Files
DarkflameServer/tests/dGameTests/dComponentsTests/MovingPlatformComponentTests.cpp
Aaron Kimbrell 2ed70710cf feat(moving platform): a rotator turns its object as the client's does
LWOPlatformRotator on a path does not move: while it travels it turns at
the angular velocity SetAngularVelocity (0x00bfa380) works out, never
waits (IncrementWaitingTime 0x004a0390) and never arrives
(HandleStoppedLogic 0x00bdc660). The velocity is the one that turns from
no rotation to NiMatrix3::FromEulerAnglesXYZ (0x0116c3a0) of rotX, rotY
and rotZ (half turns in the level config, LoadConfigData 0x00c33e10) in
half the rate, as hkpKeyFrameUtility's
setUsingPositionOrientationPair (0x012a4050) gives it: the shortest
way, the axis times the angle over the time, none for whole turns. In
reverse it is the other way round.

The server's object now turns with it, without a serialization of its
physics (each client turns its own once the rotator is sent travelling),
and is put at its waypoint as SetupPath does. A quick build's rotator
waits for the build like a mover.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 16:45:01 -06:00

520 lines
22 KiB
C++

// Moving platform subcomponents: which one the client picks from the level config, the simple mover as live
// constructed it (a NJ monastery cave counterweight, LOT 16141), and a simple mover's trip timing.
#include "GameDependencies.h"
#include <gtest/gtest.h>
#include <bit>
#include "BitStream.h"
#include "CDClientDatabase.h"
#include "Entity.h"
#include "LDFFormat.h"
#include "MovementMessages.h"
#include "MovingPlatformComponent.h"
#include "SimplePhysicsComponent.h"
#include "Zone.h"
#include "dZoneManager.h"
namespace {
float Float(const uint32_t bits) { return std::bit_cast<float>(bits); }
std::string Bits(RakNet::BitStream& stream) {
std::string bits;
stream.ResetReadPointer();
bool bit{};
while (stream.Read(bit)) bits += bit ? '1' : '0';
return bits;
}
std::string HexBits(const std::string& hex, const uint32_t count) {
std::string bits;
for (size_t i = 0; i + 1 < hex.size(); i += 2) {
const auto byte = std::stoi(hex.substr(i, 2), nullptr, 16);
for (int b = 7; b >= 0; b--) bits += ((byte >> b) & 1) ? '1' : '0';
}
return bits.substr(0, count);
}
}
class MovingPlatformComponentTest : public GameDependenciesTest {
protected:
void SetUp() override {
SetUpDependencies();
CDClientDatabase::Connect(":memory:");
CDClientDatabase::ExecuteDML("CREATE TABLE MovingPlatforms (id INTEGER, platformIsSimpleMover INTEGER, platformMoveX REAL, platformMoveY REAL, platformMoveZ REAL, platformMoveTime REAL, platformStartAtEnd INTEGER, description TEXT);");
CDClientDatabase::ExecuteDML("INSERT INTO MovingPlatforms VALUES (41, 1, 0.0, -2.5, 0.0, 1.0, 0, 'Counterweights in the caves');");
}
void TearDown() override { TearDownDependencies(); }
};
// LWOMovingPlatformComponent::LoadConfigData: no setting means a mover without a registry component, a simple mover
// with one; the settings choose otherwise
TEST_F(MovingPlatformComponentTest, SubcomponentTypeFromLevelConfig) {
Entity pathOnly(288300744895900100, info);
EXPECT_EQ(ChooseMoverSubComponentType(-1, pathOnly), eMoverSubComponentType::mover);
EXPECT_EQ(ChooseMoverSubComponentType(0, pathOnly), eMoverSubComponentType::mover);
