream ss ("FPS: "); ss << fps; //Zeni::get_Fonts()["fps"].render_text (ss.str(), Zeni::Point2f(), Zeni::get_Colors()["fps"]); const std::vector<ProjectileFactory*>& heroWeapons = hero.GetWeapons(); size_t numWeapons = heroWeapons.size(); int selectedWeapon = hero.GetSelectedWeaponIndex(); double corner = 800.0f - 30.0f * numWeapons; Zeni::Color enabled = Zeni::get_Colors()["weapon_enabled"]; Zeni::Color disabled = Zeni::get_Colors()["weapon_disabled"]; for (int i = 0; i < numWeapons; ++i) { Zeni::Vertex2f_Texture vertex1 (Zeni::Point2f(corner + 30.0f * i, 0.0f), Zeni::Point2f(0.0f, 0.0f)); Zeni::Vertex2f_Texture vertex2 (Zeni::Point2f(corner + 30.0f * i, 30.0f), Zeni::Point2f(0.0f, 1.0f)); Zeni::Vertex2f_Texture vertex3 (Zeni::Point2f(corner + 30.0f * (i + 1), 30.0f), Zeni::Point2f(1.0f, 1.0f)); Zeni::Vertex2f_Texture vertex4 (Zeni::Point2f(corner + 30.0f * (i + 1), 0.0f), Zeni::Point2f(1.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q (vertex1, vertex2, vertex3, vertex4); Zeni::Material backing(i == selectedWeapon ? "selected_weapon" : "weapon"); q.lend_Material (&backing); Zeni::get_Video().render (q); double r = selectedWeapon == i ? weaponRotation : 0.0f; Zeni::render_image ( heroWeapons[i]->GetTexture(), Zeni::Point2f(corner + 30 * i + 5.0f, 5.0f), Zeni::Point2f(corner + 30 * (i + 1.0f) - 5.0f, 25.0), r, 1.0f, Zeni::Point2f(corner + 30 * i + 15.0f, 15.0f), false, heroWeapons[i]->IsReady() ? enabled : disabled); } int heroAmmo = heroWeapons[selectedWeapon]->GetAmmo(); std::stringstream ss3; ss3 << heroAmmo; Zeni::get_Fonts()["ammo"].render_text (ss3.str(), Zeni::Point2f(corner - 5.0f, 0.0f), Zeni::get_Colors()["ammo"], Zeni::ZENI_RIGHT); Zeni::Vertex2f_Texture v9 (bgPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v10 (bgPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v11 (bgPosition3, Zeni::Point2f (1.0f, 1.0f)); Zeni::Vertex2f_Texture v12 (bgPosition4, Zeni::Point2f (1.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q3 (v9, v10, v11, v12); Zeni::Material healthbar1("healthbar1"); q3.lend_Material (&healthbar1); Zeni::get_Video().render (q3); Zeni::Vertex2f_Texture v13 (healthPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v14 (healthPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v15 (healthPosition3, Zeni::Point2f (heroHealth / 1000.0f, 1.0f)); Zeni::Vertex2f_Texture v16 (healthPosition4, Zeni::Point2f (heroHealth / 1000.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q4 (v13, v14, v15, v16); Zeni::Material healthbar2("healthbar2"); q4.lend_Material (&healthbar2); Zeni::get_Video().render (q4); Zeni::Vertex2f_Texture v17 (shieldPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v18 (shieldPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v19 (shieldPosition3, Zeni::Point2f (heroShields / 100.0f, 1.0f)); Zeni::Vertex2f_Texture v20 (shieldPosition4, Zeni::Point2f (heroShields / 100.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q5 (v17, v18, v19, v20); Zeni::Material healthbar3("healthbar3"); q5.lend_Material (&healthbar3); Zeni::get_Video().render (q5); double timeRemaining = GameTimer::GetInstance().GetRemainingTime(); Zeni::Color timerTextColor = timeRemaining < 10.0f ? Zeni::get_Colors()["low_time"] : Zeni::get_Colors()["time"]; Zeni::render_image ( "Timer", Zeni::Point2f (620.0f, 540.0f), Zeni::Point2f (670.0f, 590.0f), false, timerTextColor); std::stringstream ss2; int minutes = (int)timeRemaining / 60; ss2 << minutes << ":" << std::fixed << std::setprecision(2) << timeRemaining - minutes * 60; Zeni::get_Fonts()["time"].render_text (ss2.str(), Zeni::Point2f(680.0f, 550.0f), timerTextColor); }
