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