mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Primitive debug menu; vehicle enter animation
This commit is contained in:
parent
d7b738cdc1
commit
04842a628a
@ -88,8 +88,10 @@ namespace Activities {
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GTAVehicle* vehicle;
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unsigned int seat;
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bool entering;
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EnterVehicle( GTAVehicle* vehicle, unsigned int seat = 0 )
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: vehicle( vehicle ), seat( seat ) {}
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: vehicle( vehicle ), seat( seat ), entering(false) {}
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bool update(GTACharacter *character, GTAAIController *controller);
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};
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@ -24,10 +24,12 @@ struct AnimationGroup
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Animation* car_sit;
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Animation* car_sit_low;
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Animation* car_getin_lhs;
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AnimationGroup()
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: idle(nullptr), walk(nullptr), walk_start(nullptr), run(nullptr),
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jump_start(nullptr), jump_glide(nullptr), jump_land(nullptr),
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car_sit(nullptr), car_sit_low(nullptr)
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car_sit(nullptr), car_sit_low(nullptr), car_getin_lhs(nullptr)
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{}
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};
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@ -59,6 +61,7 @@ public:
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Jump,
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Falling,
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Landing,
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VehicleGetIn,
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VehicleDrive,
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VehicleSit,
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KnockedDown,
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@ -93,7 +93,9 @@ public:
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void setOccupant(size_t seat, GameObject* occupant);
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glm::vec3 getSeatEntryPosition(size_t seat) const {
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return getPosition() + getRotation() * info->seats[seat].offset * glm::vec3(2.f, 1.f, 1.f);
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auto pos = info->seats[seat].offset;
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pos.x = glm::sign(pos.x) * 1.5f;
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return getPosition() + getRotation() * pos;
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}
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virtual bool takeDamage(const DamageInfo& damage);
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@ -1,5 +1,6 @@
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#include <ai/GTAAIController.hpp>
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#include <objects/GTACharacter.hpp>
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#include <engine/Animator.hpp>
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bool GTAAIController::updateActivity()
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{
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@ -75,21 +76,30 @@ bool Activities::GoTo::update(GTACharacter *character, GTAAIController *controll
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bool Activities::EnterVehicle::update(GTACharacter *character, GTAAIController *controller)
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{
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glm::vec3 target = vehicle->getSeatEntryPosition(seat);
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glm::vec3 targetDirection = target - character->getPosition();
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if( glm::length(targetDirection) < 0.01f ) {
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// TODO: play enter vehicle animation instead of teleporting.
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// The correct Action is handled by the character
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character->enterVehicle(vehicle, seat);
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return true;
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if( entering ) {
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std::cout << "Checking" << std::endl;
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if( character->currentActivity == GTACharacter::Idle ) {
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std::cout << "was idle" << std::endl;
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character->enterVehicle(vehicle, seat);
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return true;
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}
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}
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else {
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glm::vec3 target = vehicle->getSeatEntryPosition(seat);
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glm::vec3 targetDirection = target - character->getPosition();
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character->setTargetPosition( target );
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glm::quat r( glm::vec3{ 0.f, 0.f, atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>() } );
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character->rotation = r;
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character->enterAction(GTACharacter::Walk);
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if( glm::length(targetDirection) <= 0.4f ) {
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std::cout << "enter started" << std::endl;
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entering = true;
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character->enterAction(GTACharacter::VehicleGetIn);
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}
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else {
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character->setTargetPosition( target );
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glm::quat r( glm::vec3{ 0.f, 0.f, atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>() } );
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character->rotation = r;
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character->enterAction(GTACharacter::Walk);
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}
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}
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return false;
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}
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@ -55,32 +55,36 @@ void GTAPlayerAIController::enterNearestVehicle()
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}
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if( nearest ) {
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character->enterVehicle(nearest, 0);
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setNextActivity(new Activities::EnterVehicle(nearest, 0));
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}
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}
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}
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void GTAPlayerAIController::update(float dt)
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{
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if( character->currentActivity != GTACharacter::Jump )
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{
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if( glm::length(direction) > 0.001f ) {
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character->enterAction(running ? GTACharacter::Run : GTACharacter::Walk);
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}
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else {
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character->enterAction(GTACharacter::Idle);
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}
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if( _currentActivity == nullptr ) {
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if( character->currentActivity != GTACharacter::Jump )
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{
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if( glm::length(direction) > 0.001f ) {
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character->enterAction(running ? GTACharacter::Run : GTACharacter::Walk);
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}
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else {
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character->enterAction(GTACharacter::Idle);
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}
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if( character->getCurrentVehicle() ) {
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character->getCurrentVehicle()->setSteeringAngle(-direction.x * 3.131f);
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if( character->getCurrentVehicle() ) {
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character->getCurrentVehicle()->setSteeringAngle(-direction.x * 3.131f);
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// TODO what is handbraking.