/* Call functions through pointers and and check against expected results. */ void test (void) { CHECK_VOID_RESULT (v0 (), 1.0); CHECK_VOID_RESULT (v1 (1.0), 2.0); CHECK_VOID_RESULT (v5 (5.0, 6.0), 12.0); CHECK_VOID_RESULT (v9 (9.0, 10.0), 20.0); CHECK_VOID_RESULT (v2 (2.0), 3.0); CHECK_VOID_RESULT (v6 (6.0, 7.0), 14.0); CHECK_VOID_RESULT (v10 (10.0, 11.0), 22.0); CHECK_RESULT (f0 (), 1.0); CHECK_RESULT (f1 (1.0), 2.0); CHECK_RESULT (f5 (5.0, 6.0), 12.0); CHECK_RESULT (f9 (9.0, 10.0), 20.0); CHECK_RESULT (f2 (2.0), 3.0); CHECK_RESULT (f6 (6.0, 7.0), 14.0); CHECK_RESULT (f10 (10.0, 11.0), 22.0); CHECK_RESULT (d0 (), 1.0); CHECK_RESULT (d1 (1.0), 2.0); CHECK_RESULT (d5 (5.0, 6.0), 12.0); CHECK_RESULT (d9 (9.0, 10.0), 20.0); CHECK_RESULT (d2 (2.0), 3.0); CHECK_RESULT (d6 (6.0, 7.0), 14.0); CHECK_RESULT (d10 (10.0, 11.0), 22.0); CHECK_RESULT (cf0 (), 1.0 + 0.0i); CHECK_RESULT (cf1 (1.0), 2.0 + 1.0i); CHECK_RESULT (cf5 (5.0, 6.0), 12.0 + 5.0i); CHECK_RESULT (cf9 (9.0, 10.0), 20.0 + 9.0i); CHECK_RESULT (cf2 (2.0), 3.0 + 2.0i); CHECK_RESULT (cf6 (6.0, 7.0), 14.0 + 6.0i); CHECK_RESULT (cf10 (10.0, 11.0), 22.0 + 10.0i); CHECK_RESULT (cd0 (), 1.0 + 0.0i); CHECK_RESULT (cd1 (1.0), 2.0 + 1.0i); CHECK_RESULT (cd5 (5.0, 6.0), 12.0 + 5.0i); CHECK_RESULT (cd9 (9.0, 10.0), 20.0 + 9.0i); CHECK_RESULT (cd2 (2.0), 3.0 + 2.0i); CHECK_RESULT (cd6 (6.0, 7.0), 14.0 + 6.0i); CHECK_RESULT (cd10 (10.0, 11.0), 22.0 + 10.0i); CHECK_VOID_RESULT ((*pv0) (), 1.0); CHECK_VOID_RESULT ((*pv1) (1.0), 2.0); CHECK_VOID_RESULT ((*pv5) (5.0, 6.0), 12.0); CHECK_VOID_RESULT ((*pv9) (9.0, 10.0), 20.0); CHECK_VOID_RESULT ((*pv2) (2.0), 3.0); CHECK_VOID_RESULT ((*pv6) (6.0, 7.0), 14.0); CHECK_VOID_RESULT ((*pv10) (10.0, 11.0), 22.0); CHECK_RESULT ((*pf0) (), 1.0); CHECK_RESULT ((*pf1) (1.0), 2.0); CHECK_RESULT ((*pf5) (5.0, 6.0), 12.0); CHECK_RESULT ((*pf9) (9.0, 10.0), 20.0); CHECK_RESULT ((*pf2) (2.0), 3.0); CHECK_RESULT ((*pf6) (6.0, 7.0), 14.0); CHECK_RESULT ((*pf10) (10.0, 11.0), 22.0); CHECK_RESULT ((*pd0) (), 1.0); CHECK_RESULT ((*pd1) (1.0), 2.0); CHECK_RESULT ((*pd5) (5.0, 6.0), 12.0); CHECK_RESULT ((*pd9) (9.0, 10.0), 20.0); CHECK_RESULT ((*pd2) (2.0), 3.0); CHECK_RESULT ((*pd6) (6.0, 7.0), 14.0); CHECK_RESULT ((*pd10) (10.0, 11.0), 22.0); CHECK_RESULT ((*pcf0) (), 1.0 + 0.0i); CHECK_RESULT ((*pcf1) (1.0), 2.0 + 1.0i); CHECK_RESULT ((*pcf5) (5.0, 6.0), 12.0 + 5.0i); CHECK_RESULT ((*pcf9) (9.0, 10.0), 20.0 + 9.0i); CHECK_RESULT ((*pcf2) (2.0), 3.0 + 2.0i); CHECK_RESULT ((*pcf6) (6.0, 7.0), 14.0 + 6.0i); CHECK_RESULT ((*pcf10) (10.0, 11.0), 22.0 + 10.0i); CHECK_RESULT ((*pcd0) (), 1.0 + 0.0i); CHECK_RESULT ((*pcd1) (1.0), 2.0 + 1.0i); CHECK_RESULT ((*pcd5) (5.0, 6.0), 12.0 + 5.0i); CHECK_RESULT ((*pcd9) (9.0, 10.0), 20.0 + 9.0i); CHECK_RESULT ((*pcd2) (2.0), 3.0 + 2.0i); CHECK_RESULT ((*pcd6) (6.0, 7.0), 14.0 + 6.0i); CHECK_RESULT ((*pcd10) (10.0, 11.0), 22.0 + 10.0i); }