EXPECT_EQ(ChooseMoverSubComponentType(41, pathOnly), eMoverSubComponentType::simpleMover);
info.settings.Insert<bool>(u"platformIsMover", true);
Entity mover(288300744895900101, info);
EXPECT_EQ(ChooseMoverSubComponentType(41, mover), eMoverSubComponentType::mover);
info.settings.values.clear();
info.settings.Insert<bool>(u"platformIsSimpleMover", true);
Entity simple(288300744895900102, info);
EXPECT_EQ(ChooseMoverSubComponentType(-1, simple), eMoverSubComponentType::simpleMover);
info.settings.values.clear();
info.settings.Insert<bool>(u"platformIsRotater", true);
Entity rotater(288300744895900105, info);
EXPECT_EQ(ChooseMoverSubComponentType(0, rotater), eMoverSubComponentType::rotater);
// Set, but all false: the client makes no subcomponent
info.settings.values.clear();
info.settings.Insert<bool>(u"platformIsMover", false);
Entity none(288300744895900106, info);
EXPECT_EQ(ChooseMoverSubComponentType(41, none), eMoverSubComponentType::none);
info.settings.values.clear();
}
// LWOMovingPlatformComponent::SetupPlatform: one subcomponent per setting that is true, mover, simple mover, rotater
TEST_F(MovingPlatformComponentTest, OneSubcomponentPerSetting) {
info.settings.Insert<bool>(u"platformIsRotater", true);
info.settings.Insert<bool>(u"platformIsMover", true);
Entity both(288300744895900107, info);
const std::vector expected{ eMoverSubComponentType::mover, eMoverSubComponentType::rotater };
EXPECT_EQ(ChooseSubComponentTypes(-1, both), expected);
EXPECT_EQ(ChooseMoverSubComponentType(-1, both), eMoverSubComponentType::mover);
info.settings.values.clear();
}
// Live: 1 (subcomponents), 1 (dirty), 0 (no path), 1, type 5, the starting point (the object's position and
// rotation, w first), state 9 (waiting at its desired waypoint), waypoint 0, not reversing, then the ending 0 bit
TEST_F(MovingPlatformComponentTest, SimpleMoverConstructionMatchesLive) {
info.lot = 16141;
info.pos = NiPoint3(Float(0xc2e02255), Float(0x436d1992), Float(0xc32347e8));
info.rot = NiQuaternion(Float(0x3f6fa199), 0.0f, Float(0x3eb42497), 0.0f);
Entity counterweight(288300744895900103, info);
auto* const platform = counterweight.AddComponent<MovingPlatformComponent>(41, "");
ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::simpleMover);
EXPECT_EQ(platform->GetSimpleMoverSubComponent()->mMove, NiPoint3(0.0f, -2.5f, 0.0f));
EXPECT_FLOAT_EQ(platform->GetSimpleMoverSubComponent()->mMoveTime, 1.0f);
RakNet::BitStream stream;
platform->Serialize(stream, true);
EXPECT_EQ(Bits(stream), HexBits("d05000000d548b830a4865b50fa11c8f0e6685bcfc000000025c92d0f800000002120000000000000000", 329));
// Nothing changed: a serialization says so in two bits
RakNet::BitStream idle;
platform->Serialize(idle, false);
EXPECT_EQ(Bits(idle), "00");
}
// Sent to its end it serializes travelling from waypoint 0, and after platformMoveTime it has arrived: stopped at its
// desired and final waypoint 1, moved by platformMove
TEST_F(MovingPlatformComponentTest, SimpleMoverTripTiming) {
info.lot = 16141;
info.pos = NiPoint3(10.0f, 20.0f, 30.0f);
info.rot = QuatUtils::IDENTITY;
Entity counterweight(288300744895900104, info);
counterweight.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = counterweight.AddComponent<MovingPlatformComponent>(41, "");
auto* const mover = platform->GetSimpleMoverSubComponent();
