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https://github.com/2revoemag/PSF-BotServer.git
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* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
324 lines
12 KiB
Scala
324 lines
12 KiB
Scala
// Copyright (c) 2017 PSForever
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import org.specs2.mutable._
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import net.psforever.types.Vector3
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class Vector3Test extends Specification {
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val vec = Vector3(1.3f, -2.6f, 3.9f)
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"Vector3" should {
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"construct" in {
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vec.x mustEqual 1.3f
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vec.y mustEqual -2.6f
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vec.z mustEqual 3.9f
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}
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"isolate x,y components" in {
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vec.xy mustEqual Vector3(1.3f, -2.6f, 0)
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}
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"promote float values into a specific z-format" in {
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Vector3.z(3.9f) mustEqual Vector3(0, 0, 3.9f)
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}
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"calculate magnitude (like a vector) 1" in {
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val obj = Vector3(2.0f, 0.0f, 0.0f)
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Vector3.Magnitude(obj) mustEqual 2.0f
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}
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"calculate magnitude (like a vector) 2" in {
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val obj = Vector3(3.0f, 4.0f, 0.0f)
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Vector3.Magnitude(obj) mustEqual 5.0f
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}
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"calculate magnitude (like a vector) 3" in {
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Vector3.Magnitude(vec) mustEqual 4.864155f
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}
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"calculate square magnitude (like a vector)" in {
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Vector3.MagnitudeSquared(vec) mustEqual 23.66f
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}
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"calculate distance 1" in {
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val obj1 = Vector3(0.0f, 0.0f, 0.0f)
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val obj2 = Vector3(2.0f, 0.0f, 0.0f)
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Vector3.Distance(obj1, obj2) mustEqual 2.0f
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}
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"calculate distance 2" in {
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val obj1 = Vector3(0.0f, 0.0f, 0.0f)
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val obj2 = Vector3(2.0f, 0.0f, 0.0f)
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Vector3.Distance(obj1, obj2) mustEqual Vector3.Magnitude(obj2)
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}
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"calculate distance 3" in {
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val obj1 = Vector3(3.0f, 4.0f, 5.0f)
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val obj2 = Vector3(3.0f, 4.0f, 5.0f)
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Vector3.Distance(obj1, obj2) mustEqual 0f
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}
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"perform addition" in {
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val obj1 = Vector3(3.0f, 4.0f, 5.0f)
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val obj2 = Vector3(3.0f, 4.0f, 5.0f)
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obj1 + obj2 mustEqual Vector3(6f, 8f, 10f)
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}
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"perform subtraction" in {
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val obj1 = Vector3(3.0f, 4.0f, 5.0f)
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val obj2 = Vector3(3.0f, 4.0f, 5.0f)
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obj1 - obj2 mustEqual Vector3(0f, 0f, 0f)
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}
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"multiply by a scalar" in {
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vec * 3f mustEqual Vector3(3.8999999f, -7.7999997f, 11.700001f)
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}
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"separate into x-component and y-component only" in {
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val obj = Vector3(1.1f, 2.2f, 3.3f)
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obj.xy mustEqual Vector3(1.1f, 2.2f, 0f)
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}
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"calculate the unit vector (zero)" in {
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Vector3.Unit(Vector3.Zero) mustEqual Vector3(0, 0, 0)
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}
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"calculate the unit vector (normal)" in {
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import Vector3._
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val one_root_two: Float = (1 / math.sqrt(2)).toFloat
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val one_root_three: Float = (1 / math.sqrt(3)).toFloat
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val ulp: Float = math.ulp(1) //measure of insignificance
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Unit(Vector3(1, 0, 0)) mustEqual Vector3(1, 0, 0)
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1 - Magnitude(Vector3(1, 0, 0)) < ulp mustEqual true
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Unit(Vector3(1, 1, 0)) mustEqual Vector3(one_root_two, one_root_two, 0)
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1 - Magnitude(Vector3(one_root_two, one_root_two, 0)) < ulp mustEqual true
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Unit(Vector3(1, 1, 1)) mustEqual Vector3(one_root_three, one_root_three, one_root_three)
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1 - Magnitude(Vector3(one_root_three, one_root_three, one_root_three)) < ulp mustEqual true
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}
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"calculate the dot product (magnitude-squared)" in {
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Vector3.DotProduct(vec, vec) mustEqual Vector3.MagnitudeSquared(vec)
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}
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"calculate the dot product (two vectors)" in {
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Vector3.DotProduct(vec, Vector3(3.4f, -5.6f, 7.8f)) mustEqual 49.4f
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}
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"calculate the dot product (zero vector)" in {
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Vector3.DotProduct(vec, Vector3.Zero) mustEqual 0f
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}
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"calculate the cross product (identity)" in {