osg::Drawable *ReverseTileNode::createReverseTile(void) const { // Get the tile ReverseTile* tile = static_cast<ReverseTile*>(_lego); // Get tile color QColor color = tile->getColor(); // Get integer sizes int width = tile->getWidth(); int length = tile->getLength(); int height = 3; // Get real position, according to tile size double mw = (-width)*Lego::length_unit/2; double pw = (width)*Lego::length_unit/2; double mwp = (-width+2)*Lego::length_unit/2; double ml = (-length)*Lego::length_unit/2; double pl = (length)*Lego::length_unit/2; double mh = (-height)*Lego::height_unit/2; double ph = (height)*Lego::height_unit/2; double phm = (height-1)*Lego::height_unit/2; // Create 14 vertices osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array; osg::Vec3 v0(mw, ml, mh); osg::Vec3 v1(mw, pl, mh); osg::Vec3 v2(mwp, pl, mh); osg::Vec3 v3(mwp, ml, mh); osg::Vec3 v4(pw, ml, phm); osg::Vec3 v5(pw, pl, phm); osg::Vec3 v6(pw, pl, ph); osg::Vec3 v7(pw, ml, ph); osg::Vec3 v8(mw, ml, ph); osg::Vec3 v9(mw, pl, ph); osg::Vec3 v10(mwp, ml, phm); osg::Vec3 v11(mwp, ml, ph); osg::Vec3 v12(mwp, pl, ph); osg::Vec3 v13(mwp, pl, phm); // Create 10 faces, 8 faces are quads splitted into two triangles // NB: Down face is transparent, we don't even create it // Front face t1 vertices->push_back(v4); vertices->push_back(v5); vertices->push_back(v6); // Front face t2 vertices->push_back(v4); vertices->push_back(v6); vertices->push_back(v7); // Back face t1 vertices->push_back(v0); vertices->push_back(v1); vertices->push_back(v8); // Back face t2 vertices->push_back(v1); vertices->push_back(v8); vertices->push_back(v9); // Top face t1 vertices->push_back(v6); vertices->push_back(v7); vertices->push_back(v9); // Top face t2 vertices->push_back(v7); vertices->push_back(v8); vertices->push_back(v9); // Slop face t1 vertices->push_back(v2); vertices->push_back(v3); vertices->push_back(v5); // Slop face t2 vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v5); // Right triangle face vertices->push_back(v2); vertices->push_back(v13); vertices->push_back(v5); // Right quad face t1 vertices->push_back(v13); vertices->push_back(v12); vertices->push_back(v6); // Right quad face t2 vertices->push_back(v13); vertices->push_back(v6); vertices->push_back(v5); // Right quad face down t1 vertices->push_back(v1); vertices->push_back(v9); vertices->push_back(v12); // Right quad face down t2 vertices->push_back(v1); vertices->push_back(v2); vertices->push_back(v12); // Left triangle face vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v10); // Left quad face t1 vertices->push_back(v4); vertices->push_back(v10); vertices->push_back(v11); // Left quad face t2 vertices->push_back(v4); vertices->push_back(v7); vertices->push_back(v11); // Left quad face down t1 vertices->push_back(v0); vertices->push_back(v3); vertices->push_back(v8); // Left quad face down t2 vertices->push_back(v3); vertices->push_back(v8); vertices->push_back(v11); // Create tile geometry osg::ref_ptr<osg::Geometry> tileGeometry = new osg::Geometry; // Match vertices tileGeometry->setVertexArray(vertices); // Add color (each rectangle has the same color except for the down one which is transparent) osg::Vec4 osgColor(static_cast<float>(color.red())/255.0, static_cast<float>(color.green())/255.0, static_cast<float>(color.blue())/255.0, 1.0); osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; // Every