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Merge pull request #713 from danhedron/transform-cleanup

Cleanup Atomic & Clump usage
This commit is contained in:
Daniel Evans 2019-05-17 20:23:26 +01:00 committed by GitHub
commit 76fc914695
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GPG Key ID: 4AEE18F83AFDEB23
30 changed files with 138 additions and 177 deletions

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@ -82,10 +82,10 @@ ModelFramePtr ModelFrame::cloneHierarchy() const {
return self;
}
AtomicPtr Atomic::clone() const {
AtomicPtr Atomic::clone(const ModelFramePtr& newFrame) const {
auto newatomic = std::make_shared<Atomic>();
newatomic->setGeometry(getGeometry());
newatomic->setFrame(getFrame());
newatomic->setFrame(newFrame ? newFrame : getFrame());
newatomic->setFlags(getFlags());
return newatomic;
}
@ -118,6 +118,7 @@ ClumpPtr Clump::clone() const {
auto newroot = rootframe_->cloneHierarchy();
auto clump = std::make_shared<Clump>();
clump->setFrame(newroot);
clump->boundingRadius = boundingRadius;
// This isn't the most optimal implementation, but this code is likely
// to be replaced soon.

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@ -234,7 +234,7 @@ public:
}
}
AtomicPtr clone() const;
AtomicPtr clone(const ModelFramePtr& newFrame = {}) const;
};
/**

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@ -21,30 +21,21 @@
#include "objects/GameObject.hpp"
#include "objects/VehicleInfo.hpp"
class GameObjectMotionState : public btMotionState {
public:
GameObjectMotionState(GameObject* object) : m_object(object) {
}
void getWorldTransform(btTransform& tform) const override {
void GameObjectMotionState::getWorldTransform(btTransform& tform) const {
auto& position = m_object->getPosition();
auto& rotation = m_object->getRotation();
tform.setOrigin(btVector3(position.x, position.y, position.z));
tform.setRotation(
btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
}
}
void setWorldTransform(const btTransform& tform) override {
void GameObjectMotionState::setWorldTransform(const btTransform& tform) {
auto& o = tform.getOrigin();
auto r = tform.getRotation();
glm::vec3 position(o.x(), o.y(), o.z());
glm::quat rotation(r.w(), r.x(), r.y(), r.z());
m_object->updateTransform(position, rotation);
}
private:
GameObject* m_object;
};
}
CollisionInstance::~CollisionInstance() {
if (m_body) {

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@ -4,10 +4,10 @@
#include <memory>
#include <vector>
#include <btBulletDynamicsCommon.h>
class btCollisionShape;
class btCompoundShape;
class btMotionState;
class btRigidBody;
class btTriangleIndexVertexArray;
struct CollisionModel;
@ -15,6 +15,19 @@ class GameObject;
struct DynamicObjectData;
struct VehicleHandlingInfo;
class GameObjectMotionState : public btMotionState {
public:
explicit GameObjectMotionState(GameObject* object) : m_object(object) {
}
void getWorldTransform(btTransform& tform) const override;
void setWorldTransform(const btTransform& tform) override;
private:
GameObject* m_object;
};
/**
* @brief CollisionInstance stores bullet body information
*/

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@ -227,7 +227,7 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
if (id == 0) {
auto playerobj = pedestrianPool.find(state->playerObject);
if (playerobj) {
model = playerobj->getModel();
model = playerobj->getClump();
}
}
@ -1050,7 +1050,7 @@ GameWorld::findOverlappingObjects(const glm::vec3 &center,
auto checkObjects = [&](const auto& objects) {
for (auto& p : objects) {
const auto& object = p.second.get();
auto objectBounds = object->getModel()->getBoundingRadius();
auto objectBounds = object->getClump()->getBoundingRadius();
if (glm::distance(center, object->getPosition()) <
radius + objectBounds) {
overlapping.push_back(object);