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val Vx: Vector3 = Vector3(1, 0, 0)
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val Vy: Vector3 = Vector3(0, 1, 0)
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val Vz: Vector3 = Vector3(0, 0, 1)
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Vector3.CrossProduct(Vx, Vy) mustEqual Vz
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Vector3.CrossProduct(Vy, Vz) mustEqual Vx
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Vector3.CrossProduct(Vz, Vx) mustEqual Vy
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Vector3.CrossProduct(Vy, Vx) mustEqual Vector3(0, 0, -1)
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Vector3.CrossProduct(Vz, Vy) mustEqual Vector3(-1, 0, 0)
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Vector3.CrossProduct(Vx, Vz) mustEqual Vector3(0, -1, 0)
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}
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"calculate the cross product (full)" in {
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val A: Vector3 = Vector3(2, 1, -1)
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val B: Vector3 = Vector3(-3, 4, 1)
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Vector3.CrossProduct(A, B) mustEqual Vector3(5, 1, 11)
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Vector3.CrossProduct(B, A) mustEqual Vector3(-5, -1, -11)
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}
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"find a perpendicular vector with cross product" in {
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val A: Vector3 = Vector3(2, 1, -1)
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val B: Vector3 = Vector3(-3, 4, 1)
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val C: Vector3 = Vector3.CrossProduct(A, B)
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Vector3.DotProduct(A, C) mustEqual 0
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Vector3.DotProduct(B, C) mustEqual 0
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}
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"calculate the scalar projection (perpendicular vectors)" in {
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val Vx: Vector3 = Vector3(1, 0, 0)
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val Vy: Vector3 = Vector3(0, 1, 0)
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Vector3.ScalarProjection(Vx, Vy) mustEqual 0
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}
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"calculate the scalar projection (parallel vectors)" in {
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val A: Vector3 = Vector3(2, 0, 0)
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val B: Vector3 = Vector3(10, 0, 0)
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Vector3.ScalarProjection(A, B) mustEqual 2
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Vector3.ScalarProjection(B, A) mustEqual 10
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}
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"calculate the scalar projection (antiparallel vectors)" in {
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val A: Vector3 = Vector3(2, 0, 0)
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val B: Vector3 = Vector3(-10, 0, 0)
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Vector3.ScalarProjection(A, B) mustEqual -2
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Vector3.ScalarProjection(B, A) mustEqual -10
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}
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"calculate the scalar projection (normal)" in {
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val A: Vector3 = Vector3(2, 1, -1)
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val B: Vector3 = Vector3(3, 4, 1)
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Vector3.ScalarProjection(A, B) mustEqual 1.7650452f
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Vector3.ScalarProjection(B, A) mustEqual 3.6742344f
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}
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"calculate the vector projection (perpendicular vectors)" in {
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val Vx: Vector3 = Vector3(1, 0, 0)
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val Vy: Vector3 = Vector3(0, 1, 0)
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Vector3.VectorProjection(Vx, Vy) mustEqual Vector3.Zero
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}
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"calculate the vector projection (parallel vectors)" in {
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val A: Vector3 = Vector3(2, 0, 0)
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val B: Vector3 = Vector3(10, 0, 0)
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Vector3.VectorProjection(A, B) mustEqual A
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Vector3.VectorProjection(B, A) mustEqual B
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}
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"calculate the vector projection (antiparallel vectors)" in {
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val A: Vector3 = Vector3(2, 0, 0)
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val B: Vector3 = Vector3(-10, 0, 0)
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Vector3.VectorProjection(A, B) mustEqual A
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Vector3.VectorProjection(B, A) mustEqual B
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}
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"calculate the vector projection (normal)" in {
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val A: Vector3 = Vector3(2, 1, -1)
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val B: Vector3 = Vector3(3, 4, 1)
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Vector3.VectorProjection(A, B) mustEqual Vector3(1.0384614f, 1.3846153f, 0.34615383f)
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Vector3.VectorProjection(B, A) mustEqual Vector3(2.9999998f, 1.4999999f, -1.4999999f)
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}
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"rotate positive x-axis-vector 90-degrees around the z-axis" in {
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val A: Vector3 = Vector3(1, 0, 0)
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A.Rz(0) mustEqual A
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A.Rz(90) mustEqual Vector3(0, -1, 0)
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A.Rz(180) mustEqual Vector3(-1, 0, 0)
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A.Rz(270) mustEqual Vector3(0, 1, 0)
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A.Rz(360) mustEqual A
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val B: Vector3 = Vector3(0, 1, 0)
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B.Rz(0) mustEqual B
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B.Rz(90) mustEqual Vector3(1, 0, 0)
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B.Rz(180) mustEqual Vector3(0, -1, 0)
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B.Rz(270) mustEqual Vector3(-1, 0, 0)
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B.Rz(360) mustEqual B
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}
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"rotate positive y-axis-vector 90-degrees around the x-axis" in {
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val A: Vector3 = Vector3(0, 1, 0)
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A.Rx(0) mustEqual A
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A.Rx(90) mustEqual Vector3(0, 0, 1)