platform->GotoWaypoint(1);
counterweight.Update(0.0f); // timers added now start on the next update
EXPECT_EQ(mover->mState, ePlatformStateFlag::Travelling);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0);
EXPECT_FALSE(mover->mInReverse);
RakNet::BitStream sent;
platform->Serialize(sent, false);
// 1, not dirty, 1, type 5, no starting point, the state: travelling from 0 forwards, then the ending 0
EXPECT_EQ(Bits(sent), "101" "00000101000000000000000000000000" "0" "1" "00000010000000000000000000000000" "00000000000000000000000000000000" "0" "0");
counterweight.Update(0.5f);
EXPECT_EQ(mover->mState, ePlatformStateFlag::Travelling);
counterweight.Update(0.6f);
EXPECT_EQ(mover->mState, ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1);
EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 17.5f, 30.0f));
// And back
platform->GotoWaypoint(0);
counterweight.Update(0.0f);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1);
EXPECT_TRUE(mover->mInReverse);
counterweight.Update(1.1f);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0);
EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 20.0f, 30.0f));
}
// A rotater's subcomponent is type 6 with a mover's data (LWOPlatform::Deserialize reads both)
TEST_F(MovingPlatformComponentTest, RotaterIsWrittenAsTypeSix) {
info.settings.Insert<bool>(u"platformIsRotater", true);
Entity rotater(288300744895900107, info);
info.settings.values.clear();
auto* const platform = rotater.AddComponent<MovingPlatformComponent>(-1, "");
ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::rotater);
ASSERT_NE(platform->GetMoverSubComponent(), nullptr);
platform->SetSerialized(true);
// Without a path it does not run: it stays stopped at its waypoint, also when started
EXPECT_EQ(platform->GetMoverSubComponent()->mState, 12u);
platform->StartPathing();
EXPECT_EQ(platform->GetMoverSubComponent()->mState, 12u);
RakNet::BitStream stream;
platform->Serialize(stream, true);
const auto bits = Bits(stream);
// 1 (subcomponents), 1 (path written with the construction), 0 (no path), 1 (one follows), type 6
EXPECT_EQ(bits.substr(0, 4 + 32), "1101" "00000110000000000000000000000000");
EXPECT_EQ(bits.back(), '0');
}
// A mover runs on the server as live ran it: it waits at its first waypoint (9: waiting at a waypoint, as the GF
// shooting gallery targets were constructed), travels after the waypoint's wait (2), waits at the other end (25, turned
// round on a bounce path); sent to a waypoint to stop it waits with the desired waypoint, leaves and stops there (28)
TEST_F(MovingPlatformComponentTest, MoverRunsLikeLive) {
Path path;
path.pathType = PathType::MovingPlatform;
path.pathName = "TestMoverPath";
path.pathBehavior = PathBehavior::Bounce;
PathWaypoint first;
first.position = NiPoint3(0.0f, 0.0f, 0.0f);
first.speed = 5.0f;
first.movingPlatform.wait = 2.0f;
PathWaypoint second = first;
second.position = NiPoint3(10.0f, 0.0f, 0.0f);
second.movingPlatform.wait = 1.0f;
path.pathWaypoints = { first, second };
const_cast<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
Entity entity(288300744895900108, info);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-1, "TestMoverPath");
ASSERT_TRUE(platform->IsMover());
auto* const mover = platform->GetMoverSubComponent();
