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class PMTPlayback : PMTF
{
ref array<ParticleSource> m_ParticleSources = new array<ParticleSource>();
// TestOnePlaying
int m_OnePlayingManagerID;
bool m_bOnePlayingTestSuccess = false;
// TestOnePlayingStandAloneAutoDestroy
int m_OnePlayingSAADPSID;
bool m_bOnePlayingSAADEnded = false;
// TestOnePlayingStandAlone
int m_OnePlayingSAPSID;
bool m_bOnePlayingSAEnded = false;
// TestStop
int m_StopPSID;
float m_StopAccumulatedTime;
static const float STOP_ACCUMULATED_TIME_STOP_CUTOFF = 2;
static const float STOP_ACCUMULATED_TIME_PLAY_CUTOFF = 3;
bool m_bStopWasStopped = false;
bool m_bStopWasResumed = false;
bool m_bStopEnded = false;
//---------------------------------------------------------------------------
// Ctor - Decides the tests to run
//---------------------------------------------------------------------------
void PMTPlayback()
{
//AddInitTest("TestOnePlaying");
//AddInitTest("TestOnePlayingStandAloneAutoDestroy");
//AddInitTest("TestOnePlayingStandAlone");
//AddInitTest("TestWiggleStress");
AddInitTest("TestStopping");
}
//---------------------------------------------------------------------------
// Tests
//---------------------------------------------------------------------------
// Test one particle playing
TFResult TestOnePlaying()
{
ParticleManager pm = CreatePMFixedBlocking(1);
m_OnePlayingManagerID = InsertManager(pm);
DayZPlayer player = GetGame().GetPlayer();
ParticleSource p = pm.CreateParticleById(ParticleList.EXPLOSION_LANDMINE, new ParticleProperties(player.GetPosition() + player.GetDirection() * 3, true));
p.GetEvents().Event_OnParticleEnd.Insert(PassOnePlaying);
AddFrameTest("CheckOnePlaying");
return BTFR(p.IsParticlePlaying());
}
//---------------------------------------------------------------------------
// Test one standalone particle playing which will auto destroy
TFResult TestOnePlayingStandAloneAutoDestroy()
{
DayZPlayer player = GetGame().GetPlayer();
ParticleSource p = ParticleSource.CreateParticle(ParticleList.EXPLOSION_LANDMINE, player.GetPosition() + player.GetDirection() * 3 + player.GetDirectionAside() * 3, true);
p.GetEvents().Event_OnParticleEnd.Insert(OnePlayingSAADEnded);
m_OnePlayingSAADPSID = m_ParticleSources.Insert(p);
AddFrameTest("CheckOnePlayingSAAD");
return BTFR(p.IsParticlePlaying());
}
//---------------------------------------------------------------------------
// Test one standalone particle playing which will not auto destroy
TFResult TestOnePlayingStandAlone()
{
DayZPlayer player = GetGame().GetPlayer();
ParticleSource p = ParticleSource.CreateParticle(ParticleList.EXPLOSION_LANDMINE, player.GetPosition() + player.GetDirection() * 3 - player.GetDirectionAside() * 3, true);
p.GetEvents().Event_OnParticleEnd.Insert(OnePlayingSAEnded);
p.DisableAutoDestroy();
m_OnePlayingSAPSID = m_ParticleSources.Insert(p);
AddFrameTest("CheckOnePlayingSA");
return BTFR(p.IsParticlePlaying());
}
//---------------------------------------------------------------------------
// Test wiggling
TFResult TestWiggleStress()
{
DayZPlayer player = GetGame().GetPlayer();
ParticleSource p = ParticleSource.CreateParticle(ParticleList.ROADFLARE_BURNING_MAIN, player.GetPosition() + player.GetDirection() * 4, true);
p.SetWiggle(90, 0.1);
return BTFR(p.IsParticlePlaying());
}
//---------------------------------------------------------------------------
// Test stop
TFResult TestStopping()
{
DayZPlayer player = GetGame().GetPlayer();
//ParticleSource p = ParticleSource.CreateParticle(ParticleList.EXPLOSION_LANDMINE, player.GetPosition() + player.GetDirection() * 4, true);
ParticleSource p = ParticleSource.CreateParticle(ParticleList.EXPLOSION_LANDMINE, vector.Zero, true, player);
p.GetEvents().Event_OnParticleEnd.Insert(StopEnded);