face has the same color, so there is only one color colors->push_back(osgColor); // Match color tileGeometry->setColorArray(colors); tileGeometry->setColorBinding(osg::Geometry::BIND_OVERALL); // Create normals osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array; normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, 0, 1)); normals->push_back(osg::Vec3(0, 0, 1)); double w = pw - mwp; double h = phm - mh; double norm = std::sqrt(w*w + h*h); normals->push_back(osg::Vec3(h/norm, 0, -w/norm)); normals->push_back(osg::Vec3(h/norm, 0, -w/norm)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); // Match normals tileGeometry->setNormalArray(normals); tileGeometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); // Define tile 18 GL_TRIANGLES with 20*3 vertices tileGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 18*3)); // Return the tile whithout plot return tileGeometry.release(); }
osg::Drawable *ClampNode::createBrick(void) const { // Get the brick Clamp* clamp = static_cast<Clamp*>(_lego); // Get brick color QColor color = clamp->getColor(); // Get clamp bounding box clamp->calculateBoundingBox(); BoundingBox bb = clamp->getBoundingBox(); // Get integer sizes int width = bb.getWidth(); int length = bb.getLength(); int height = bb.getHeight(); // Get real position, according to tile size double mw = (-width)*Lego::length_unit/2; double mwpm = (-width)*Lego::length_unit/2+Lego::height_unit/2; double mwp = (-width)*Lego::length_unit/2+0.93*Lego::height_unit; double pw = (width)*Lego::length_unit/2; double pwm = (width)*Lego::length_unit/2-Lego::height_unit/2; double ml = (-length)*Lego::length_unit/2; double mlp = (-length+0.5)*Lego::length_unit/2; double pl = (length)*Lego::length_unit/2; double plm = (length-0.5)*Lego::length_unit/2; double mh = (-height)*Lego::height_unit/2; double mhp = (-height)*Lego::height_unit/2+2*Lego::plot_top_height; double mhpm = (-height)*Lego::height_unit/2+Lego::plot_top_height; double phm = (height)*Lego::height_unit/2-Lego::height_unit/2; double phmp = (height)*Lego::height_unit/2-0.5*Lego::height_unit/2; // Create 3 vertices osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array; osg::Vec3 v0(ml, mw, mh); osg::Vec3 v1(pl, mw, mh); osg::Vec3 v2(pl, pw, mh); osg::Vec3 v3(ml, pw, mh); osg::Vec3 v4(ml, pw, mhp); osg::Vec3 v5(pl, pw, mhp); osg::Vec3 v6(pl, mw, mhp); osg::Vec3 v7(ml, mw, mhp); osg::Vec3 v8(mlp, mw, mhp); osg::Vec3 v9(mlp, mw, phm); osg::Vec3 v10(ml, mw, phm); osg::Vec3 v11(ml, mwp, phmp); osg::Vec3 v12(mlp, mwp, phmp); osg::Vec3 v13(mlp, pw, mhp); osg::Vec3 v14(plm, mw, mhp); osg::Vec3 v15(plm, mw, phm); osg::Vec3 v16(pl, mw, phm); osg::Vec3 v17(pl, mwp, phmp); osg::Vec3 v18(plm, mwp, phmp); osg::Vec3 v19(plm, pw, mhp); osg::Vec3 v20(mlp, mwpm, mh); osg::Vec3 v21(plm, mwpm, mh); osg::Vec3 v22(plm, pwm, mh); osg::Vec3 v23(mlp, pwm, mh); osg::Vec3 v24(mlp, mwpm, mhpm); osg::Vec3 v25(plm, mwpm, mhpm); osg::Vec3 v26(plm, pwm, mhpm); osg::Vec3 v27(mlp, pwm, mhpm); // Create 1 faces, 0 faces are quads splitted into two triangles // NB: Down face is transparent, we don't even create it // Bottom vertices->push_back(v3); vertices->push_back(v2); vertices->push_back(v1); vertices->push_back(v0); // Bottom hole vertices->push_back(v20); vertices->push_back(v21); vertices->push_back(v22); vertices->push_back(v23); // Bottom