EXPECT_EQ(mover->mState, 9u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0u);
EXPECT_EQ(mover->mNextWaypointIndex, 1u);
platform->Run(1.9f);
EXPECT_EQ(mover->mState, 9u);
EXPECT_FLOAT_EQ(mover->mIdleTimeElapsed, 1.9f);
platform->Run(0.2f);
EXPECT_EQ(mover->mState, 2u);
// 5 units a second over 10
platform->Run(1.0f);
EXPECT_NEAR(mover->mPercentBetweenPoints, 0.5f, 0.001f);
EXPECT_NEAR(mover->mPosition.x, 5.0f, 0.01f);
GameMessages::PlatformResync resync;
platform->FillResync(resync);
EXPECT_EQ(static_cast<uint32_t>(resync.eState), 2u);
EXPECT_EQ(resync.iIndex, 0);
EXPECT_EQ(resync.iNextIndex, 1);
EXPECT_NEAR(resync.fPercentBetweenPoints, 0.5f, 0.001f);
platform->Run(1.1f);
EXPECT_EQ(mover->mState, 25u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1u);
EXPECT_EQ(mover->mNextWaypointIndex, 0u);
EXPECT_TRUE(mover->mInReverse);
EXPECT_EQ(mover->mPercentBetweenPoints, 0.0f);
// Sent back to the start to stop there: it waits out the waypoint's wait, leaves and stays
platform->GotoWaypoint(0, true);
EXPECT_EQ(mover->mState, 25u);
EXPECT_EQ(mover->mDesiredWaypointIndex, 0);
EXPECT_TRUE(mover->mShouldStopAtDesiredWaypoint);
platform->Run(1.1f);
EXPECT_EQ(mover->mState, 2u);
EXPECT_EQ(mover->mDesiredWaypointIndex, 0);
platform->Run(2.5f);
EXPECT_EQ(mover->mState, 28u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0u);
EXPECT_EQ(mover->mDesiredWaypointIndex, -1);
platform->Run(10.0f);
EXPECT_EQ(mover->mState, 28u);
// Started at a waypoint it first waits there (issue 964), then stopped mid way (4, the bit the client stops on) and
// started again
platform->StartPathing();
EXPECT_EQ(mover->mState, 25u);
platform->Run(2.1f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(1.0f);
platform->StopPathing();
EXPECT_EQ(mover->mState, 4u);
const auto percent = mover->mPercentBetweenPoints;
platform->Run(1.0f);
EXPECT_EQ(mover->mPercentBetweenPoints, percent);
platform->StartPathing();
EXPECT_EQ(mover->mState, 2u);
}
// The NJ falling tiles in the live captures (LOT 14335, a two waypoint path run once, not started on load): 12 until
// stepped on, sent to waypoint 1 it waits (9) and leaves (2); there it has stopped and turned round (28), and sent back
// it waits (25, reversed, towards 0) and leaves (2), to stop at the start as live constructed used tiles (28, forwards)
TEST_F(MovingPlatformComponentTest, MoverOnceLikeLiveFallingTile) {
Path path;
path.pathType = PathType::MovingPlatform;
path.pathName = "TestDropPath";
path.pathBehavior = PathBehavior::Once;
PathWaypoint first;
first.position = NiPoint3(0.0f, 10.0f, 0.0f);
first.speed = 5.0f;
PathWaypoint second = first;
second.position = NiPoint3(0.0f, 0.0f, 0.0f);
path.pathWaypoints = { first, second };
const_cast<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.settings.Insert<bool>(u"startPathingOnLoad", false);
Entity entity(288300744895900109, info);
info.settings.values.clear();
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-1, "TestDropPath");
auto* const mover = platform->GetMoverSubComponent();
EXPECT_EQ(mover->mState, 12u);
platform->Run(5.0f);
EXPECT_EQ(mover->mState, 12u);
platform->GotoWaypoint(1);
EXPECT_EQ(mover->mState, 9u);
EXPECT_EQ(mover->mDesiredWaypointIndex, 1);
EXPECT_TRUE(mover->mShouldStopAtDesiredWaypoint);
