// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2004 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: distancetest.cpp,v 1.9 2006-10-26 00:48:16 alriddoch Exp $ #include "rulesets/Entity.h" #include "modules/Location.h" // RelPos to self: (0,0,0) // RelPos ent -> tlve: (-1,-1,0) // RelPos tlve -> ent: (1,1,0) // RelPos ent1 -> ent2: (2,0,0) // RelPos ent3 -> ent4: (4,0,0) // RelPos ent3 -> ent4: (-1.36914e-07,-4,0) // RelPos ent3 -> ent4: (-2,-4,0) // RelPos ent3 -> ent4: (-4,-2,0) int main() { int ret = 0; { Entity tlve("0", 0), ent("1", 1); ent.m_location.m_loc = &tlve; ent.m_location.m_pos = Point3D(1, 1, 0); ent.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent.m_location, ent.m_location); std::cout << "RelPos to self: " << relPos << std::endl << std::flush; relPos = relativePos(ent.m_location, tlve.m_location); std::cout << "RelPos ent -> tlve: " << relPos << std::endl << std::flush; relPos = relativePos(tlve.m_location, ent.m_location); std::cout << "RelPos tlve -> ent: " << relPos << std::endl << std::flush; ent.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(-1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion().identity(); ent2.m_location.m_loc = &tlve; ent2.m_location.m_pos = Point3D(1, 1, 0); ent2.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent1.m_location, ent2.m_location); std::cout << "RelPos ent1 -> ent2: " << relPos << std::endl << std::flush; ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2), ent3("3", 3), ent4("4", 4); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(-1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion().identity(); ent2.m_location.m_loc = &tlve; ent2.m_location.m_pos = Point3D(1, 1, 0); ent2.m_location.m_orientation = WFMath::Quaternion().identity(); ent3.m_location.m_loc = &ent1; ent3.m_location.m_pos = Point3D(-1, 1, 0); ent3.m_location.m_orientation = WFMath::Quaternion().identity(); ent4.m_location.m_loc = &ent2; ent4.m_location.m_pos = Point3D(1, 1, 0); ent4.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3.m_location, ent4.m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; ent3.m_location.m_loc = 0; ent4.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2), ent3("3", 3), ent4("4", 4); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(-1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion().identity(); ent2.m_location.m_loc = &tlve; ent2.m_location.m_pos = Point3D(1, 1, 0); ent2.m_location.m_orientation = WFMath::Quaternion().identity(); ent3.m_location.m_loc = &ent1; ent3.m_location.m_pos = Point3D(-1, 1, 0); ent3.m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4.m_location.m_loc = &ent2; ent4.m_location.m_pos = Point3D(1, 1, 0); ent4.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3.m_location, ent4.m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; ent3.m_location.m_loc = 0; ent4.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2), ent3("3", 3), ent4("4", 4); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(-1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion().identity(); ent2.m_location.m_loc = &tlve; ent2.m_location.m_pos = Point3D(1, 1, 0); ent2.m_location.m_orientation = WFMath::Quaternion(2, -M_PI / 2.f); ent3.m_location.m_loc = &ent1; ent3.m_location.m_pos = Point3D(-1, 1, 0); ent3.m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4.m_location.m_loc = &ent2; ent4.m_location.m_pos = Point3D(1, 1, 0); ent4.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3.m_location, ent4.m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << std::endl << std::flush; ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; ent3.m_location.m_loc = 0; ent4.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2), ent3("3", 3), ent4("4", 4); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(-1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent2.m_location.m_loc = &tlve; ent2.m_location.m_pos = Point3D(1, 1, 0); ent2.m_location.m_orientation = WFMath::Quaternion().identity(); ent3.m_location.m_loc = &ent1; ent3.m_location.m_pos = Point3D(-1, 1, 0); ent3.m_location.m_orientation = WFMath::Quaternion(2, M_PI / 2.f); ent4.m_location.m_loc = &ent2; ent4.m_location.m_pos = Point3D(1, 1, 0); ent4.m_location.m_orientation = WFMath::Quaternion().identity(); Point3D relPos = relativePos(ent3.m_location, ent4.m_location); Vector3D distance = distanceTo(ent3.m_location, ent4.m_location); std::cout << "RelPos ent3 -> ent4: " << relPos << " Distance ent3 -> ent4: " << distance << std::endl << std::flush; ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; ent3.m_location.m_loc = 0; ent4.m_location.m_loc = 0; } { Entity tlve("0", 0), ent1("1", 1), ent2("2", 2); ent1.m_location.m_loc = &tlve; ent1.m_location.m_pos = Point3D(1, 1, 0); ent1.m_location.m_orientation = WFMath::Quaternion().identity(); ent2.m_location.m_loc = &ent1; ent2.m_location.m_pos = Point3D(0, 0, 0); ent2.m_location.m_orientation = WFMath::Quaternion().identity(); Vector3D distance = distanceTo(ent1.m_location, ent2.m_location); std::cout << "Distance ent1 -> ent2: " << distance << "," << distance.isValid() << std::endl << std::flush; assert(distance.isValid()); assert(distance == Vector3D(0,0,0)); ent1.m_location.m_loc = 0; ent2.m_location.m_loc = 0; } return ret; }