minor changes to floorplan
fixed some compile issues worked on nav-meshes added some tests
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101
tests/navMesh/TestNavMeshBenchmark.cpp
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101
tests/navMesh/TestNavMeshBenchmark.cpp
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#ifdef WITH_TESTS
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#include "../Tests.h"
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#include "../../navMesh/NavMeshFactory.h"
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#include "../../navMesh/walk/NavMeshSub.h"
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using namespace NM;
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TEST(NavMeshBenchmark, benchDraw) {
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Floorplan::IndoorMap map;
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Floorplan::Floor floor; map.floors.push_back(&floor); floor.atHeight = 0; floor.height = 3;
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Floorplan::FloorOutlinePolygon outline; floor.outline.push_back(&outline);
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// circle (many triangles)
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int i = 0;
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for (float f = 0; f < M_PI*2; f += 0.1) {
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const float x = std::cos(f) * 10;
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const float y = std::sin(f) * 10;
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outline.poly.points.push_back(Point2(x,y));
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++i;
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}
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outline.outdoor = false;
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outline.method = Floorplan::OutlineMethod::ADD;
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NavMeshSettings set;
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NavMesh<NM::NavMeshTriangle> nm;
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NavMeshFactory<NM::NavMeshTriangle> fac(&nm, set);
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fac.build(&map);
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ASSERT_NEAR(-10, nm.getBBox().getMin().x, 0.5);
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ASSERT_NEAR(-10, nm.getBBox().getMin().y, 0.5);
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ASSERT_NEAR( 0, nm.getBBox().getMin().z, 0.5);
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ASSERT_NEAR(+10, nm.getBBox().getMax().x, 0.5);
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ASSERT_NEAR(+10, nm.getBBox().getMax().y, 0.5);
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ASSERT_NEAR( 0, nm.getBBox().getMax().z, 0.5);
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ASSERT_EQ(45, nm.getNumTriangles());
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NavMeshRandom<NM::NavMeshTriangle> rnd = nm.getRandom();
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for (int i = 0; i < 5000*1000; ++i) {
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NavMeshLocation<NM::NavMeshTriangle> loc = rnd.draw();
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}
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}
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TEST(NavMeshBenchmark, benchSubRegion) {
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Floorplan::IndoorMap map;
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Floorplan::Floor floor; map.floors.push_back(&floor); floor.atHeight = 0; floor.height = 3;
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Floorplan::FloorOutlinePolygon outline; floor.outline.push_back(&outline);
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// circle (many triangles)
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int i = 0;
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for (float f = 0; f < M_PI*2; f += 0.1) {
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const float x = std::cos(f) * 10;
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const float y = std::sin(f) * 10;
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outline.poly.points.push_back(Point2(x,y));
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++i;
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}
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outline.outdoor = false;
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outline.method = Floorplan::OutlineMethod::ADD;
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NavMeshSettings set;
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NavMesh<NM::NavMeshTriangle> nm;
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NavMeshFactory<NM::NavMeshTriangle> fac(&nm, set);
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fac.build(&map);
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ASSERT_NEAR(-10, nm.getBBox().getMin().x, 0.5);
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ASSERT_NEAR(-10, nm.getBBox().getMin().y, 0.5);
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ASSERT_NEAR( 0, nm.getBBox().getMin().z, 0.5);
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ASSERT_NEAR(+10, nm.getBBox().getMax().x, 0.5);
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ASSERT_NEAR(+10, nm.getBBox().getMax().y, 0.5);
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ASSERT_NEAR( 0, nm.getBBox().getMax().z, 0.5);
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ASSERT_EQ(45, nm.getNumTriangles());
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std::minstd_rand gen(1337);
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std::uniform_real_distribution<float> dist(0, M_PI*2);
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for (int i = 0; i < 50000; ++i) {
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const float f = dist(gen);
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const float x = std::cos(f) * 9;
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const float y = std::sin(f) * 9;
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NavMeshLocation<NM::NavMeshTriangle> loc = nm.getLocation(Point3(x,y,0));
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NavMeshSub<NM::NavMeshTriangle>(loc, 5);
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}
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}
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#endif
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