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forked from 0ad/0ad
0ad/source/simulation2/components/tests/test_Position.h
Ykkrosh 1882f28504 New unit renderer.
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.
2014-06-01 18:24:50 +00:00

135 lines
5.0 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "simulation2/system/ComponentTest.h"
#include "simulation2/components/ICmpPosition.h"
class TestCmpPosition : public CxxTest::TestSuite
{
public:
void setUp()
{
CXeromyces::Startup();
}
void tearDown()
{
CXeromyces::Terminate();
}
static CFixedVector3D fixedvec(int x, int y, int z)
{
return CFixedVector3D(fixed::FromInt(x), fixed::FromInt(y), fixed::FromInt(z));
}
void test_basic()
{
ComponentTestHelper test(g_ScriptRuntime);
MockTerrain terrain;
test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>false</Floating>");
// Defaults
TS_ASSERT(!cmp->IsInWorld());
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
TS_ASSERT_EQUALS(cmp->GetRotation(), fixedvec(0, 0, 0));
// Change height offset
cmp->SetHeightOffset(entity_pos_t::FromInt(10));
TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(10));
// Move out of world, while currently out of world
cmp->MoveOutOfWorld();
TS_ASSERT(!cmp->IsInWorld());
// Jump into world
cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
TS_ASSERT(cmp->IsInWorld());
// Move out of world, while currently in world
cmp->MoveOutOfWorld();
TS_ASSERT(!cmp->IsInWorld());
// Move into world
cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
TS_ASSERT(cmp->IsInWorld());
// Position computed from move plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 60, 200));
// Interpolated position should be constant
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 60, 200));
// No TurnStart message, so this move doesn't affect the interpolation
cmp->MoveTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
// Move smoothly to new position
cmp->MoveTo(entity_pos_t::FromInt(200), entity_pos_t::FromInt(0));
// Position computed from move plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(200, 60, 0));
// Interpolated position should vary, from original move into world to new move
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(150, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(200, 60, 0));
// Latch new position for interpolation
CMessageTurnStart msg;
test.HandleMessage(cmp, msg, false);
// Move smoothly to new position
cmp->MoveTo(entity_pos_t::FromInt(400), entity_pos_t::FromInt(300));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(200, 60, 0));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 150));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(400, 60, 300));
// Jump to new position
cmp->JumpTo(entity_pos_t::FromInt(300), entity_pos_t::FromInt(100));
// Position computed from jump plus terrain
TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(300, 60, 100));
// Interpolated position should be constant after jump
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(300, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 100));
TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(300, 60, 100));
// TODO: Test the rotation methods
}
void test_serialize()
{
ComponentTestHelper test(g_ScriptRuntime);
MockTerrain terrain;
test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>5</Altitude><Floating>false</Floating>");
test.Roundtrip();
cmp->SetHeightOffset(entity_pos_t::FromInt(20));
cmp->SetXZRotation(entity_angle_t::FromInt(1), entity_angle_t::FromInt(2));
cmp->SetYRotation(entity_angle_t::FromInt(3));
test.Roundtrip();
cmp->JumpTo(entity_pos_t::FromInt(10), entity_pos_t::FromInt(20));
cmp->MoveTo(entity_pos_t::FromInt(123), entity_pos_t::FromInt(456));
test.Roundtrip();
}
};