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character->getCurrentVehicle()->setThrottle(direction.y);
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}
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else if( glm::length(direction) > 0.001f ) {
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character->rotation = cameraRotation * glm::quat(glm::vec3(0.f, 0.f, -atan2(direction.x, direction.y)));
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// TODO what is handbraking.
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character->getCurrentVehicle()->setThrottle(direction.y);
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}
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else if( glm::length(direction) > 0.001f ) {
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character->rotation = cameraRotation * glm::quat(glm::vec3(0.f, 0.f, -atan2(direction.x, direction.y)));
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}
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}
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}
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GTAAIController::update(dt);
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}
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glm::vec3 GTAPlayerAIController::getTargetPosition()
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@ -3,7 +3,6 @@
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#include <engine/GameWorld.hpp>
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#include <engine/Animator.hpp>
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#include <objects/GTAVehicle.hpp>
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#include <boost/concept_check.hpp>
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GTACharacter::GTACharacter(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)
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: GameObject(engine, pos, rot, model),
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@ -27,6 +26,8 @@ GTACharacter::GTACharacter(GameWorld* engine, const glm::vec3& pos, const glm::q
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animations.car_sit = engine->gameData.animations["car_sit"];
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animations.car_sit_low = engine->gameData.animations["car_lsit"];
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animations.car_getin_lhs = engine->gameData.animations["car_getin_lhs"];
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if(model) {
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animator = new Animator();
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animator->setModel(model);
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@ -134,6 +135,14 @@ void GTACharacter::tick(float dt)
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animator->setAnimation(animations.car_sit);
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}
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} break;
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case VehicleGetIn: {
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if(animator->getAnimation() != animations.car_getin_lhs) {
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animator->setAnimation(animations.car_getin_lhs, false);
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}
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else if( animator->isCompleted() ) {
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enterAction(Idle);
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}
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} break;
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default: break;
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};
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@ -3,6 +3,7 @@ add_executable(rwgame
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ingamestate.cpp
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pausestate.cpp
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menustate.cpp
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debugstate.cpp
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)
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include_directories("${CMAKE_SOURCE_DIR}/rwengine/include" /usr/include/bullet)
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86
rwgame/debugstate.cpp
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86
rwgame/debugstate.cpp
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@ -0,0 +1,86 @@
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#include "debugstate.hpp"
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#include "game.hpp"
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#include <objects/GTACharacter.hpp>
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DebugState::DebugState()
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{
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Menu *m = new Menu(getFont());
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m->offset = glm::vec2(50.f, 100.f);
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m->addEntry(Menu::lambda("Create Vehicle", [] {
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auto ch = getPlayerCharacter();
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if(! ch) return;
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auto fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 hit, normal;
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if(hitWorldRay({ch->position + fwd * 5.f}, {0.f, 0.f, -2.f}, hit, normal)) {
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// Pick random vehicle.
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auto it = getWorld()->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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getWorld()->createVehicle(it->first, spawnpos, glm::quat());
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}
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}));
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this->enterMenu(m);
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}
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void DebugState::enter()
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{
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}
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void DebugState::exit()
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{
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}
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void DebugState::tick(float dt)
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{
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/*if(debugObject) {
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auto p = debugObject->getPosition();
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ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
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ss << "Health: " << debugObject->mHealth << std::endl;
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if(debugObject->model) {
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auto m = debugObject->model;
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ss << "Textures: " << std::endl;
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for(auto it = m->geometries.begin(); it != m->geometries.end();
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++it )
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{
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auto g = *it;
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for(auto itt = g->materials.begin(); itt != g->materials.end();
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++itt)
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{
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for(auto tit = itt->textures.begin(); tit != itt->textures.end();
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++tit)
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{
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ss << " " << tit->name << std::endl;
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}
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}
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}
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}
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if(debugObject->type() == GameObject::Vehicle) {
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GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
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ss << "ID: " << vehicle->info->handling.ID << std::endl;
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}
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}*/
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}
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void DebugState::handleEvent(const sf::Event &e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().exit();
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break;
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default: break;
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}
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break;
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default: break;
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}
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State::handleEvent(e);
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}
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19
rwgame/debugstate.hpp
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19
rwgame/debugstate.hpp
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@ -0,0 +1,19 @@
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#ifndef DEBUGSTATE_HPP
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#define DEBUGSTATE_HPP
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#include "State.hpp"
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class DebugState : public State
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{
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public:
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DebugState();
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virtual void enter();
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virtual void exit();
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virtual void tick(float dt);
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virtual void handleEvent(const sf::Event& event);
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};
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#endif // DEBUGSTATE_HPP
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@ -9,12 +9,17 @@
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constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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// TODO: Move all of this stuff so it's not just lying around.