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@ -38,7 +38,7 @@ Garage::Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
for (const auto& p : engine->instancePool.objects) {
const auto inst = static_cast<InstanceObject*>(p.second.get());
if (!inst->getModel()) {
if (!inst->getClump()) {
continue;
}

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@ -16,7 +16,7 @@ Payphone::Payphone(GameWorld* engine_, size_t id_, const glm::vec2& coord)
// Find payphone object, original game does this differently
for (const auto& p : engine->instancePool.objects) {
auto o = p.second.get();
if (!o->getModel()) {
if (!o->getClump()) {
continue;
}
if (o->getModelInfo<BaseModelInfo>()->name != "phonebooth1") {

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@ -43,9 +43,8 @@ CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
ai::CharacterController* controller)
: GameObject(engine, pos, rot, modelinfo), controller(controller) {
auto info = getModelInfo<PedModelInfo>();
setClump(info->getModel()->clone());
if (info->getModel()) {
setModel(info->getModel());
setModel(info->getModel()->clone());
animator = std::make_unique<Animator>(getClump());
createActor();
@ -70,7 +69,7 @@ void CharacterObject::createActor(const glm::vec2& size) {
}
// Don't create anything without a valid model.
if (getModel()) {
if (getClump()) {
btTransform tf;
tf.setIdentity();
tf.setOrigin(btVector3(position.x, position.y, position.z));

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@ -53,7 +53,7 @@ class GameWorld;
* @brief The CharacterObject struct
* Implements Character object behaviours.
*/
class CharacterObject final : public GameObject, public ClumpObject {
class CharacterObject final : public GameObject {
private:
CharacterState currentState{};

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@ -10,12 +10,11 @@ CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
BaseModelInfo *modelinfo)
: GameObject(engine, pos, rot, modelinfo) {
if (model) {
setModel(model);
setModel(model->clone());
}
else {
setModel(getModelInfo<ClumpModelInfo>()->getModel());
setModel(getModelInfo<ClumpModelInfo>()->getModel()->clone());
}
setClump(getModel()->clone());
animator = std::make_unique<Animator>(getClump());
}

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@ -12,7 +12,7 @@ class ModelFrame;
/**
* @brief Object type used for cutscene animations.
*/
class CutsceneObject final : public GameObject, public ClumpObject {
class CutsceneObject final : public GameObject {
GameObject* _parent = nullptr;
ModelFrame* _bone = nullptr;

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@ -1,11 +1,16 @@
#include "objects/GameObject.hpp"
#include <data/Clump.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "engine/Animator.hpp"
const AtomicPtr GameObject::NullAtomic;
const ClumpPtr GameObject::NullClump;
GameObject::~GameObject() {
if (modelinfo_) {
modelinfo_->removeReference();
@ -13,7 +18,7 @@ GameObject::~GameObject() {
}
void GameObject::setPosition(const glm::vec3& pos) {
_lastPosition = position = pos;
position = pos;
}
void GameObject::setRotation(const glm::quat& orientation) {
@ -31,9 +36,18 @@ void GameObject::setHeading(float heading) {
setRotation(quat);
}
glm::mat4 GameObject::getTimeAdjustedTransform(float alpha) const {
glm::mat4 t{1.0f};
t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
return t;
void GameObject::updateTransform(const glm::vec3& pos, const glm::quat& rot) {
position = pos;
rotation = rot;
const auto& clump = getClump();
const auto& atomic = getAtomic();
if (clump) {
clump->getFrame()->setRotation(glm::mat3_cast(rot));
clump->getFrame()->setTranslation(pos);
}
if (atomic) {
atomic->getFrame()->setRotation(glm::mat3_cast(rot));
atomic->getFrame()->setTranslation(pos);
}
}

