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fix tests
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52228ece16
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@ -365,14 +365,28 @@ TEST_F(MovingPlatformComponentTests, MovingPlatformNextAndCurrentWaypointAccess)
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TEST_F(MovingPlatformComponentTests, MovingPlatformRunTest) {
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baseEntity->SetPosition(NiPoint3(99.296440f, 419.293335f, 207.219498f));
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Path path;
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PathWaypoint waypointStart;
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waypointStart.position = NiPoint3(99.296440f, 419.293335f, 207.219498f);
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waypointStart.rotation = NiQuaternion(0, 0, 0, 0);
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waypointStart.movingPlatform.speed = 16.0f;
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PathWaypoint waypointEnd;
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waypointEnd.position = NiPoint3(141.680099f, 419.990051f, 208.680450f);
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waypointEnd.rotation = NiQuaternion(0, 0, 0, 0);
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waypointStart.movingPlatform.speed = 16.0f;
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path.movingPlatform.timeBasedMovement = false;
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path.pathBehavior = PathBehavior::Once;
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path.pathName = "ExamplePath";
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path.pathWaypoints.push_back(waypointStart);
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path.pathWaypoints.push_back(waypointEnd);
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Game::zoneManager->GetZone()->AddPath(path);
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MoverPlatformSubComponent moverPlatformSubComponent(baseEntity->GetComponent<MovingPlatformComponent>());
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moverPlatformSubComponent.SetupPath("ExampleOncePath", 0, false);
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pathOnce.pathWaypoints.at(0).position = NiPoint3(99.296440f, 419.293335f, 207.219498f);
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pathOnce.pathWaypoints.at(0).movingPlatform.speed = 16.0f;
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pathOnce.pathWaypoints.at(1).position = NiPoint3(141.680099f, 419.990051f, 208.680450f);
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pathOnce.pathWaypoints.at(1).movingPlatform.speed = 16.0f;
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moverPlatformSubComponent.SetupPath("ExamplePath", 0, false);
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moverPlatformSubComponent.UpdateLinearVelocity();
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moverPlatformSubComponent.StartPathing();
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@ -386,26 +400,52 @@ TEST_F(MovingPlatformComponentTests, MovingPlatformRunTest) {
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}
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TEST_F(MovingPlatformComponentTests, MovingPlatformPercentBetweenPointsTest) {
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pathOnce.pathWaypoints.at(0).position = NiPoint3(1, 0, 0);
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pathOnce.pathWaypoints.at(1).position = NiPoint3(3, 0, 0);
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Path path;
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PathWaypoint waypointStart;
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waypointStart.position = NiPoint3(0, 0, 0);
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waypointStart.rotation = NiQuaternion(0, 0, 0, 0);
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waypointStart.movingPlatform.speed = 16.0f;
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PathWaypoint waypointEnd;
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waypointEnd.position = NiPoint3(2, 0, 0);
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waypointEnd.rotation = NiQuaternion(0, 0, 0, 0);
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waypointStart.movingPlatform.speed = 16.0f;
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path.movingPlatform.timeBasedMovement = false;
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path.pathBehavior = PathBehavior::Once;
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path.pathName = "ExamplePath";
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path.pathWaypoints.push_back(waypointStart);
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path.pathWaypoints.push_back(waypointEnd);
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Game::zoneManager->GetZone()->AddPath(path);
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{
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baseEntity->SetPosition(NiPoint3(0, 0, 0));
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MoverPlatformSubComponent moverPlatformSubComponent(baseEntity->GetComponent<MovingPlatformComponent>());
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moverPlatformSubComponent.SetupPath("ExamplePath", 0, false);
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EXPECT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.0f);
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}
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{
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baseEntity->SetPosition(NiPoint3(1, 0, 0));
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MoverPlatformSubComponent moverPlatformSubComponent(baseEntity->GetComponent<MovingPlatformComponent>());
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moverPlatformSubComponent.SetupPath("ExampleOncePath", 0, false);
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ASSERT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.0f);
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moverPlatformSubComponent.SetupPath("ExamplePath", 0, false);
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EXPECT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.5f);
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}
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{
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baseEntity->SetPosition(NiPoint3(2, 0, 0));
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MoverPlatformSubComponent moverPlatformSubComponent(baseEntity->GetComponent<MovingPlatformComponent>());
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moverPlatformSubComponent.SetupPath("ExampleOncePath", 0, false);
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ASSERT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.5f);
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moverPlatformSubComponent.SetupPath("ExamplePath", 0, false);
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EXPECT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 1.0f);
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}
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{
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baseEntity->SetPosition(NiPoint3(3, 0, 0));
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path.movingPlatform.timeBasedMovement = true;
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path.pathName = "ExamplePath2";
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Game::zoneManager->GetZone()->AddPath(path);
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baseEntity->SetPosition(NiPoint3(1, 0, 0));
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MoverPlatformSubComponent moverPlatformSubComponent(baseEntity->GetComponent<MovingPlatformComponent>());
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moverPlatformSubComponent.SetupPath("ExampleOncePath", 0, false);
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ASSERT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 1.0f);
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moverPlatformSubComponent.SetupPath("ExamplePath2", 0, false);
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ASSERT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.0f);
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}
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// moverPlatformSubComponent.m_TimeBasedMovement = true;
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// ASSERT_FLOAT_EQ(moverPlatformSubComponent.CalculatePercentToNextWaypoint(), 0.0f);
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}
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