diff --git a/assets/scripts/Player.js b/assets/scripts/Player.js index 68aafcea..84a8b4fc 100644 --- a/assets/scripts/Player.js +++ b/assets/scripts/Player.js @@ -3,23 +3,21 @@ // This software is released under the MIT License. // https://opensource.org/licenses/MIT -// Player: dynamic capsule body, moved relative to the camera by PLAYER's -// own update callback (see entityplayer.c). -class Player { +class Player extends Entity { constructor() { - this.entity = new Entity(); + super(); - this.position = this.entity.add(POSITION); + this.position = this.add(POSITION); this.position.setLocalPosition(0.0, 2.0, 0.0); - this.physics = this.entity.add(PHYSICS); + this.physics = this.add(PHYSICS); this.physics.setShape(PHYSICS_SHAPE_CAPSULE, 0.5, 0.5); - this.renderable = this.entity.add(RENDERABLE); + this.renderable = this.add(RENDERABLE); this.renderable.setMesh(0, MESH_CAPSULE); this.renderable.setColor(0, 0, 255, 255); - this.entity.add(PLAYER); + this.add(PLAYER); } } diff --git a/assets/scripts/PlayerCamera.js b/assets/scripts/PlayerCamera.js new file mode 100644 index 00000000..1438216e --- /dev/null +++ b/assets/scripts/PlayerCamera.js @@ -0,0 +1,38 @@ +// Copyright (c) 2026 Dominic Masters +// +// This software is released under the MIT License. +// https://opensource.org/licenses/MIT + +var CAMERA_OFFSET_ANGLE = 0.0; +var CAMERA_OFFSET_RADIUS = 18.0; +var CAMERA_OFFSET_HEIGHT = 10.0; + +class PlayerCamera { + constructor(target) { + this.target = target; + + this.entity = new Entity(); + this.position = this.entity.add(POSITION); + this.entity.add(CAMERA); + + this.update(); + } + + update() { + var targetPosition = this.target.position.getLocalPosition(); + + var eyeX = targetPosition.x + Math.cos(CAMERA_OFFSET_ANGLE) * + CAMERA_OFFSET_RADIUS; + var eyeY = targetPosition.y + CAMERA_OFFSET_HEIGHT; + var eyeZ = targetPosition.z + Math.sin(CAMERA_OFFSET_ANGLE) * + CAMERA_OFFSET_RADIUS; + + this.position.lookAt( + eyeX, eyeY, eyeZ, + targetPosition.x, targetPosition.y, targetPosition.z, + 0.0, 1.0, 0.0 + ); + } +} + +module.exports = PlayerCamera; diff --git a/assets/scripts/TestPlane.js b/assets/scripts/TestPlane.js new file mode 100644 index 00000000..f3de8d37 --- /dev/null +++ b/assets/scripts/TestPlane.js @@ -0,0 +1,24 @@ +// Copyright (c) 2026 Dominic Masters +// +// This software is released under the MIT License. +// https://opensource.org/licenses/MIT + +class TestPlane { + constructor() { + this.entity = new Entity(); + + this.position = this.entity.add(POSITION); + this.position.setLocalPosition(-10.0, 0.0, -10.0); + this.position.setLocalScale(20.0, 1.0, 20.0); + + this.physics = this.entity.add(PHYSICS); + this.physics.setBodyType(PHYSICS_BODY_STATIC); + this.physics.setShape(PHYSICS_SHAPE_PLANE, 0.0, 1.0, 0.0, 0.0); + + this.renderable = this.entity.add(RENDERABLE); + this.renderable.setMesh(0, MESH_PLANE); + this.renderable.setColor(128, 128, 128, 255); + } +} + +module.exports = TestPlane; diff --git a/assets/scripts/overworldscene.js b/assets/scripts/overworldscene.js index 0a5f7502..fa888fc1 100644 --- a/assets/scripts/overworldscene.js +++ b/assets/scripts/overworldscene.js @@ -3,72 +3,24 @@ // This software is released under the MIT License. // https://opensource.org/licenses/MIT -// Radius must stay well outside the floor's footprint (a 20x20 plane has a -// corner-to-center distance of 10*sqrt(2) =~ 14.1) -- orbiting inside that -// puts parts of the floor's own geometry near/behind the camera's view -// direction, which the