mirror of https://github.com/axmolengine/axmol.git
164 lines
3.9 KiB
C++
164 lines
3.9 KiB
C++
//
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// Bug-1174
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// http://code.google.com/p/cocos2d-iphone/issues/detail?id=1174
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//
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#include "Bug-1174.h"
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USING_NS_CC;
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int check_for_error( Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4, float s, float t );
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int check_for_error( Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4, float s, float t )
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{
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// the hit point is p3 + t * (p4 - p3);
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// the hit point also is p1 + s * (p2 - p1);
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auto p4_p3 = p4 - p3;
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auto p4_p3_t = p4_p3 * t;
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auto hitPoint1 = p3 + p4_p3_t;
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auto p2_p1 = p2 - p1;
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auto p2_p1_s = p2_p1 * s;
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auto hitPoint2 = p1 + p2_p1_s;
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// Since float has rounding errors, only check if diff is < 0.05
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if( (fabs( hitPoint1.x - hitPoint2.x) > 0.1f) || ( fabs(hitPoint1.y - hitPoint2.y) > 0.1f) )
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{
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log("ERROR: (%f,%f) != (%f,%f)", hitPoint1.x, hitPoint1.y, hitPoint2.x, hitPoint2.y);
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return 1;
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}
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return 0;
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}
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bool Bug1174Layer::init()
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{
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if (BugsTestBase::init())
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{
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// // seed
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// srand(0);
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Vec2 A,B,C,D,p1,p2,p3,p4;
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float s,t;
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int err=0;
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int ok=0;
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//
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// Test 1.
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//
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log("Test1 - Start");
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for( int i=0; i < 10000; i++)
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{
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// A | b
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// -----
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// c | d
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float ax = CCRANDOM_0_1() * -5000;
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float ay = CCRANDOM_0_1() * 5000;
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// a | b
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// -----
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// c | D
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float dx = CCRANDOM_0_1() * 5000;
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float dy = CCRANDOM_0_1() * -5000;
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// a | B
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// -----
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// c | d
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float bx = CCRANDOM_0_1() * 5000;
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float by = CCRANDOM_0_1() * 5000;
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// a | b
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// -----
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// C | d
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float cx = CCRANDOM_0_1() * -5000;
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float cy = CCRANDOM_0_1() * -5000;
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A = Vec2(ax,ay);
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B = Vec2(bx,by);
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C = Vec2(cx,cy);
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D = Vec2(dx,dy);
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if( Vec2::isLineIntersect( A, D, B, C, &s, &t) ) {
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if( check_for_error(A, D, B, C, s, t) )
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err++;
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else
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ok++;
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}
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}
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log("Test1 - End. OK=%i, Err=%i", ok, err);
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//
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// Test 2.
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//
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log("Test2 - Start");
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p1 = Vec2(220,480);
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p2 = Vec2(304,325);
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p3 = Vec2(264,416);
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p4 = Vec2(186,416);
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s = 0.0f;
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t = 0.0f;
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if( Vec2::isLineIntersect(p1, p2, p3, p4, &s, &t) )
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check_for_error(p1, p2, p3, p4, s,t );
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log("Test2 - End");
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//
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// Test 3
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//
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log("Test3 - Start");
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ok=0;
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err=0;
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for( int i=0;i<10000;i++)
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{
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// A | b
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// -----
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// c | d
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float ax = CCRANDOM_0_1() * -500;
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float ay = CCRANDOM_0_1() * 500;
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p1 = Vec2(ax,ay);
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// a | b
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// -----
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// c | D
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float dx = CCRANDOM_0_1() * 500;
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float dy = CCRANDOM_0_1() * -500;
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p2 = Vec2(dx,dy);
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//////
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float y = ay - ((ay - dy) /2.0f);
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// a | b
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// -----
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// C | d
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float cx = CCRANDOM_0_1() * -500;
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p3 = Vec2(cx,y);
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// a | B
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// -----
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// c | d
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float bx = CCRANDOM_0_1() * 500;
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p4 = Vec2(bx,y);
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s = 0.0f;
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t = 0.0f;
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if( Vec2::isLineIntersect(p1, p2, p3, p4, &s, &t) ) {
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if( check_for_error(p1, p2, p3, p4, s,t ) )
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err++;
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else
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ok++;
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}
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}
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log("Test3 - End. OK=%i, err=%i", ok, err);
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return true;
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}
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return false;
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}
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