104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
#include <Nazara/Graphics/ParticleGroup.hpp>
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#include <Catch/catch.hpp>
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#include <Nazara/Core/SparsePtr.hpp>
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#include <Nazara/Graphics/ParticleMapper.hpp>
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class TestParticleController : public Nz::ParticleController
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{
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public:
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// Be aware that the interval is [startId, endId] and NOT [startId, endId)
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void Apply(Nz::ParticleGroup& system, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime) override
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{
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Nz::SparsePtr<Nz::Vector3f> positionPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Position);
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Nz::SparsePtr<Nz::Vector3f> velocityPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Velocity);
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Nz::SparsePtr<float> lifePtr = mapper.GetComponentPtr<float>(Nz::ParticleComponent_Life);
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for (unsigned int i = startId; i <= endId; ++i)
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{
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Nz::Vector3f& particlePosition = positionPtr[i];
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Nz::Vector3f& particleVelocity = velocityPtr[i];
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float& particleLife = lifePtr[i];
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particleLife -= elapsedTime;
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if (particleLife <= 0.f)
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system.KillParticle(i);
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}
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}
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};
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class TestParticleEmitter : public Nz::ParticleEmitter
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{
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public:
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~TestParticleEmitter() override = default;
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void Emit(Nz::ParticleGroup& system, float elapsedTime) const override
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{
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system.GenerateParticles(GetEmissionCount());
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}
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private:
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void SetupParticles(Nz::ParticleMapper& mapper, unsigned int count) const override
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{
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}
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};
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class TestParticleGenerator : public Nz::ParticleGenerator
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{
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public:
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~TestParticleGenerator() override = default;
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// Be aware that the interval is [startId, endId] and NOT [startId, endId)
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void Generate(Nz::ParticleGroup& system, Nz::ParticleMapper& mapper, unsigned int startId, unsigned int endId) override
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{
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Nz::SparsePtr<Nz::Vector3f> positionPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Position);
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Nz::SparsePtr<Nz::Vector3f> velocityPtr = mapper.GetComponentPtr<Nz::Vector3f>(Nz::ParticleComponent_Velocity);
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Nz::SparsePtr<float> lifePtr = mapper.GetComponentPtr<float>(Nz::ParticleComponent_Life);
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for (unsigned int i = startId; i <= endId; ++i)
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{
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Nz::Vector3f& particlePosition = positionPtr[i];
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Nz::Vector3f& particleVelocity = velocityPtr[i];
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float& particleLife = lifePtr[i];
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particlePosition = Nz::Vector3f::Zero();
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particleVelocity = Nz::Vector3f::UnitX();
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particleLife = 1.3f;
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}
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}
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};
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SCENARIO("ParticleGroup", "[GRAPHICS][PARTICLEGROUP]")
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{
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GIVEN("A particle system of maximum 10 billboards with its generators")
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{
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// These need to be alive longer than the particle system
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TestParticleController particleController;
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TestParticleGenerator particleGenerator;
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Nz::ParticleGroup particleGroup(10, Nz::ParticleLayout_Billboard);
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particleGroup.AddController(&particleController);
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TestParticleEmitter particleEmitter;
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particleEmitter.SetEmissionCount(10);
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particleGroup.AddEmitter(&particleEmitter);
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particleGroup.AddGenerator(&particleGenerator);
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WHEN("We update to generate 10 particles")
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{
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particleGroup.Update(1.f);
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THEN("There must be 10 particles")
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{
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REQUIRE(particleGroup.GetParticleCount() == 10);
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}
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AND_THEN("We update to make them die")
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{
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particleGroup.Update(2.f);
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REQUIRE(particleGroup.GetParticleCount() == 0);
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}
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}
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}
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}
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