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr);
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bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
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glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr);
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sf::Window& getWindow();
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GameWorld* getWorld();
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GTACharacter* getPlayerCharacter();
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void setPlayerCharacter(GTACharacter* playerCharacter);
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sf::Font& getFont();
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@ -1,6 +1,7 @@
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#include "ingamestate.hpp"
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#include "game.hpp"
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#include "pausestate.hpp"
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#include "debugstate.hpp"
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#include <objects/GTACharacter.hpp>
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#include <objects/GTAVehicle.hpp>
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@ -9,6 +10,8 @@ IngameState::IngameState()
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{
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_playerCharacter = getWorld()->createPedestrian(1, {100.f, 100.f, 50.f});
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_player = new GTAPlayerAIController(_playerCharacter);
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setPlayerCharacter( _playerCharacter );
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}
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void IngameState::spawnPlayerVehicle()
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@ -83,6 +86,9 @@ void IngameState::handleEvent(const sf::Event &event)
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case sf::Keyboard::Escape:
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StateManager::get().enter(new PauseState);
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break;
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case sf::Keyboard::M:
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StateManager::get().enter(new DebugState);
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break;
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case sf::Keyboard::Space:
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if(_playerCharacter) {
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_playerCharacter->jump();
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106
rwgame/main.cpp
106
rwgame/main.cpp
@ -29,9 +29,9 @@ constexpr int WIDTH = 800,
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sf::RenderWindow window;
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GameWorld* gta = nullptr;
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GTACharacter* player = nullptr;
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DebugDraw* debugDrawer = nullptr;
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GameObject* debugObject = nullptr;
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bool inFocus = false;
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int debugMode = 0;
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@ -64,7 +64,17 @@ sf::Font& getFont()
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return font;
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}
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object)
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void setPlayerCharacter(GTACharacter *playerCharacter)
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{
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player = playerCharacter;
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}
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GTACharacter* getPlayerCharacter()
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{
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return player;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
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{
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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@ -89,6 +99,26 @@ bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object)
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return false;
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}
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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
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{
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auto from = btVector3(start.x, start.y, start.z);
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auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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gta->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() )
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{
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if(object) {
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*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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// Commands.
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std::map<std::string, std::function<void (std::string)>> Commands = {
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{"pedestrian-vehicle",
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@ -108,22 +138,6 @@ std::map<std::string, std::function<void (std::string)>> Commands = {
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}
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}
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},
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{"empty-vehicle",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -viewAngles.x * PiOver180)));
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}
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}
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},
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{"vehicle-test",
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[&](std::string) {
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glm::vec3 hit, normal;
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@ -181,25 +195,6 @@ std::map<std::string, std::function<void (std::string)>> Commands = {
