stk-code_catmod/lib/irrlicht/tests/b3dAnimation.cpp
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

88 lines
2.6 KiB
C++

// Copyright (C) 2008-2012 Colin MacDonald
// No rights reserved: this software is in the public domain.
#include "testUtils.h"
using namespace irr;
// Tests B3D animations.
bool b3dAnimation(void)
{
// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, core::dimension2d<u32>(160, 120), 32);
assert_log(device);
if (!device)
return false;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager * smgr = device->getSceneManager();
scene::ISkinnedMesh* mesh = (scene::ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
assert_log(mesh);
bool result = false;
if (!mesh)
return false;
scene::IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
assert_log(node1);
/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
if(node1)
{
node1->setPosition(core::vector3df(-3, -3, 10));
node1->setMaterialFlag(video::EMF_LIGHTING, false);
node1->setAnimationSpeed(0.f);
node1->setCurrentFrame(10.f);
node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
}
scene::IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh);
assert_log(node2);
if(node2)
{
node2->setPosition(core::vector3df(3, -3, 10));
node2->setMaterialFlag(video::EMF_LIGHTING, false);
node2->setAnimationSpeed(0.f);
node2->setCurrentFrame(62.f);
node2->setDebugDataVisible(scene::EDS_BBOX_BUFFERS);
}
(void)smgr->addCameraSceneNode();
// Just jump to the last frame since that's all we're interested in.
device->run();
driver->beginScene(true, true, video::SColor(255, 60, 60, 60));
smgr->drawAll();
driver->endScene();
result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png");
if (node2)
node2->remove();
/** Now test if bones are correctly positioned. */
node1->setDebugDataVisible(scene::EDS_SKELETON);
node1->setPosition(core::vector3df(1,-5,8));
node1->setRotation(core::vector3df(0,180,0));
node1->updateAbsolutePosition();
for (u32 i=0; i<node1->getJointCount(); ++i)
{
smgr->addCubeSceneNode(1.f,0,-1,node1->getJointNode(i)->getAbsolutePosition());
// smgr->addCubeSceneNode(1.f,node1->getJointNode(i));
}
// Simple render call
device->run();
driver->beginScene(true, true, video::SColor(255, 60, 60, 60));
smgr->drawAll();
driver->endScene();
result &= takeScreenshotAndCompareAgainstReference(driver, "-b3dJointPosition.png");
device->closeDevice();
device->run();
device->drop();
return result;
}