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@ -2,6 +2,7 @@
#define _RWENGINE_GAMEOBJECT_HPP_
#include <limits>
#include <variant>
#include <glm/gtc/quaternion.hpp>
#include <glm/vec3.hpp>
@ -22,16 +23,15 @@ class GameWorld;
* tracking used to make tunnels work.
*/
class GameObject {
glm::vec3 _lastPosition;
glm::quat _lastRotation;
GameObjectID objectID = 0;
BaseModelInfo* modelinfo_;
/**
* Model used for rendering
*/
ClumpPtr model_ = nullptr;
using Model = std::variant<AtomicPtr, ClumpPtr>;
Model model_;
static const AtomicPtr NullAtomic;
static const ClumpPtr NullClump;
protected:
void changeModelInfo(BaseModelInfo* next) {
@ -60,12 +60,7 @@ public:
GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot,
BaseModelInfo* modelinfo)
: _lastPosition(pos)
, _lastRotation(rot)
, modelinfo_(modelinfo)
, position(pos)
, rotation(rot)
, engine(engine) {
: modelinfo_(modelinfo), position(pos), rotation(rot), engine(engine) {
if (modelinfo_) {
modelinfo_->addReference();
}
@ -92,16 +87,30 @@ public:
return static_cast<T*>(modelinfo_);
}
/**
* @return The model used in rendering
*/
ClumpPtr getModel() const {
const Model& getModel() const {
return model_;
}
/**
* Changes the current model, used for re-dressing chars
*/
const AtomicPtr& getAtomic() const {
if (auto atomic = std::get_if<AtomicPtr>(&model_))
{
return *atomic;
}
return NullAtomic;
}
const ClumpPtr& getClump() const {
if (auto clump = std::get_if<ClumpPtr>(&model_))
{
return *clump;
}
return NullClump;
}
void setModel(const AtomicPtr& model) {
model_ = model;
}
void setModel(const ClumpPtr& model) {
model_ = model;
}
@ -132,9 +141,6 @@ public:
const glm::vec3& getPosition() const {
return position;
}
const glm::vec3& getLastPosition() const {
return _lastPosition;
}
const glm::quat& getRotation() const {
return rotation;
@ -213,17 +219,6 @@ public:
virtual void tick(float dt) = 0;
/**
* @brief Function used to modify the last transform
* @param newPos
*/
void _updateLastTransform() {
_lastPosition = getPosition();
_lastRotation = getRotation();
}
glm::mat4 getTimeAdjustedTransform(float alpha) const;
enum ObjectLifetime {
/// lifetime has not been set
UnknownLifetime,
@ -254,29 +249,10 @@ public:
}
}
virtual void updateTransform(const glm::vec3& pos, const glm::quat& rot) {
_lastPosition = position;
_lastRotation = rotation;
position = pos;
rotation = rot;
}
void updateTransform(const glm::vec3& pos, const glm::quat& rot);
private:
ObjectLifetime lifetime = GameObject::UnknownLifetime;
};
class ClumpObject {
ClumpPtr clump_;
protected:
void setClump(const ClumpPtr& ptr) {
clump_ = ptr;
}
public:
const ClumpPtr& getClump() const {
return clump_;
}
};
#endif // __GAMEOBJECTS_HPP__

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@ -165,13 +165,8 @@ void InstanceObject::changeModel(BaseModelInfo* incoming, int atomicNumber) {
atomicNumber);
auto atomic = getModelInfo<SimpleModelInfo>()->getAtomic(atomicNumber);
if (atomic) {
auto previous = atomic_;
atomic_ = atomic->clone();
if (previous) {
atomic_->setFrame(previous->getFrame());
} else {
atomic_->setFrame(std::make_shared<ModelFrame>());
}
const auto frame = atomic_ ? atomic_->getFrame() : std::make_shared<ModelFrame>();
atomic_ = atomic->clone(frame);
}
if (collision) {
@ -270,11 +265,3 @@ void InstanceObject::setSolid(bool solid) {
}
body->getBulletBody()->setCollisionFlags(flags);
}
void InstanceObject::updateTransform(const glm::vec3& pos,
const glm::quat& rot) {
position = pos;
rotation = rot;
getAtomic()->getFrame()->setRotation(glm::mat3_cast(rot));
getAtomic()->getFrame()->setTranslation(pos);
}