platform->Run(0.11f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(1.0f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(1.1f);
EXPECT_EQ(mover->mState, 28u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1u);
EXPECT_EQ(mover->mNextWaypointIndex, 0u);
EXPECT_TRUE(mover->mInReverse);
EXPECT_EQ(mover->mDesiredWaypointIndex, -1);
platform->GotoWaypoint(0);
EXPECT_EQ(mover->mState, 25u);
EXPECT_EQ(mover->mDesiredWaypointIndex, 0);
platform->Run(0.11f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(2.1f);
EXPECT_EQ(mover->mState, 28u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0u);
EXPECT_EQ(mover->mNextWaypointIndex, 1u);
EXPECT_FALSE(mover->mInReverse);
}
// The object goes with its mover on the server (LWOPlatform moves it ignoring the dirty flags), turned between the
// waypoints' rotations, and its physics are not serialized for it: live sent a moving target's mover data only
TEST_F(MovingPlatformComponentTest, MoverCarriesItsObject) {
Path path;
path.pathType = PathType::MovingPlatform;
path.pathName = "TestCarryPath";
path.pathBehavior = PathBehavior::Once;
PathWaypoint first;
first.position = NiPoint3(0.0f, 0.0f, 0.0f);
first.speed = 5.0f;
PathWaypoint second = first;
second.position = NiPoint3(10.0f, 0.0f, 0.0f);
second.rotation = NiQuaternion(0.0f, 0.0f, 1.0f, 0.0f);
path.pathWaypoints = { first, second };
const_cast<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.pos = NiPoint3(0.0f, 0.0f, 0.0f);
Entity entity(288300744895900110, info);
auto* const simplePhysics = entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-1, "TestCarryPath");
RakNet::BitStream before;
simplePhysics->Serialize(before, false);
platform->Run(0.11f);
platform->Run(1.0f);
EXPECT_NEAR(entity.GetPosition().x, 5.0f, 0.01f);
EXPECT_NEAR(std::abs(entity.GetRotation().y), 0.7071f, 0.001f);
RakNet::BitStream moved;
simplePhysics->Serialize(moved, false);
// No position and rotation (seven floats) in it
EXPECT_LT(moved.GetNumberOfBitsUsed(), 7u * 32u);
platform->Run(1.1f);
EXPECT_EQ(entity.GetPosition(), NiPoint3(10.0f, 0.0f, 0.0f));
EXPECT_NEAR(std::abs(entity.GetRotation().y), 1.0f, 0.001f);
}
// SetCurrentPath (live's shooting gallery script puts its moving platform targets on their paths with it): the mover
// starts over at the path's waypoint, waiting there as live constructed the targets (9), and the path is written once
TEST_F(MovingPlatformComponentTest, SetCurrentPathPutsTheMoverOnThePath) {
Path path;
path.pathType = PathType::MovingPlatform;
path.pathName = "TestTargetPath";
path.pathBehavior = PathBehavior::Once;
PathWaypoint first;
first.position = NiPoint3(1.0f, 2.0f, 3.0f);
first.speed = 10.0f;
PathWaypoint second = first;
second.position = NiPoint3(1.0f, 2.0f, 23.0f);
PathWaypoint third = first;
third.position = NiPoint3(1.0f, 2.0f, 43.0f);
path.pathWaypoints = { first, second, third };
const_cast<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
Entity entity(288300744895900111, info);
entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(0, "");
ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::mover);
EXPECT_FALSE(platform->IsMover());
EXPECT_FALSE(platform->SetCurrentPath("NoSuchPath"));
ASSERT_TRUE(platform->SetCurrentPath("TestTargetPath", 0));
ASSERT_TRUE(platform->IsMover());
auto* const mover = platform->GetMoverSubComponent();
