axmol/tests/cpp-tests/Classes/BugsTest/Bug-1174.cpp

164 lines
3.9 KiB
C++

//
// Bug-1174
// http://code.google.com/p/cocos2d-iphone/issues/detail?id=1174
//
#include "Bug-1174.h"
USING_NS_CC;
int check_for_error( Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4, float s, float t );
int check_for_error( Vec2 p1, Vec2 p2, Vec2 p3, Vec2 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 (BugsTestBase::init())
{
// // seed
// srand(0);
Vec2 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 = Vec2(ax,ay);
B = Vec2(bx,by);
C = Vec2(cx,cy);
D = Vec2(dx,dy);
if( Vec2::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 = Vec2(220,480);
p2 = Vec2(304,325);
p3 = Vec2(264,416);
p4 = Vec2(186,416);
s = 0.0f;
t = 0.0f;
if( Vec2::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 = Vec2(ax,ay);
// a | b
// -----
// c | D
float dx = CCRANDOM_0_1() * 500;
float dy = CCRANDOM_0_1() * -500;
p2 = Vec2(dx,dy);
//////
float y = ay - ((ay - dy) /2.0f);
// a | b
// -----
// C | d
float cx = CCRANDOM_0_1() * -500;
p3 = Vec2(cx,y);
// a | B
// -----
// c | d
float bx = CCRANDOM_0_1() * 500;
p4 = Vec2(bx,y);
s = 0.0f;
t = 0.0f;
if( Vec2::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;
}