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@ -86,8 +86,6 @@ public:
float getHealth() const {
return health;
}
void updateTransform(const glm::vec3& pos, const glm::quat& rot) override;
};
#endif

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@ -271,6 +271,10 @@ PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
setEnabled(true);
setCollected(false);
auto modelData = getModelInfo<SimpleModelInfo>();
setModel(modelData->getAtomic(0)->clone(std::make_shared<ModelFrame>()));
updateTransform(getPosition(), getRotation());
}
PickupObject::~PickupObject() {
@ -313,6 +317,12 @@ void PickupObject::tick(float dt) {
glm::vec4(red / 255.f, green / 255.f, blue / 255.f, 1.f) * colourValue;
if (m_enabled) {
static constexpr float kRotationSpeedCoeff = 3.0f;
updateTransform(
getPosition(),
glm::angleAxis(engine->getGameTime() * kRotationSpeedCoeff,
glm::vec3(0.f, 0.f, 1.f)));
// Sort out interactions with things that may or may not be players.
btManifoldArray manifoldArray;
btBroadphasePairArray& pairArray =

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@ -117,8 +117,9 @@ void ProjectileObject::cleanup() {
ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
const ProjectileObject::ProjectileInfo& info)
: GameObject(world, position, glm::quat{1.0f,0.0f,0.0f,0.0f}, nullptr)
, _info(info) {
: GameObject(world, position, glm::quat{1.0f, 0.0f, 0.0f, 0.0f}, nullptr)
, _info(info)
, _motionState(this) {
_shape = std::make_unique<btSphereShape>(0.45f);
btVector3 inertia(0.f, 0.f, 0.f);
_shape->calculateLocalInertia(1.f, inertia);
@ -130,6 +131,7 @@ ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
ws.setOrigin(btVector3(position.x, position.y, position.z));
riginfo.m_startWorldTransform = ws;
riginfo.m_mass = 1.f;
riginfo.m_motionState = &_motionState;
_body = std::make_unique<btRigidBody>(riginfo);
_body->setUserPointer(this);
@ -158,6 +160,10 @@ ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
_ghostBody.get(), btBroadphaseProxy::SensorTrigger,
btBroadphaseProxy::AllFilter);
}
const auto& modelData = world->data->findModelInfo<SimpleModelInfo>(
getProjectileInfo().weapon->modelID);
setModel(modelData->getAtomic(0)->clone(std::make_shared<ModelFrame>()));
}
ProjectileObject::~ProjectileObject() {
@ -167,12 +173,6 @@ ProjectileObject::~ProjectileObject() {
void ProjectileObject::tick(float dt) {
if (_body == nullptr) return;
auto& bttr = _body->getWorldTransform();
position = {bttr.getOrigin().x(), bttr.getOrigin().y(),
bttr.getOrigin().z()};
auto r = bttr.getRotation();
rotation = {r.x(), r.y(), r.z(), r.w()};
_info.time -= dt;
if (_ghostBody) {

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@ -1,13 +1,12 @@
#ifndef _RWENGINE_PROJECTILEOBJECT_HPP_
#define _RWENGINE_PROJECTILEOBJECT_HPP_
#include <dynamics/CollisionInstance.hpp>
#include <objects/GameObject.hpp>
#include "render/VisualFX.hpp"
class GameWorld;
class btPairCachingGhostObject;
class btRigidBody;
class btSphereShape;
struct WeaponData;
@ -51,6 +50,8 @@ private:
/** Used for RPGs and Molotov collision detection */
std::unique_ptr<btPairCachingGhostObject> _ghostBody;
GameObjectMotionState _motionState;
bool _exploded = false;
void checkPhysicsContact();

