import { createObjectMesh, createNpcMesh, OBJECT_COLOR, NPC_COLOR } from './entities'; import { Object3D, Vector3, MeshLambertMaterial, CylinderBufferGeometry } from 'three'; import { Vec3, QuestNpc, QuestObject, Section, NpcType, ObjectType } from '../domain'; import { DatObject, DatNpc } from '../data/parsing/dat'; const cylinder = new CylinderBufferGeometry(3, 3, 20).translate(0, 10, 0); test('create geometry for quest objects', () => { const object = new QuestObject(7, 13, new Vec3(17, 19, 23), new Vec3(), ObjectType.PrincipalWarp, {} as DatObject); const sectRot = 0.6; const sectRotSin = Math.sin(sectRot); const sectRotCos = Math.cos(sectRot); const geometry = createObjectMesh( object, [new Section(13, new Vec3(29, 31, 37), sectRot)], cylinder); expect(geometry).toBeInstanceOf(Object3D); expect(geometry.name).toBe('Object'); expect(geometry.userData.entity).toBe(object); expect(geometry.position.x).toBe(sectRotCos * 17 + sectRotSin * 23 + 29); expect(geometry.position.y).toBe(19 + 31); expect(geometry.position.z).toBe(-sectRotSin * 17 + sectRotCos * 23 + 37); expect((geometry.material as MeshLambertMaterial).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, {} as DatNpc); const sectRot = 0.6; const sectRotSin = Math.sin(sectRot); const sectRotCos = Math.cos(sectRot); const geometry = createNpcMesh( npc, [new Section(13, new Vec3(29, 31, 37), sectRot)], cylinder); expect(geometry).toBeInstanceOf(Object3D); expect(geometry.name).toBe('NPC'); expect(geometry.userData.entity).toBe(npc); expect(geometry.position.x).toBe(sectRotCos * 17 + sectRotSin * 23 + 29); expect(geometry.position.y).toBe(19 + 31); expect(geometry.position.z).toBe(-sectRotSin * 17 + sectRotCos * 23 + 37); expect((geometry.material as MeshLambertMaterial).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, {} as DatNpc); const geometry = createNpcMesh( npc, [new Section(13, new Vec3(0, 0, 0), 0)], cylinder); 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, {} as DatNpc); const geometry = createNpcMesh( npc, [new Section(13, new Vec3(0, 0, 0), 0)], cylinder); npc.position = new Vec3(2, 3, 5); expect(geometry.position).toEqual(new Vector3(2, 3, 5)); });