import { create_object_mesh, create_npc_mesh, OBJECT_COLOR, NPC_COLOR } from './entities'; import { Object3D, Vector3 } from 'three'; import { Vec3, QuestNpc, QuestObject, Section, NpcType, ObjectType } from '../domain'; test('create geometry for quest objects', () => { const object = new QuestObject(7, 13, new Vec3(17, 19, 23), new Vec3(), ObjectType.PrincipalWarp, null); const sect_rot = 0.6; const sect_rot_sin = Math.sin(sect_rot); const sect_rot_cos = Math.cos(sect_rot); const geometry = create_object_mesh( object, [new Section(13, new Vec3(29, 31, 37), sect_rot)]); expect(geometry).toBeInstanceOf(Object3D); expect(geometry.name).toBe('Object'); expect(geometry.userData.entity).toBe(object); expect(geometry.position.x).toBe(sect_rot_cos * 17 + sect_rot_sin * 23 + 29); expect(geometry.position.y).toBe(19 + 31); expect(geometry.position.z).toBe(-sect_rot_sin * 17 + sect_rot_cos * 23 + 37); expect(geometry.material.color.getHex()).toBe(OBJECT_COLOR); }); test('create geometry for quest NPCs', () => { const npc = new QuestNpc(7, 13, new Vec3(17, 19, 23), new Vec3(), NpcType.Booma, null); const sect_rot = 0.6; const sect_rot_sin = Math.sin(sect_rot); const sect_rot_cos = Math.cos(sect_rot); const geometry = create_npc_mesh( npc, [new Section(13, new Vec3(29, 31, 37), sect_rot)]); expect(geometry).toBeInstanceOf(Object3D); expect(geometry.name).toBe('NPC'); expect(geometry.userData.entity).toBe(npc); expect(geometry.position.x).toBe(sect_rot_cos * 17 + sect_rot_sin * 23 + 29); expect(geometry.position.y).toBe(19 + 31); expect(geometry.position.z).toBe(-sect_rot_sin * 17 + sect_rot_cos * 23 + 37); expect(geometry.material.color.getHex()).toBe(NPC_COLOR); }); test('geometry position changes when entity position changes element-wise', () => { const npc = new QuestNpc(7, 13, new Vec3(17, 19, 23), new Vec3(), NpcType.Booma, null); const geometry = create_npc_mesh( npc, [new Section(13, new Vec3(0, 0, 0), 0)]); npc.position = new Vec3(2, 3, 5).add(npc.position); expect(geometry.position).toEqual(new Vector3(19, 22, 28)); }); test('geometry position changes when entire entity position changes', () => { const npc = new QuestNpc(7, 13, new Vec3(17, 19, 23), new Vec3(), NpcType.Booma, null); const geometry = create_npc_mesh( npc, [new Section(13, new Vec3(0, 0, 0), 0)]); npc.position = new Vec3(2, 3, 5); expect(geometry.position).toEqual(new Vector3(2, 3, 5)); });