far vertices->push_back(v24); vertices->push_back(v25); vertices->push_back(v26); vertices->push_back(v27); // Front face vertices->push_back(v2); vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v5); // Back face vertices->push_back(v0); vertices->push_back(v1); vertices->push_back(v6); vertices->push_back(v7); // Left bottom face vertices->push_back(v0); vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v7); // Right bottom face vertices->push_back(v1); vertices->push_back(v2); vertices->push_back(v5); vertices->push_back(v6); // Top face vertices->push_back(v4); vertices->push_back(v5); vertices->push_back(v6); vertices->push_back(v7); // Left part back vertices->push_back(v7); vertices->push_back(v8); vertices->push_back(v9); vertices->push_back(v10); // Left part left ext vertices->push_back(v4); vertices->push_back(v7); vertices->push_back(v10); vertices->push_back(v11); // Left part front vertices->push_back(v4); vertices->push_back(v11); vertices->push_back(v12); vertices->push_back(v13); // Left part left int vertices->push_back(v8); vertices->push_back(v9); vertices->push_back(v12); vertices->push_back(v13); // Right part back vertices->push_back(v6); vertices->push_back(v14); vertices->push_back(v15); vertices->push_back(v16); // Left part left ext vertices->push_back(v5); vertices->push_back(v6); vertices->push_back(v16); vertices->push_back(v17); // Left part front vertices->push_back(v5); vertices->push_back(v17); vertices->push_back(v18); vertices->push_back(v19); // Left part left int vertices->push_back(v14); vertices->push_back(v15); vertices->push_back(v18); vertices->push_back(v19); // Bottom front vertices->push_back(v20); vertices->push_back(v21); vertices->push_back(v25); vertices->push_back(v24); // Bottom right vertices->push_back(v21); vertices->push_back(v22); vertices->push_back(v26); vertices->push_back(v25); // Bottom back vertices->push_back(v22); vertices->push_back(v23); vertices->push_back(v27); vertices->push_back(v26); // Bottom left vertices->push_back(v23); vertices->push_back(v20); vertices->push_back(v24); vertices->push_back(v27); // Create tile geometry osg::ref_ptr<osg::Geometry> clampGeometry = new osg::Geometry; // Match vertices clampGeometry->setVertexArray(vertices); // Create colors osg::Vec4 osgColor(static_cast<float>(color.red())/255.0, static_cast<float>(color.green())/255.0, static_cast<float>(color.blue())/255.0, 1.0); osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; // Every face has the same color, so there is only one color colors->push_back(osgColor); // Match color clampGeometry->setColorArray(colors); clampGeometry->setColorBinding(osg::Geometry::BIND_OVERALL); // Create normals osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0, 0, -1)); normals->push_back(osg::Vec3(0, 0, -1)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, 0, 1)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); double w = pw - mwp; double h = phmp - mhp; double norm = std::sqrt(w*w + h*h); normals->push_back(osg::Vec3(0, h/norm, w/norm)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, h/norm, w/norm)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(1, 0, 0)); // Match normals