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This cleans up many un-necessary header includes, either simply providing nothing or forward declarations in their place. No major compilation time change here, though this does reduce depencies in some headers. Also fix up old MacOS STL-include fixes that are no longer relevant. Differential Revision: https://code.wildfiregames.com/D3128 This was SVN commit r24227.
233 lines
8.9 KiB
C++
233 lines
8.9 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "simulation2/system/ComponentTest.h"
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#include "maths/Matrix3D.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpWaterManager.h"
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class MockWater : public ICmpWaterManager
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const
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{
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return entity_pos_t::FromInt(100);
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}
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virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) const
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{
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return 100.f;
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}
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virtual void RecomputeWaterData()
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{
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}
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virtual void SetWaterLevel(entity_pos_t UNUSED(h))
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{
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}
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};
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class TestCmpPosition : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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}
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static CFixedVector3D fixedvec(int x, int y, int z)
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{
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return CFixedVector3D(fixed::FromInt(x), fixed::FromInt(y), fixed::FromInt(z));
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}
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void test_basic()
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{
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ComponentTestHelper test(g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>false</Floating>");
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// Defaults
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TS_ASSERT(!cmp->IsInWorld());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetRotation(), fixedvec(0, 0, 0));
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// Change height offset
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cmp->SetHeightOffset(entity_pos_t::FromInt(10));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(10));
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// Move out of world, while currently out of world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Jump into world
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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// Move out of world, while currently in world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Move into world
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cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT(cmp->IsInWorld());
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 60, 200));
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// Interpolated position should be constant
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 60, 200));
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// No TurnStart message, so this move doesn't affect the interpolation
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cmp->MoveTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(200), entity_pos_t::FromInt(0));
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(200, 60, 0));
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// Interpolated position should vary, from original move into world to new move
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(150, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(200, 60, 0));
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// Latch new position for interpolation
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CMessageTurnStart msg;
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test.HandleMessage(cmp, msg, false);
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(400), entity_pos_t::FromInt(300));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(200, 60, 0));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 150));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(400, 60, 300));
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// Jump to new position
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cmp->JumpTo(entity_pos_t::FromInt(300), entity_pos_t::FromInt(100));
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// Position computed from jump plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(300, 60, 100));
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// Interpolated position should be constant after jump
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(300, 60, 100));
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// TODO: Test the rotation methods
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}
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void test_water()
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{
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ComponentTestHelper test(g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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MockWater water;
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test.AddMock(SYSTEM_ENTITY, IID_WaterManager, water);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>true</Floating><FloatDepth>1</FloatDepth>");
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// Move into the world, the fixed height uses the water level minus the float depth as a base
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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TS_ASSERT(cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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// Change height offset, the fixed height changes too
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cmp->SetHeightOffset(entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(0, 110, 0));
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// Move
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cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(0, 122, 0));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(50, 116, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 110, 200));
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// Change fixed height, the height offset changes too
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cmp->SetHeightFixed(entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// The entity can't float anymore, the fixed height is computed from the terrain base
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(73));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 73, 200));
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// The entity can float again
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cmp->SetFloating(true);
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// Use non relative height, entity will not follow terrain/water height.
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TS_ASSERT(cmp->IsHeightRelative());
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cmp->SetHeightRelative(false);
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TS_ASSERT(!cmp->IsHeightRelative());
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cmp->SetHeightOffset(entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 110, 200));
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cmp->SetHeightFixed(entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// The entity can't float anymore and height is not relative, fixed height doesn't change
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(72));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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}
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void test_serialize()
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{
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ComponentTestHelper test(g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>5</Altitude><Floating>false</Floating>");
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test.Roundtrip();
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cmp->SetHeightOffset(entity_pos_t::FromInt(20));
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cmp->SetXZRotation(entity_angle_t::FromInt(1), entity_angle_t::FromInt(2));
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cmp->SetYRotation(entity_angle_t::FromInt(3));
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test.Roundtrip();
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cmp->JumpTo(entity_pos_t::FromInt(10), entity_pos_t::FromInt(20));
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cmp->MoveTo(entity_pos_t::FromInt(123), entity_pos_t::FromInt(456));
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test.Roundtrip();
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}
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};
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