// Copyright (C) 2009-2012 Christian Stehno // No rights reserved: this software is in the public domain. #include "testUtils.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; // Tests mesh transformations via mesh manipulator. bool meshTransform(void) { // Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions. IrrlichtDevice *device = createDevice(EDT_BURNINGSVIDEO, dimension2d(160, 120), 32); assert_log(device); if (!device) return false; IVideoDriver* driver = device->getVideoDriver(); ISceneManager * smgr = device->getSceneManager(); IMeshSceneNode* node1 = smgr->addCubeSceneNode(50); IAnimatedMesh* amesh = smgr->getMesh("../media/sydney.md2"); IAnimatedMesh* smesh = smgr->getMesh("../media/ninja.b3d"); assert_log(node1 && amesh && smesh); bool result = false; if (!node1 || !amesh || !smesh) return false; // node1->setPosition(core::vector3df(-60,0,150)); node1->setDebugDataVisible(scene::EDS_BBOX_ALL); IMeshSceneNode* node2 = smgr->addMeshSceneNode(amesh->getMesh(10)); assert_log(node2); if (!node2) return false; // node2->setPosition(core::vector3df(30,10,150)); node2->setDebugDataVisible(scene::EDS_BBOX_ALL); node2->setMaterialFlag(EMF_LIGHTING, false); IMeshSceneNode* node3 = smgr->addMeshSceneNode(smesh->getMesh(10)); assert_log(node3); if (!node3) return false; // node3->setPosition(core::vector3df(10,0,0)); node3->setDebugDataVisible(scene::EDS_BBOX_ALL); node3->setMaterialFlag(EMF_LIGHTING, false); smgr->addCameraSceneNode()->setPosition(core::vector3df(0,0,-20)); // Just jump to the last frame since that's all we're interested in. device->run(); driver->beginScene(true, true, SColor(255, 60, 60, 60)); smgr->drawAll(); driver->endScene(); core::matrix4 mat; mat.setTranslation(core::vector3df(-60,0,150)); driver->getMeshManipulator()->transform(node1->getMesh(), mat); mat.setTranslation(core::vector3df(30,10,150)); driver->getMeshManipulator()->transform(node2->getMesh(), mat); mat.setTranslation(core::vector3df(10,0,0)); driver->getMeshManipulator()->transform(node3->getMesh(), mat); // Just jump to the last frame since that's all we're interested in. device->run(); driver->beginScene(true, true, SColor(255, 60, 60, 60)); smgr->drawAll(); driver->endScene(); result = takeScreenshotAndCompareAgainstReference(driver, "-meshTransform.png"); device->closeDevice(); device->run(); device->drop(); return result; }