p.DisableAutoDestroy();
m_StopPSID = m_ParticleSources.Insert(p);
AddFrameTest("CheckStop");
return BTFR(p.IsParticlePlaying());
}
//---------------------------------------------------------------------------
// OnFrame Checks
//---------------------------------------------------------------------------
TFResult CheckOnePlaying()
{
ParticleManager pm;
if (GetManager(m_OnePlayingManagerID, pm))
{
if (pm)
{
ParticleSource p = pm.GetParticle(0);
if (p.IsParticlePlaying())
{
return NTFR(TFR.PENDING);
}
else
{
return BTFR(m_bOnePlayingTestSuccess);
}
}
else
{
return BTFR(Assert(false));
}
}
else
{
return BTFR(Assert(false));
}
}
//---------------------------------------------------------------------------
TFResult CheckOnePlayingSAAD()
{
if (m_ParticleSources.IsValidIndex(m_OnePlayingSAADPSID))
{
ParticleSource p = m_ParticleSources[m_OnePlayingSAADPSID];
if (p)
{
if (p.IsParticlePlaying())
{
return NTFR(TFR.PENDING);
}
else
{
if (m_bOnePlayingSAADEnded)
{
// There might be one frame where it is still alive before getting cleaned up
return NTFR(TFR.PENDING);
}
else
{
// Should be gone when no longer playing
return BTFR(Assert(false));
}
}
}
else
{
// Make sure the particle ended, if it did, then success!
return BTFR(m_bOnePlayingSAADEnded);
}
}
else
{
return BTFR(Assert(false));
}
}
//---------------------------------------------------------------------------
TFResult CheckOnePlayingSA()
{
if (m_ParticleSources.IsValidIndex(m_OnePlayingSAPSID))
{
ParticleSource p = m_ParticleSources[m_OnePlayingSAPSID];
if (p)
{
if (p.IsParticlePlaying())
{
return NTFR(TFR.PENDING);
}
else
{
// Clean up the Particle, no leaking from tests!
GetGame().ObjectDelete(p);
// Make sure the particle ended, if it did, then success!
return BTFR(m_bOnePlayingSAEnded);
}
}
else
{
// It should not be gone, no autodestroy
return BTFR(Assert(false));
}
}
else
{
return BTFR(Assert(false));
}
}
//---------------------------------------------------------------------------
TFResult CheckStop(float dt)
{
m_StopAccumulatedTime += dt;
if (m_ParticleSources.IsValidIndex(m_StopPSID))
{
ParticleSource p = m_ParticleSources[m_StopPSID];
if (p)
{
if (p.IsParticlePlaying())
{
if (!m_bStopWasStopped && m_StopAccumulatedTime > STOP_ACCUMULATED_TIME_STOP_CUTOFF)
{
p.StopParticle();
m_StopAccumulatedTime = 0;
m_bStopWasStopped = true;
}
return NTFR(TFR.PENDING);
}
else
{
// Means it was stopped before it was supposed to
// Possibly because particle length is shorter than STOP_ACCUMULATED_TIME_CUTOFF
if (!Assert(m_bStopWasStopped))
{
return BTFR(false);
}
else if (!m_bStopWasResumed && m_StopAccumulatedTime > STOP_ACCUMULATED_TIME_PLAY_CUTOFF)
{
p.PlayParticle();
m_bStopWasResumed = true;
}
else if (m_bStopEnded)
{
// Clean up the Particle, no leaking from tests!
GetGame().ObjectDelete(p);
return BTFR(true);
}
return NTFR(TFR.PENDING);
}
}
else
{
// It should not be gone, no autodestroy
return BTFR(Assert(false));
}
}
else
{
return BTFR(Assert(false));
}
}
//---------------------------------------------------------------------------
// Passes
//---------------------------------------------------------------------------
void PassOnePlaying(ParticleSource p)
{
m_bOnePlayingTestSuccess = true;
}
//---------------------------------------------------------------------------
// Helpers
//---------------------------------------------------------------------------
void OnePlayingSAADEnded(ParticleSource p)
{
m_bOnePlayingSAADEnded = true;
}
//---------------------------------------------------------------------------
void OnePlayingSAEnded(ParticleSource p)
{
m_bOnePlayingSAEnded = true;
}
//---------------------------------------------------------------------------
void StopEnded(ParticleSource p)
{
m_bStopEnded = true;
}
} |