// // Bug-1174 // http://code.google.com/p/cocos2d-iphone/issues/detail?id=1174 // #include "Bug-1174.h" int check_for_error( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float s, float t ); int check_for_error( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float s, float t ) { // the hit point is p3 + t * (p4 - p3); // the hit point also is p1 + s * (p2 - p1); auto p4_p3 = p4 - p3; auto p4_p3_t = p4_p3 * t; auto hitPoint1 = p3 + p4_p3_t; auto p2_p1 = p2 - p1; auto p2_p1_s = p2_p1 * s; auto hitPoint2 = p1 + p2_p1_s; // Since float has rounding errors, only check if diff is < 0.05 if( (fabs( hitPoint1.x - hitPoint2.x) > 0.1f) || ( fabs(hitPoint1.y - hitPoint2.y) > 0.1f) ) { log("ERROR: (%f,%f) != (%f,%f)", hitPoint1.x, hitPoint1.y, hitPoint2.x, hitPoint2.y); return 1; } return 0; } bool Bug1174Layer::init() { if (BugsTestBaseLayer::init()) { // // seed // srand(0); Vector2 A,B,C,D,p1,p2,p3,p4; float s,t; int err=0; int ok=0; // // Test 1. // log("Test1 - Start"); for( int i=0; i < 10000; i++) { // A | b // ----- // c | d float ax = CCRANDOM_0_1() * -5000; float ay = CCRANDOM_0_1() * 5000; // a | b // ----- // c | D float dx = CCRANDOM_0_1() * 5000; float dy = CCRANDOM_0_1() * -5000; // a | B // ----- // c | d float bx = CCRANDOM_0_1() * 5000; float by = CCRANDOM_0_1() * 5000; // a | b // ----- // C | d float cx = CCRANDOM_0_1() * -5000; float cy = CCRANDOM_0_1() * -5000; A = Vector2(ax,ay); B = Vector2(bx,by); C = Vector2(cx,cy); D = Vector2(dx,dy); if( Vector2::isLineIntersect( A, D, B, C, &s, &t) ) { if( check_for_error(A, D, B, C, s, t) ) err++; else ok++; } } log("Test1 - End. OK=%i, Err=%i", ok, err); // // Test 2. // log("Test2 - Start"); p1 = Vector2(220,480); p2 = Vector2(304,325); p3 = Vector2(264,416); p4 = Vector2(186,416); s = 0.0f; t = 0.0f; if( Vector2::isLineIntersect(p1, p2, p3, p4, &s, &t) ) check_for_error(p1, p2, p3, p4, s,t ); log("Test2 - End"); // // Test 3 // log("Test3 - Start"); ok=0; err=0; for( int i=0;i<10000;i++) { // A | b // ----- // c | d float ax = CCRANDOM_0_1() * -500; float ay = CCRANDOM_0_1() * 500; p1 = Vector2(ax,ay); // a | b // ----- // c | D float dx = CCRANDOM_0_1() * 500; float dy = CCRANDOM_0_1() * -500; p2 = Vector2(dx,dy); ////// float y = ay - ((ay - dy) /2.0f); // a | b // ----- // C | d float cx = CCRANDOM_0_1() * -500; p3 = Vector2(cx,y); // a | B // ----- // c | d float bx = CCRANDOM_0_1() * 500; p4 = Vector2(bx,y); s = 0.0f; t = 0.0f; if( Vector2::isLineIntersect(p1, p2, p3, p4, &s, &t) ) { if( check_for_error(p1, p2, p3, p4, s,t ) ) err++; else ok++; } } log("Test3 - End. OK=%i, err=%i", ok, err); return true; } return false; }