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@ -173,8 +173,7 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
wheelsRotation.push_back(0.f);
}
setModel(getVehicle()->getModel());
setClump(getModelInfo<VehicleModelInfo>()->getModel()->clone());
setModel(getVehicle()->getModel()->clone());
setupModel();
}
@ -310,14 +309,6 @@ void VehicleObject::setRotation(const glm::quat& orientation) {
GameObject::setRotation(orientation);
}
void VehicleObject::updateTransform(const glm::vec3& pos,
const glm::quat& rot) {
position = pos;
rotation = rot;
getClump()->getFrame()->setRotation(glm::mat3_cast(rot));
getClump()->getFrame()->setTranslation(pos);
}
void VehicleObject::setExtraEnabled(size_t extra, bool enabled) {
auto atomic = extras_.at(extra);
if (!atomic) {

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@ -39,7 +39,7 @@ struct btVehicleRaycaster;
* @class VehicleObject
* Implements Vehicle behaviours.
*/
class VehicleObject final : public GameObject, public ClumpObject {
class VehicleObject final : public GameObject {
private:
float steerAngle{0.f};
float throttle{0.f};
@ -106,8 +106,6 @@ public:
glm::vec3 getCenterOffset() override;
void updateTransform(const glm::vec3& pos, const glm::quat& rot) override;
VehicleModelInfo* getVehicle() const {
return getModelInfo<VehicleModelInfo>();
}

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@ -349,7 +349,12 @@ RenderList GameRenderer::createObjectRenderList(const GameWorld *world) {
if (blip.second.target > 0) {
auto object = world->getBlipTarget(blip.second);
if (object) {
model = object->getTimeAdjustedTransform(_renderAlpha);
auto& clump = object->getClump();
auto& atomic = object->getAtomic();
if (clump)
model = clump->getFrame()->getWorldTransform();
else if (atomic)
model = atomic->getFrame()->getWorldTransform();
}
} else {
model = translate(model, blip.second.coord);

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@ -307,20 +307,8 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
void ObjectRenderer::renderPickup(PickupObject* pickup, RenderList& outList) {
if (!pickup->isEnabled()) return;
static constexpr float kRotationSpeedCoeff = 3.0f;
glm::mat4 modelMatrix =
glm::translate(glm::mat4(1.0f), pickup->getPosition());
modelMatrix = glm::rotate(modelMatrix, m_world->getGameTime() * kRotationSpeedCoeff,
glm::vec3(0.f, 0.f, 1.f));
auto odata = pickup->getModelInfo<SimpleModelInfo>();
RW_CHECK(odata, "Failed to read modelinfo for Pickup");
auto atomic = odata->getAtomic(0);
renderAtomic(atomic, modelMatrix, nullptr, outList);
const auto& atomic = pickup->getAtomic();
renderAtomic(atomic.get(), glm::mat4(1.f), nullptr, outList);
}
void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
@ -345,15 +333,8 @@ void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
void ObjectRenderer::renderProjectile(ProjectileObject* projectile,
RenderList& outList) {
glm::mat4 modelMatrix = projectile->getTimeAdjustedTransform(m_renderAlpha);
auto odata = m_world->data->findModelInfo<SimpleModelInfo>(
projectile->getProjectileInfo().weapon->modelID);
RW_CHECK(odata, "Failed to read modelinfo");
auto atomic = odata->getAtomic(0);
renderAtomic(atomic, modelMatrix, nullptr, outList);
const auto& atomic = projectile->getAtomic();
renderAtomic(atomic.get(), glm::mat4(1.0f), nullptr, outList);
}
void ObjectRenderer::buildRenderList(GameObject* object, RenderList& outList) {
@ -365,11 +346,9 @@ void ObjectRenderer::buildRenderList(GameObject* object, RenderList& outList) {
case GameObject::Character:
renderCharacter(static_cast<CharacterObject*>(object), outList);
break;
;
case GameObject::Vehicle:
renderVehicle(static_cast<VehicleObject*>(object), outList);
break;
;
case GameObject::Pickup:
renderPickup(static_cast<PickupObject*>(object), outList);
break;

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@ -219,9 +219,9 @@ ScriptModel getModel(const ScriptArguments& args, ScriptModel model);
inline void clearSpaceForObject(const ScriptArguments& args,
GameObject* object) {
RW_ASSERT(object->getModel());
RW_ASSERT(object->getClump());
auto radius = object->getModel()->getBoundingRadius();
auto radius = object->getClump()->getBoundingRadius();
const auto& overlapping = args.getWorld()->findOverlappingObjects(
object->getPosition(), radius);