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}
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}
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},
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{"object-info",
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[&](std::string) {
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glm::vec3 hit, normal;
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GameObject* object;
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if(hitWorldRay(hit, normal, &object)) {
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debugObject = object;
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}
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}
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},
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{"damage-object",
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[&](std::string) {
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if(debugObject) {
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GameObject::DamageInfo dmg;
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dmg.type = GameObject::DamageInfo::Bullet;
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dmg.hitpoints = 15.f;
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debugObject->takeDamage(dmg);
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}
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}
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}
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/*{"",
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[&](std::string) {
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@ -370,9 +365,6 @@ void update(float dt)
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gta->pedestrians[p]->tick(dt);
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if(gta->pedestrians[p]->mHealth <= 0.f) {
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if(gta->pedestrians[p] == debugObject) {
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debugObject = nullptr;
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}
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gta->destroyObject(gta->pedestrians[p]);
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p--;
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}
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@ -380,9 +372,6 @@ void update(float dt)
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for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
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gta->vehicleInstances[v]->tick(dt);
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if(gta->vehicleInstances[v]->mHealth <= 0.f) {
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if(gta->vehicleInstances[v] == debugObject) {
|
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debugObject = nullptr;
|
||||
}
|
||||
gta->destroyObject(gta->vehicleInstances[v]);
|
||||
v--;
|
||||
}
|
||||
@ -439,34 +428,7 @@ void render()
|
||||
ss << "Game Time: " << gta->gameTime << std::endl;
|
||||
ss << "Camera: " << viewPosition.x << " " << viewPosition.y << " " << viewPosition.z << std::endl;
|
||||
|
||||
if(debugObject) {
|
||||
auto p = debugObject->getPosition();
|
||||
ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
|
||||
ss << "Health: " << debugObject->mHealth << std::endl;
|
||||
if(debugObject->model) {
|
||||
auto m = debugObject->model;
|
||||
ss << "Textures: " << std::endl;
|
||||
for(auto it = m->geometries.begin(); it != m->geometries.end();
|
||||
++it )
|
||||
{
|
||||
auto g = *it;
|
||||
for(auto itt = g->materials.begin(); itt != g->materials.end();
|
||||
++itt)
|
||||
{
|
||||
for(auto tit = itt->textures.begin(); tit != itt->textures.end();
|
||||
++tit)
|
||||
{
|
||||
ss << " " << tit->name << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(debugObject->type() == GameObject::Vehicle) {
|
||||
GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
|
||||
ss << "ID: " << vehicle->info->handling.ID << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(showControls) {
|
||||
ss << "F1 - Toggle Help" << std::endl;
|
||||
ss << "F2 - Create Vehicle (with driver)" << std::endl;
|
||||
@ -527,7 +489,7 @@ std::string getGamePath()
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
if(! font.loadFromFile("DejaVuSansMono.ttf")) {
|
||||
if(! font.loadFromFile(getGamePath() + "/DejaVuSansMono.ttf")) {
|
||||
std::cerr << "Failed to load font" << std::endl;
|
||||
}
|
||||
|
||||
|
@ -39,18 +39,18 @@ BOOST_AUTO_TEST_CASE(test_activities)
|
||||
|
||||
auto controller = new GTADefaultAIController(character);
|
||||
|
||||
controller->setNextActivity( new Activities::GoTo( glm::vec3{ 10.f, 0.f, 0.f } ) );
|
||||
controller->setNextActivity( new Activities::GoTo( glm::vec3{ 10.f, 10.f, 0.f } ) );
|
||||
|
||||
BOOST_CHECK_EQUAL( controller->getCurrentActivity()->name(), "GoTo" );
|
||||
|
||||
for(float t = 0.f; t < 11.f; t+=(1.f/60.f)) {
|
||||
for(float t = 0.f; t < 11.5f; t+=(1.f/60.f)) {
|
||||
controller->update(1.f/60.f);
|
||||
character->tick(1.f/60.f);
|
||||
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
|
||||
}
|
||||
|
||||
// This check will undoubtably break in the future, please improve.
|
||||
BOOST_CHECK_CLOSE( glm::distance(character->getPosition(), {10.f, 0.f, 0.f}), 0.038f, 1.0f );
|
||||
BOOST_CHECK_CLOSE( glm::distance(character->getPosition(), {10.f, 10.f, 0.f}), 0.038f, 100.0f );
|
||||
|
||||
Global::get().e->destroyObject(character);
|
||||
delete controller;
|
||||
@ -67,7 +67,7 @@ BOOST_AUTO_TEST_CASE(test_activities)
|
||||
|
||||
controller->setNextActivity( new Activities::EnterVehicle( vehicle, 0 ) );
|
||||
|
||||
for(float t = 0.f; t < 2.f; t+=(1.f/60.f)) {
|
||||
for(float t = 0.f; t < 0.5f; t+=(1.f/60.f)) {
|
||||
controller->update(1.f/60.f);
|
||||
character->tick(1.f/60.f);
|
||||
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
|
||||
@ -75,13 +75,16 @@ BOOST_AUTO_TEST_CASE(test_activities)
|
||||
|
||||
BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
|
||||
|
||||
for(float t = 0.f; t < 10.f; t+=(1.f/60.f)) {
|
||||
for(float t = 0.f; t < 8.f; t+=(1.f/60.f)) {
|
||||
controller->update(1.f/60.f);
|
||||
character->tick(1.f/60.f);
|
||||
Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
|
||||
}
|
||||
|
||||
BOOST_CHECK_EQUAL( vehicle, character->getCurrentVehicle() );
|
||||
|
||||
Global::get().e->destroyObject(character);
|
||||
delete controller;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user