EXPECT_EQ(mover->mState, 9u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 0u);
EXPECT_EQ(mover->mNextWaypointIndex, 1u);
EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f));
// 1 (subcomponents), 1 (the path changed), 1 (there is one), its name's length
RakNet::BitStream withPath;
platform->Serialize(withPath, false);
EXPECT_EQ(Bits(withPath).substr(0, 3 + 16), "111" "0000111000000000");
RakNet::BitStream withoutPath;
platform->Serialize(withoutPath, false);
EXPECT_EQ(Bits(withoutPath).substr(0, 2), "10");
// It leaves after the shortest wait and passes the middle waypoint waiting there (9), as the live targets did
platform->Run(0.11f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(2.1f);
EXPECT_EQ(mover->mState, 9u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1u);
platform->Run(0.11f);
EXPECT_EQ(mover->mState, 2u);
platform->Run(2.1f);
EXPECT_EQ(mover->mState, 28u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 2u);
}
// The NJ counterweights in the live captures (LOT 16141, the Frakjaw battle): when the quick build completes the simple
// mover is serialized waiting at waypoint 0 (9), then travelling from it (2); it stops at its end without a
// serialization, where PlatformAtLastWaypoint tells the scripts
TEST_F(MovingPlatformComponentTest, BuiltSimpleMoverSetsOffLikeLive) {
info.lot = 16141;
info.pos = NiPoint3(10.0f, 20.0f, 30.0f);
info.rot = QuatUtils::IDENTITY;
Entity counterweight(288300744895900112, info);
counterweight.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = counterweight.AddComponent<MovingPlatformComponent>(41, "");
auto* const mover = platform->GetSimpleMoverSubComponent();
uint32_t atLastWaypoint = 0;
platform->AddPlatformAtLastWaypointCallback([&atLastWaypoint] { atLastWaypoint++; });
platform->OnCompleteQuickBuild();
RakNet::BitStream built;
platform->Serialize(built, false);
EXPECT_EQ(Bits(built), "101" "00000101000000000000000000000000" "0" "1" "00001001000000000000000000000000" "00000000000000000000000000000000" "0" "0");
counterweight.Update(0.0f); // timers added now start on the next update
counterweight.Update(0.11f);
EXPECT_EQ(mover->mState, 2u);
RakNet::BitStream travelling;
platform->Serialize(travelling, false);
EXPECT_EQ(Bits(travelling), "101" "00000101000000000000000000000000" "0" "1" "00000010000000000000000000000000" "00000000000000000000000000000000" "0" "0");
counterweight.Update(0.0f);
counterweight.Update(0.5f);
EXPECT_EQ(mover->mState, 2u);
EXPECT_EQ(atLastWaypoint, 0u);
counterweight.Update(0.6f);
EXPECT_EQ(mover->mState, 28u);
EXPECT_EQ(mover->mCurrentWaypointIndex, 1u);
EXPECT_EQ(atLastWaypoint, 1u);
EXPECT_EQ(counterweight.GetPosition(), NiPoint3(10.0f, 17.5f, 30.0f));
RakNet::BitStream arrived;
platform->Serialize(arrived, false);
EXPECT_EQ(Bits(arrived), "00");
}
// LWOPlatformRotator::SetAngularVelocity 0x00bfa380: the velocity that turns from no rotation to the configured one in
// half the rate. The client's matrices about an axis turn the other way round than the usual ones, so a quarter turn
// about x in 1 s is -pi/2 about x; in reverse it is the other way. Whole turns have no axis and give no velocity. Half
// a turn can go either way round: the float pi is a little over pi, so the shortest way is the usual direction.