clampGeometry->setNormalArray(normals); clampGeometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); // Define 1 GL_QUADS with 1*4 vertices, corresponding to bottom part clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0*4, 4)); // Define 1 GL_QUADS with 1*4 vertices, corresponding to 1 hole in bottom part clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 1*4, 4)); // Retesslate to create hole osgUtil::Tessellator tesslator; tesslator.setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); tesslator.setWindingType(osgUtil::Tessellator::TESS_WINDING_ODD); tesslator.retessellatePolygons(*clampGeometry); // Create 17 GL_QUADS, i.e. 18*4 vertices clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 2*4, 18*4)); // Return the tile whithout plot return clampGeometry.release(); }
int testVector() { int numErr = 0; logMessage(_T("TESTING - class GM_3dVector ...\n\n")); // Default constructor, vector must be invalid GM_3dVector v; if (v.isValid()) { logMessage(_T("\tERROR - Default constructor creates valid vector\n")); numErr++; } else { logMessage(_T("\tOK - Default constructor creates invalid vector\n")); } // Get/Set vector coordinates double x = getRandomDouble(); double y = getRandomDouble(); double z = getRandomDouble(); v.x(x); v.y(y); v.z(z); if (!v.isValid() || v.x() != x || v.y() != y || v.z() != z) { logMessage(_T("\tERROR - Get/Set not working\n")); numErr++; } else { logMessage(_T("\tOK - Get/Set working\n")); } // Copy constructor GM_3dVector v1(v); if (v.isValid() != v1.isValid() || v1.x() != v.x() || v1.y() != v.y() || v1.z() != v.z()) { logMessage(_T("\tERROR - Copy constructor not working\n")); numErr++; } else { logMessage(_T("\tOK - Copy constructor working\n")); } // Constructor (point) GM_3dPoint pt(getRandomDouble(), getRandomDouble(), getRandomDouble()); GM_3dVector v2(pt); if (!v2.isValid() || v2.x() != pt.x() || v2.y() != pt.y() || v2.z() != pt.z()) { logMessage(_T("\tERROR - Constructor from point not working\n")); numErr++; } else { logMessage(_T("\tOK - Constructor from point working\n")); } // Constructor (line) GM_3dLine line(getRandomDouble(), getRandomDouble(), getRandomDouble(), getRandomDouble(), getRandomDouble(), getRandomDouble()); GM_3dVector v3(line); if (!v3.isValid() || v3.x() != line.end().x() - line.begin().x() || v3.y() != line.end().y() - line.begin().y() || v3.z() != line.end().z() - line.begin().z()) { logMessage(_T("\tERROR - Constructor from line not working\n")); numErr++; } else { logMessage(_T("\tOK - Constructor from line working\n")); } // Constructor (angle) double ang = getRandomAngle(); GM_3dVector v4(ang); if (!v4.isValid() || v4.x() != cos(ang) || v4.y() != sin(ang) || v4.z() != 0.0) { logMessage(_T("\tERROR - XY angle constructor not working\n")); numErr++; } else { logMessage(_T("\tOK - XY angle constructor working\n")); } // Module double module = v.mod(); if (module != sqrt(v.x()*v.x() + v.y()*v.y() + v.z()*v.z())) { logMessage(_T("\tERROR - Module computation not working\n")); numErr++; } else { logMessage(_T("\tOK - Module computation working\n")); } // Normalization v.normalize(); if (fabs(v.mod()-1.0) > GM_NULL_TOLERANCE) { logMessage(_T("\tERROR - Normalization not working\n")); numErr++; } else { logMessage(_T("\tOK - Normalization working\n")); } // xy Angle double checkAng = v4.xyAngle(); if (checkAng > GM_PI) { checkAng -= 2.0 * GM_PI; } if (fabs(checkAng - ang) > GM_NULL_TOLERANCE) { logMessage(_T("\tERROR - xy angle computation not working\n")); numErr++; } else { logMessage(_T("\tOK - xy angle computation working\n")); } // Angle between vectors ang = getRandomAngle(); GM_3dVector v5(ang); GM_3dVector baseVect(0.0); checkAng = baseVect.xyAngle(v5); if (checkAng > GM_PI) { checkAng -= 2.0 * GM_PI; } double checkAng1 = v5.xyAngle(baseVect); if (checkAng1 > GM_PI) { checkAng1 -= 2.0 * GM_PI; } if (fabs(checkAng - ang) > GM_NULL_TOLERANCE || fabs(-checkAng1 - ang) > GM_NULL_TOLERANCE) { logMessage(_T("\tERROR - Angle between vectors computation not working\n")); numErr++; } else { logMessage(_T("\tOK - Angle between vectors computation working\n")); } // At left ang = getRandomAngle(); if (ang < 0.0) { ang = 2.0 * GM_PI + ang; } double ang1 = getRandomAngle(); if (ang1 < 0.0) { ang1 = 2.0 * GM_PI + ang1; } GM_3dVector v6(ang); GM_3dVector v7(ang1); bool v6AtLeftv7 = v6.isAtLeftOnXY(v7); bool v7AtLeftv6 = v7.isAtLeftOnXY(v6); double checkv6Ang = v6.xyAngle(); double checkv7Ang = v7.xyAngle(); bool checkv6AtLeftv7 = ang > ang1 ? true : false; if (fabs(ang - checkv6Ang) > GM_NULL_TOLERANCE || fabs(ang1 - checkv7Ang) > GM_NULL_TOLERANCE || checkv6AtLeftv7 != v6AtLeftv7 || v6AtLeftv7 == v7AtLeftv6) { logMessage(_T("\tERROR - At left not working\n")); numErr++; } else { logMessage(_T("\tOK - At left working\n")); } // Dot product GM_3dVector v8(getRandomDouble(), getRandomDouble(), getRandomDouble()); GM_3dVector v9(getRandomDouble(), getRandomDouble(), getRandomDouble()); double dotProd = v8 * v9; double dotProd1 = v9 * v8; double checkDotProd = v8.x()*v9.x() + v8.y()*v9.y() + v8.z()*v9.z(); if (dotProd != checkDotProd || dotProd1 != checkDotProd) { logMessage(_T("\tERROR - Dot product not working\n")); numErr++; } else { logMessage(_T("\tOK - Dot product working\n")); } // Cross product GM_3dVector crossProd = v8 ^ v9; GM_3dVector crossProd1 = v9 ^ v8; double checkCrossProdX = v8.y()*v9.z() - v8.z()*v9.y(); double checkCrossProdY = v8.z()*v9.x() - v8.x()*v9.z(); double checkCrossProdZ = v8.x()*v9.y() - v8.y()*v9.x(); if (crossProd.x() != checkCrossProdX || crossProd.y() != checkCrossProdY || crossProd.z() != checkCrossProdZ || crossProd1.x() != -checkCrossProdX || crossProd1.y() != -checkCrossProdY || crossProd1.z() != -checkCrossProdZ) { logMessage(_T("\tERROR - Cross product not working\n")); numErr++; } else { logMessage(_T("\tOK - Cross product working\n")); } // Scale double factor = getRandomDouble(); GM_3dVector v8Scaled = v8 * factor; if (v8Scaled.x() != v8.x()*factor || v8Scaled.y() != v8.y()*factor || v8Scaled.z() != v8.z()*factor) { logMessage(_T("\tERROR - Scaling not working\n")); numErr++; } else { logMessage(_T("\tOK - Scaling working\n")); } // Sum GM_3dVector sum = v8 + v9; if (sum.x() != v8.x()+v9.x() || sum.y() != v8.y()+v9.y() || sum.z() != v8.z()+v9.z()) { logMessage(_T("\tERROR - Sum not working\n")); numErr++; } else { logMessage(_T("\tOK - Sum working\n")); } // Difference GM_3dVector diff = v8 - v9; if (diff.x() != v8.x()-v9.x() || diff.y() != v8.y()-v9.y() || diff.z() != v8.z()-v9.z()) { logMessage(_T("\tERROR - Difference not working\n")); numErr++; } else { logMessage(_T("\tOK - Difference working\n")); } return numErr; }