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@ -10900,7 +10900,7 @@ void opcode_03b6(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
for(auto& p : args.getWorld()->instancePool.objects) {
auto o = p.second.get();
if( !o->getModel() ) continue;
if( !o->getClump() ) continue;
if( o->getModelInfo<BaseModelInfo>()->name != oldmodel ) continue;
float d = glm::distance(coord, o->getPosition());
if( d < radius ) {

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@ -605,7 +605,6 @@ void RWGame::tickObjects(float dt) const {
RW_PROFILE_SCOPEC("allObjects", MP_HOTPINK1);
RW_PROFILE_COUNTER_SET("tickObjects/allObjects", world->allObjects.size());
for (auto &object : world->allObjects) {
object->_updateLastTransform();
object->tick(dt);
}
}

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@ -439,7 +439,7 @@ const ViewCamera& IngameState::getCamera(float alpha) {
bool lookright = held(GameInputState::LookRight);
btCollisionObject* physTarget = player->getCharacter()->physObject.get();
auto targetTransform = target->getTimeAdjustedTransform(alpha);
auto targetTransform = target->getClump()->getFrame()->getWorldTransform();
glm::vec3 targetPosition(targetTransform[3]);
glm::vec3 lookTargetPosition(targetPosition);
@ -448,7 +448,7 @@ const ViewCamera& IngameState::getCamera(float alpha) {
if (target->type() == GameObject::Vehicle) {
auto vehicle = static_cast<VehicleObject*>(target);
auto model = vehicle->getModel();
auto model = vehicle->getClump();
auto maxDist = model->getBoundingRadius() * 2.f;
viewDistance = viewDistance + maxDist;
lookTargetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);

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@ -230,8 +230,8 @@ void ViewerWidget::showObject(quint16 item) {
RW_CHECK(_object != nullptr, "Dummy Object is null");
if (_object->getModel()) {
auto objectRadius = _object->getModel()->getBoundingRadius();
if (_object->getClump()) {
auto objectRadius = _object->getClump()->getBoundingRadius();
viewDistance = objectRadius * 2;
viewAngles.x = glm::radians(-45.f);
viewAngles.y = glm::radians(22.5f);

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@ -61,7 +61,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
VehicleObject* vehicle = Global::get().e->createVehicle(
90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
BOOST_REQUIRE(vehicle != nullptr);
BOOST_REQUIRE(vehicle->getModel() != nullptr);
BOOST_REQUIRE(vehicle->getClump() != nullptr);
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE(character != nullptr);

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@ -30,7 +30,7 @@ BOOST_AUTO_TEST_CASE(vehicle_parts) {
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
BOOST_REQUIRE(vehicle);
BOOST_REQUIRE(vehicle->getModel());
BOOST_REQUIRE(vehicle->getClump());
VehicleObject::Part* part = vehicle->getPart("bonnet_dummy");
@ -53,7 +53,7 @@ BOOST_AUTO_TEST_CASE(vehicle_part_vis) {
Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
BOOST_REQUIRE(vehicle);
BOOST_REQUIRE(vehicle->getModel());
BOOST_REQUIRE(vehicle->getClump());
VehicleObject::Part* bonnetpart = vehicle->getPart("bonnet_dummy");

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@ -39,7 +39,7 @@ BOOST_AUTO_TEST_CASE(TestDoWeaponScan, DATA_TEST_PREDICATE) {
// Test RADIUS scan
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});
BOOST_REQUIRE(character != nullptr);
BOOST_REQUIRE(character->getModel() != nullptr);
BOOST_REQUIRE(character->getClump() != nullptr);
BOOST_REQUIRE(character->physObject != nullptr);
WeaponScan scan(10.f, {0.f, 0.f, 10.f}, {0.f, 0.f, -10.f});