TEST_F(MovingPlatformComponentTest, RotatorAngularVelocityAsTheClient) {
constexpr float pi = 3.14159265358979323846f;
const auto quarterX = CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 2.0f, false);
EXPECT_NEAR(quarterX.x, -pi / 2.0f, 0.0001f);
EXPECT_NEAR(quarterX.y, 0.0f, 0.0001f);
EXPECT_NEAR(quarterX.z, 0.0f, 0.0001f);
const auto quarterXReverse = CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 2.0f, true);
EXPECT_NEAR(quarterXReverse.x, pi / 2.0f, 0.0001f);
const auto eighthY = CalcRotatorAngularVelocity(0.0f, 0.25f * pi, 0.0f, 4.0f, false);
EXPECT_NEAR(eighthY.y, -pi / 8.0f, 0.0001f);
const auto quarterZ = CalcRotatorAngularVelocity(0.0f, 0.0f, 0.5f * pi, 1.0f, false);
EXPECT_NEAR(quarterZ.z, -pi, 0.0001f);
// x * (y * z): a quarter turn about x and one about y is a third of a turn about (-1, -1, 1)
const auto both = CalcRotatorAngularVelocity(0.5f * pi, 0.5f * pi, 0.0f, 2.0f, false);
const float third = 2.0f * pi / 3.0f / std::sqrt(3.0f);
EXPECT_NEAR(both.x, -third, 0.0001f);
EXPECT_NEAR(both.y, -third, 0.0001f);
EXPECT_NEAR(both.z, third, 0.0001f);
EXPECT_EQ(CalcRotatorAngularVelocity(2.0f * pi, 0.0f, 0.0f, 2.0f, false), NiPoint3Constant::ZERO);
EXPECT_EQ(CalcRotatorAngularVelocity(0.0f, 0.0f, 0.0f, 2.0f, false), NiPoint3Constant::ZERO);
EXPECT_EQ(CalcRotatorAngularVelocity(0.5f * pi, 0.0f, 0.0f, 0.0f, false), NiPoint3Constant::ZERO);
const auto halfX = CalcRotatorAngularVelocity(pi, 0.0f, 0.0f, 2.0f, false);
EXPECT_NEAR(halfX.x, pi, 0.0001f);
}
// A rotator on a path stays at its waypoint and turns its object at its angular velocity while it travels (rotY half a
// half turn at rate 2: a quarter turn the client's way about y each second), without a serialization of its physics;
// stopped it turns no more, started again it does
TEST_F(MovingPlatformComponentTest, RotatorTurnsItsObject) {
Path path;
path.pathType = PathType::MovingPlatform;
path.pathName = "TestRotatorPath";
path.pathBehavior = PathBehavior::Loop;
PathWaypoint first;
first.position = NiPoint3(1.0f, 2.0f, 3.0f);
PathWaypoint second = first;
second.position = NiPoint3(10.0f, 2.0f, 3.0f);
path.pathWaypoints = { first, second };
const_cast<Zone*>(Game::zoneManager->GetZone())->AddPath(path);
info.pos = NiPoint3(1.0f, 2.0f, 3.0f);
info.rot = QuatUtils::IDENTITY;
info.settings.Insert<bool>(u"platformIsRotater", true);
info.settings.Insert<float>(u"rotY", 0.5f);
info.settings.Insert<float>(u"rate", 2.0f);
Entity entity(288300744895900113, info);
info.settings.values.clear();
auto* const simplePhysics = entity.AddComponent<SimplePhysicsComponent>(-1);
auto* const platform = entity.AddComponent<MovingPlatformComponent>(-1, "TestRotatorPath");
ASSERT_EQ(platform->GetMoverSubComponentType(), eMoverSubComponentType::rotater);
auto* const rotator = platform->GetMoverSubComponent();
EXPECT_EQ(rotator->mState, 2u);
RakNet::BitStream before;
simplePhysics->Serialize(before, false);
platform->Run(1.0f);
EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f));
EXPECT_NEAR(entity.GetRotation().w, 0.7071f, 0.001f);
EXPECT_NEAR(entity.GetRotation().y, -0.7071f, 0.001f);
RakNet::BitStream moved;
simplePhysics->Serialize(moved, false);
EXPECT_LT(moved.GetNumberOfBitsUsed(), 7u * 32u);
platform->StopPathing();
EXPECT_EQ(rotator->mState & 7u, 4u);
platform->Run(1.0f);
EXPECT_NEAR(entity.GetRotation().y, -0.7071f, 0.001f);
platform->StartPathing();
EXPECT_EQ(rotator->mState, 2u);
platform->Run(1.0f);
EXPECT_NEAR(std::abs(entity.GetRotation().y), 1.0f, 0.001f);
EXPECT_EQ(entity.GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f));
}