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A.Rx(180) mustEqual Vector3(0, -1, 0)
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A.Rx(270) mustEqual Vector3(0, 0, -1)
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A.Rx(360) mustEqual A
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}
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"rotate positive x-axis-vector 90-degrees around the y-axis" in {
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val A: Vector3 = Vector3(1, 0, 0)
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A.Ry(0) mustEqual A
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A.Ry(90) mustEqual Vector3(0, 0, -1)
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A.Ry(180) mustEqual Vector3(-1, 0, 0)
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A.Ry(270) mustEqual Vector3(0, 0, 1)
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A.Ry(360) mustEqual A
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}
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"compound rotation" in {
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val A: Vector3 = Vector3(1, 0, 0)
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A.Rz(90)
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.Rx(90)
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.Ry(-90) mustEqual A
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}
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"45-degree rotation" in {
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val A: Vector3 = Vector3(1, 0, 0)
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A.Rz(45) mustEqual Vector3(0.70710677f, -0.70710677f, 0)
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}
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"find a relative up (identity)" in {
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val euler: Vector3 = Vector3(0, 0, 0)
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Vector3.relativeUp(euler) mustEqual Vector3(0,0,1)
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}
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"find a relative up (z-rot)" in {
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val up = Vector3(0,0,1)
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Vector3.relativeUp(Vector3(0, 0, 0)) mustEqual up
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Vector3.relativeUp(Vector3(0, 0, 90)) mustEqual up
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Vector3.relativeUp(Vector3(0, 0, 180)) mustEqual up
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Vector3.relativeUp(Vector3(0, 0, 270)) mustEqual up
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Vector3.relativeUp(Vector3(0, 0, 360)) mustEqual up
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}
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"find a relative up (y-rot)" in {
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Vector3.relativeUp(Vector3(0, 0, 0)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(0, 90, 0)) mustEqual Vector3(0,-1,0) //south
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Vector3.relativeUp(Vector3(0, 180, 0)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(0, 270, 0)) mustEqual Vector3(0,1,0) //north
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Vector3.relativeUp(Vector3(0, 360, 0)) mustEqual Vector3(0,0,1) //up
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}
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"find a relative up (x-rot)" in {
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Vector3.relativeUp(Vector3(0, 0, 0)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(90, 0, 0)) mustEqual Vector3(-1,0,0) //west
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Vector3.relativeUp(Vector3(180, 0, 0)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(270, 0, 0)) mustEqual Vector3(1,0,0) //east
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Vector3.relativeUp(Vector3(360, 0, 0)) mustEqual Vector3(0,0,1) //up
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}
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"find a relative up (combined y,z)" in {
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Vector3.relativeUp(Vector3(0, 0, 90)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(0, 90, 90)) mustEqual Vector3(-1,0,0) //west
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Vector3.relativeUp(Vector3(0, 180, 90)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(0, 270, 90)) mustEqual Vector3(1,0,0) //east
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Vector3.relativeUp(Vector3(0, 360, 90)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(0, 90, 180)) mustEqual Vector3(0,1,0) //north
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Vector3.relativeUp(Vector3(0, 180, 180)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(0, 270, 180)) mustEqual Vector3(0,-1,0) //south
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Vector3.relativeUp(Vector3(0, 360, 180)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(0, 90, 270)) mustEqual Vector3(1,0,0) //east
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Vector3.relativeUp(Vector3(0, 180, 270)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(0, 270, 270)) mustEqual Vector3(-1,0,0) //west
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Vector3.relativeUp(Vector3(0, 360, 270)) mustEqual Vector3(0,0,1) //up
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}
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"find a relative up (combined x,z)" in {
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Vector3.relativeUp(Vector3(0, 0, 90)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(90, 0, 90)) mustEqual Vector3(0,1,0) //north
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Vector3.relativeUp(Vector3(180, 0, 90)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(270, 0, 90)) mustEqual Vector3(0,-1,0) //south
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Vector3.relativeUp(Vector3(360, 0, 90)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(90, 0, 180)) mustEqual Vector3(1,0,0) //east
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Vector3.relativeUp(Vector3(180, 0, 180)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(270, 0, 180)) mustEqual Vector3(-1,0,0) //west
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Vector3.relativeUp(Vector3(360, 0, 180)) mustEqual Vector3(0,0,1) //up
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Vector3.relativeUp(Vector3(90, 0, 270)) mustEqual Vector3(0,-1,0) //south
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Vector3.relativeUp(Vector3(180, 0, 270)) mustEqual Vector3(0,0,-1) //down
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Vector3.relativeUp(Vector3(270, 0, 270)) mustEqual Vector3(0,1,0) //north
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Vector3.relativeUp(Vector3(360, 0, 270)) mustEqual Vector3(0,0,1) //up
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}
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"find a relative up (combined x,y)" in {
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Vector3.relativeUp(Vector3(0, 90, 0)) mustEqual Vector3(0,-1,0) //south
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Vector3.relativeUp(Vector3(90, 90, 0)) mustEqual Vector3(-1,0,0) //west
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Vector3.relativeUp(Vector3(180, 90, 0)) mustEqual Vector3(0,1,0) //north
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Vector3.relativeUp(Vector3(270, 90, 0)) mustEqual Vector3(1,0,0) //east
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}
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}
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}
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