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https://github.com/devZoGok/vb01.git
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bone test
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-24
@@ -1,46 +1,65 @@
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#include "boneTest.h"
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#include "model.h"
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#include "root.h"
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#include "skeleton.h"
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#include "mesh.h"
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#include <string>
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using namespace std;
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namespace vb01{
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BoneTest::BoneTest(){
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}
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void BoneTest::setUp(){
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string PATH="/home/dominykas/c++/v/";
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rootNode = Root::getSingleton()->getRootNode();
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modelNodeParent = new Node();
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modelNode = new Node();
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rootNode->attachChild(modelNodeParent);
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modelNodeParent->attachChild(modelNode);
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Root *root = Root::getSingleton();
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rootNode = root->getRootNode();
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model = new Model(PATH + "../vb01/test.vb");
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Material *glMat=new Material();
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glMat->setTexturingEnabled(true);
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glMat->setLightingEnabled(false);
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glMat->addDiffuseMap(PATH+"defaultTexture.jpg");
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//model->setMaterial(glMat);
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rootNode->attachChild(model);
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skeleton = new Skeleton();
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Bone *rootBone = new Bone("rootBone", 1, Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK);
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Bone *pelvis = new Bone("pelvis", 1, Vector3(0, 2, 0), Quaternion::QUAT_W, Vector3::VEC_IJK);
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Bone *upperArm = new Bone("upperArm.R", 1, Vector3(0, 2, 0), Quaternion::QUAT_W, Vector3::VEC_IJK);
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Bone *lowerArm = new Bone("lowerArm.R", 1, Vector3(0, 1, 0), Quaternion::QUAT_W, Vector3::VEC_IJK);
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skeleton->addBone(rootBone, (Bone*)modelNode);
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rootBone->lookAt(Vector3::VEC_K, Vector3::VEC_J);
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skeleton->addBone(pelvis, rootBone);
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pelvis->lookAt(Vector3::VEC_K, Vector3::VEC_J);
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skeleton->addBone(upperArm, pelvis);
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upperArm->lookAt(Vector3::VEC_K, Vector3(-1, 0 ,0));
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skeleton->addBone(lowerArm, upperArm);
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lowerArm->lookAt(Vector3::VEC_K, Vector3(0, 1 ,0));
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}
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void BoneTest::tearDown(){
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rootNode->dettachChild(model);
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delete model;
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}
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void BoneTest::testGetModelSpacePos(){
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float eps = .0001;
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Bone *lowerArm = skeleton->getBone("lowerArm.R");
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Vector3 testModelSpacePos = Vector3(-1, 4, 0);
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int numChildren = model->getNumChildren();
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Skeleton *skeleton = model->getChild(numChildren - 1)->getMesh(0)->getSkeleton();
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Bone *bone = skeleton->getBone("ik");
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Vector3 initModelPos = bone->getModelSpacePos();
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model->setPosition(Vector3(1, 2, 3));
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Vector3 deltaModelPos = bone->getModelSpacePos();
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CPPUNIT_ASSERT(lowerArm->getModelSpacePos().getDistanceFrom(testModelSpacePos) <= eps);
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CPPUNIT_ASSERT(initModelPos.getDistanceFrom(deltaModelPos) <= eps);
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modelNode->setPosition(Vector3::VEC_ZERO);
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modelNode->setOrientation(Quaternion(.5, Vector3(1, 2, 3).norm()));
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CPPUNIT_ASSERT(lowerArm->getModelSpacePos().getDistanceFrom(testModelSpacePos) <= eps);
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modelNode->setOrientation(Quaternion::QUAT_W);
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modelNode->setPosition(Vector3(10, 20, 30));
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CPPUNIT_ASSERT(lowerArm->getModelSpacePos().getDistanceFrom(testModelSpacePos) <= eps);
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modelNode->setOrientation(Quaternion(.5, Vector3(1, 2, 3).norm()));
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modelNode->setPosition(Vector3(10, 20, 30));
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CPPUNIT_ASSERT(lowerArm->getModelSpacePos().getDistanceFrom(testModelSpacePos) <= eps);
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modelNodeParent->setOrientation(Quaternion(.3, Vector3(1, 2, 3).norm()));
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modelNodeParent->setPosition(Vector3(100, 200, 300));
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modelNode->setOrientation(Quaternion(.5, Vector3(1, 2, 3).norm()));
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modelNode->setPosition(Vector3(10, 20, 30));
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CPPUNIT_ASSERT(lowerArm->getModelSpacePos().getDistanceFrom(testModelSpacePos) <= eps);
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}
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}
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