PSP's legacy GU pipeline can't clip properly and -// drops the whole triangle instead of clipping it. -var CAMERA_ORBIT_RADIUS = 18.0; -var CAMERA_ORBIT_HEIGHT = 10.0; -var CAMERA_ORBIT_SPEED = 0.5; - var Player = require('./Player.js'); +var PlayerCamera = require('./PlayerCamera.js'); +var TestPlane = require('./TestPlane.js'); -var cameraOrbitAngle = 0.0; -var cameraPosition = null; - -// Orbits the camera around the world origin at a fixed radius/height/ -// speed, always looking back at the origin. Called once up front (so the -// very first rendered frame is already positioned correctly) and then -// once per frame via update() below. -function updateCameraOrbit() { - cameraOrbitAngle += Time.delta * CAMERA_ORBIT_SPEED; - - var eyeX = Math.cos(cameraOrbitAngle) * CAMERA_ORBIT_RADIUS; - var eyeY = CAMERA_ORBIT_HEIGHT; - var eyeZ = Math.sin(cameraOrbitAngle) * CAMERA_ORBIT_RADIUS; - - cameraPosition.lookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); -} +var camera = null; module.exports = { - // Called once by Scene.set(), right after it creates and activates the - // scene this module owns. init: function() { - // Camera, orbiting the origin (see updateCameraOrbit above). - var camera = new Entity(); - cameraPosition = camera.add(POSITION); - camera.add(CAMERA); - updateCameraOrbit(); - - // Static ground plane. Physics ignores the entity's position - // component -- the shape's own normal/distance fully define the - // plane in world space. - var plane = new Entity(); - var planePosition = plane.add(POSITION); - planePosition.setLocalPosition(-10.0, 0.0, -10.0); - planePosition.setLocalScale(20.0, 1.0, 20.0); - - var planePhysics = plane.add(PHYSICS); - planePhysics.setBodyType(PHYSICS_BODY_STATIC); - planePhysics.setShape(PHYSICS_SHAPE_PLANE, 0.0, 1.0, 0.0, 0.0); - - var planeRenderable = plane.add(RENDERABLE); - planeRenderable.setMesh(0, MESH_PLANE); - planeRenderable.setColor(128, 128, 128, 255); - - new Player(); + var player = new Player(); + new TestPlane(); + camera = new PlayerCamera(player); }, - // Called once per engine frame while this module is the active scene - // (see Scene.set(), engineUpdate() -> moduleSceneUpdateCurrent()). update: function() { - if(cameraPosition) updateCameraOrbit(); + if(camera) camera.update(); }, - // Called once by Scene.set() when this module is replaced by another, - // right before the scene it owns is destroyed. dispose: function() { - cameraPosition = null; + camera = null; } }; diff --git a/test/script/test_overworldscene.c b/test/script/test_overworldscene.c index c86a9d89..d1ac5ee7 100644 --- a/test/script/test_overworldscene.c +++ b/test/script/test_overworldscene.c @@ -7,7 +7,7 @@ #include "dusktest.h" #include "util/memory.h" -#include "time/time.h" +#include "asset/asset.h" #include "scene/scene.h" #include "entity/entitymanager.h" #include "entity/component.h" @@ -18,7 +18,8 @@ #include "display/mesh/capsule.h" #include "script/scriptmanager.h" #include "script/module/scene/modulescene.h" -#include +#include "script/module/require/modulerequire.h" +#include #include #include @@ -60,17 +61,93 @@ static errorret_t installOverworldScene(void) { ); memoryFree(fileSrc); + // overworldscene.js now require()s sibling files (Player.js etc.) -- + // push the same base directory scriptManagerExecFile() would push for + // a real load, since this test bypasses that path to exec a wrapped + // copy of the source directly instead. + moduleRequireDirPush("scripts/"); errorret_t ret = scriptManagerExec(wrapped, NULL); + moduleRequireDirPop(); memoryFree(wrapped); return ret; } +static zip_t *g_zip = NULL; + +// overworldscene.js require()s sibling files (Player.js/TestPlane.js/ +// PlayerCamera.js), which resolve through the asset system's ASSET.zip -- +// there's no real-filesystem fallback (see assetFileInit()). Package the +// real, shipped copies of those files (read straight off disk, not +// hardcoded here) into an in-memory zip so require() finds the same +// content a real build would. static int overworld_setup(void **state) { sceneInit(); errorret_t ret = scriptManagerInit(); if(errorIsNotOk(ret)) { errorCatch(ret); return -1; } + zip_error_t err; + zip_error_init(&err); + + zip_source_t *write_src = zip_source_buffer_create(NULL, 0, 1, &err); + if(!write_src) return -1; + + zip_t *za = zip_open_from_source(write_src, ZIP_TRUNCATE, &err); + if(!za) { zip_source_free(write_src); return -1; } + + const char_t *requiredScripts[] = { + "scripts/Player.js", "scripts/TestPlane.js", "scripts/PlayerCamera.js" + }; + char_t *scriptSrcs[3]; + + for(size_t i = 0; i < 3; i++) { + scriptSrcs[i] = readFile(requiredScripts[i]); + zip_source_t *s = zip_source_buffer( + za, scriptSrcs[i], strlen(scriptSrcs[i]), 0 + ); + if(zip_file_add(za, requiredScripts[i], s, ZIP_FL_OVERWRITE) < 0) { + zip_close(za); + return -1; + } + } + + zip_source_keep(write_src); + if(zip_close(za) != 0) { zip_source_free(write_src); return -1; } + + // zip_close() has fully read every source added above by now, so the + // backing buffers are safe to free. + for(size_t i = 0; i < 3; i++) memoryFree(scriptSrcs[i]); + + zip_stat_t zs; + memset(&zs, 0, sizeof(zs)); + if(zip_source_stat(write_src, &zs) != 0 || !(zs.valid & ZIP_STAT_SIZE)) { + zip_source_free(write_src); + return -1; + } + + void *zipbuf = malloc((size_t)zs.size); + if(!zipbuf) { zip_source_free(write_src); return -1; } + + if(zip_source_open(write_src) != 0) { + free(zipbuf); + zip_source_free(write_src); + return -1; + } + zip_source_read(write_src, zipbuf, (zip_uint64_t)zs.size); + zip_source_close(write_src); + zip_source_free(write_src); + + zip_error_init(&err); + zip_source_t *read_src = zip_source_buffer_create( + zipbuf, (zip_uint64_t)zs.size, 1, &err + ); + if(!read_src) { free(zipbuf); return -1; } + + g_zip = zip_open_from_source(read_src, 0, &err); + if(!g_zip) { zip_source_free(read_src); return -1; } + + ASSET.zip = g_zip; + return 0; } @@ -80,6 +157,9 @@ static int overworld_teardown(void **state) { sceneDispose(); + if(g_zip) { zip_close(g_zip); g_zip = NULL; } + ASSET.zip = NULL; + // JerryScript defers freeing native-wrapped handles (Entity/Scene/ // Position/Physics/Renderable instances) until GC/jerry_cleanup() runs, // so the leak check can only be meaningful after scriptManagerDispose() @@ -96,26 +176,53 @@ static void test_overworldscene_builds_expected_entities(void **state) { assert_true(sceneId != SCENE_ID_INVALID); entitymanager_t *mgr = sceneGetEntities(sceneId); - // Entity 0: camera. Position + Camera components, initial orbit - // position placed with angle=0 (Time.delta defaults to 0 with no - // timeInit()/timeUpdate() in this test), i.e. eye=(radius, height, 0). - entityid_t camEntity = 0; - componentid_t camPos = entityGetComponent( - mgr, camEntity, COMPONENT_TYPE_POSITION + // Entity 0: player (new Player() runs first in init()). + entityid_t playerEntity = 0; + componentid_t playerPos = entityGetComponent( + mgr, playerEntity, COMPONENT_TYPE_POSITION ); - assert_true(camPos != COMPONENT_ID_INVALID); + assert_true(playerPos != COMPONENT_ID_INVALID); + + vec3 playerPosition; + entityPositionGetLocalPosition(mgr, playerEntity, playerPos, playerPosition); + assert_float_equal(playerPosition[0], 0.0f, 0.0001f); + assert_float_equal(playerPosition[1], 2.0f, 0.0001f); + assert_float_equal(playerPosition[2], 0.0f, 0.0001f); + + componentid_t playerPhysics = entityGetComponent( + mgr, playerEntity, COMPONENT_TYPE_PHYSICS + ); + assert_true(playerPhysics != COMPONENT_ID_INVALID); + assert_int_equal( + entityPhysicsGetBodyType(mgr, playerEntity, playerPhysics), + PHYSICS_BODY_DYNAMIC + ); + physicsshape_t playerShape = entityPhysicsGetShape( + mgr, playerEntity, playerPhysics + ); + assert_int_equal(playerShape.type, PHYSICS_SHAPE_CAPSULE); + assert_float_equal(playerShape.data.capsule.radius, 0.5f, 0.0001f); + assert_float_equal(playerShape.data.capsule.halfHeight, 0.5f, 0.0001f); + + componentid_t playerRenderable = entityGetComponent( + mgr, playerEntity, COMPONENT_TYPE_RENDERABLE + ); + assert_true(playerRenderable != COMPONENT_ID_INVALID); + entityrenderable_t *playerR = componentGetData( + mgr, playerEntity, playerRenderable, COMPONENT_TYPE_RENDERABLE + ); + assert_ptr_equal(playerR->data.material.meshes[0], &CAPSULE_MESH_SIMPLE); + assert_int_equal(playerR->data.material.material.unlit.color.r, 0); + assert_int_equal(playerR->data.material.material.unlit.color.g, 0); + assert_int_equal(playerR->data.material.material.unlit.color.b, 255); + assert_int_equal(playerR->data.material.material.unlit.color.a, 255); + assert_true( - entityGetComponent(mgr, camEntity, COMPONENT_TYPE_CAMERA) != + entityGetComponent(mgr, playerEntity, COMPONENT_TYPE_PLAYER) != COMPONENT_ID_INVALID ); - vec3 camPosition; - entityPositionGetLocalPosition(mgr, camEntity, camPos, camPosition); - assert_float_equal(camPosition[0], 18.0f, 0.0001f); - assert_float_equal(camPosition[1], 10.0f, 0.0001f); - assert_float_equal(camPosition[2], 0.0f, 0.0001f); - - // Entity 1: static ground plane. + // Entity 1: static ground plane (new TestPlane() runs second). entityid_t planeEntity = 1; componentid_t planePos = entityGetComponent( mgr, planeEntity, COMPONENT_TYPE_POSITION @@ -162,83 +269,59 @@ static void test_overworldscene_builds_expected_entities(void **state) { assert_int_equal(planeR->data.material.material.unlit.color.b, 128); assert_int_equal(planeR->data.material.material.unlit.color.a, 255); - // Entity 2: player. Dynamic capsule body (default body type), PLAYER - // component present. - entityid_t playerEntity = 2; - componentid_t playerPos = entityGetComponent( - mgr, playerEntity, COMPONENT_TYPE_POSITION + // Entity 2: camera (new PlayerCamera(player) runs last). Position + + // Camera components, positioned at the player's local position plus + // PlayerCamera.js's fixed offset (angle=0, radius=18, height=10) -- + // player is at (0, 2, 0), so eye=(18, 12, 0). + entityid_t camEntity = 2; + componentid_t camPos = entityGetComponent( + mgr, camEntity, COMPONENT_TYPE_POSITION ); - assert_true(playerPos != COMPONENT_ID_INVALID); - - vec3 playerPosition; - entityPositionGetLocalPosition(mgr, playerEntity, playerPos, playerPosition); - assert_float_equal(playerPosition[0], 0.0f, 0.0001f); - assert_float_equal(playerPosition[1], 2.0f, 0.0001f); - assert_float_equal(playerPosition[2], 0.0f, 0.0001f); - - componentid_t playerPhysics = entityGetComponent( - mgr, playerEntity, COMPONENT_TYPE_PHYSICS - ); - assert_true(playerPhysics != COMPONENT_ID_INVALID); - assert_int_equal( - entityPhysicsGetBodyType(mgr, playerEntity, playerPhysics), - PHYSICS_BODY_DYNAMIC - ); - physicsshape_t playerShape = entityPhysicsGetShape( - mgr, playerEntity, playerPhysics - ); - assert_int_equal(playerShape.type, PHYSICS_SHAPE_CAPSULE); - assert_float_equal(playerShape.data.capsule.radius, 0.5f, 0.0001f); - assert_float_equal(playerShape.data.capsule.halfHeight, 0.5f, 0.0001f); - - componentid_t playerRenderable = entityGetComponent( - mgr, playerEntity, COMPONENT_TYPE_RENDERABLE - ); - assert_true(playerRenderable != COMPONENT_ID_INVALID); - entityrenderable_t *playerR = componentGetData( - mgr, playerEntity, playerRenderable, COMPONENT_TYPE_RENDERABLE - ); - assert_ptr_equal(playerR->data.material.meshes[0], &CAPSULE_MESH_SIMPLE); - assert_int_equal(playerR->data.material.material.unlit.color.r, 0); - assert_int_equal(playerR->data.material.material.unlit.color.g, 0); - assert_int_equal(playerR->data.material.material.unlit.color.b, 255); - assert_int_equal(playerR->data.material.material.unlit.color.a, 255); - + assert_true(camPos != COMPONENT_ID_INVALID); assert_true( - entityGetComponent(mgr, playerEntity, COMPONENT_TYPE_PLAYER) != + entityGetComponent(mgr, camEntity, COMPONENT_TYPE_CAMERA) != COMPONENT_ID_INVALID ); + + vec3 camPosition; + entityPositionGetLocalPosition(mgr, camEntity, camPos, camPosition); + assert_float_equal(camPosition[0], 18.0f, 0.0001f); + assert_float_equal(camPosition[1], 12.0f, 0.0001f); + assert_float_equal(camPosition[2], 0.0f, 0.0001f); } -static void test_overworldscene_update_orbits_camera(void **state) { +static void test_overworldscene_camera_follows_player(void **state) { errorret_t ret = installOverworldScene(); assert_true(errorIsOk(ret)); sceneid_t sceneId = sceneGetActive(); entitymanager_t *mgr = sceneGetEntities(sceneId); - entityid_t camEntity = 0; + + entityid_t playerEntity = 0; + componentid_t playerPos = entityGetComponent( + mgr, playerEntity, COMPONENT_TYPE_POSITION + ); + + entityid_t camEntity = 2; componentid_t camPos = entityGetComponent( mgr, camEntity, COMPONENT_TYPE_POSITION ); - // Drive one frame with a known delta and confirm the camera orbited by - // exactly angle = delta * speed (0.1 * 0.5 = 0.05 rad). - TIME.delta = 0.1f; + // Move the player and confirm the camera's next update() re-centers on + // the player's new position at the same fixed offset (PlayerCamera.js + // no longer orbits over time -- it just tracks the player). + entityPositionSetLocalPosition( + mgr, playerEntity, playerPos, (vec3){ 5.0f, 2.0f, -3.0f } + ); + ret = moduleSceneUpdateCurrent(); assert_true(errorIsOk(ret)); vec3 camPosition; entityPositionGetLocalPosition(mgr, camEntity, camPos, camPosition); - const float_t expectedAngle = 0.1f * 0.5f; - assert_float_equal( - camPosition[0], cosf(expectedAngle) * 18.0f, 0.0001f - ); - assert_float_equal(camPosition[1], 10.0f, 0.0001f); - assert_float_equal( - camPosition[2], sinf(expectedAngle) * 18.0f, 0.0001f - ); - - TIME.delta = 0.0f; + assert_float_equal(camPosition[0], 5.0f + 18.0f, 0.0001f); + assert_float_equal(camPosition[1], 2.0f + 10.0f, 0.0001f); + assert_float_equal(camPosition[2], -3.0f, 0.0001f); } static void test_scene_set_switches_and_disposes(void **state) { @@ -309,7 +392,7 @@ int main(void) { overworld_setup, overworld_teardown ), cmocka_unit_test_setup_teardown( - test_overworldscene_update_orbits_camera, + test_overworldscene_camera_follows_player, overworld_setup, overworld_teardown ), cmocka_unit_test_setup_teardown(