Ykkrosh
1882f28504
Instead of each CCmpVisualActor rendering itself individually, collect all the units in a single CCmpUnitRenderer. This avoids the overhead of doing Interpolate/RenderSubmit calls every frame for every object in the world. It also allows more efficient culling. CCmpUnitRenderer knows the positions of each object at the start and end of each turn, and computes the bounding sphere of the object along that path. That allows quick culling without recomputing the precise interpolated transform every frame. (In the future it could be improved much more.) Clarify and clean up the sending of PositionChanged messages, and add new InterpolatedPositionChanged. Remove the forceFloating parameter from GetInterpolatedTransform, since it doesn't fit the new design. Replace it with a (non-synchronised) flag in CCmpPosition. Move construction progress from CCmpVisualActor to CCmpPosition, so that it consistently affects all position/transform computation. Refs #2337. This was SVN commit r15265.
135 lines
5.0 KiB
C++
135 lines
5.0 KiB
C++
/* Copyright (C) 2010 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 "simulation2/components/ICmpPosition.h"
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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_ScriptRuntime);
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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_serialize()
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{
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ComponentTestHelper test(g_ScriptRuntime);
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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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