text: // Copyright (C) 2008-2011 Colin MacDonald
  // No rights reserved: this software is in the public domain.
  
  #include "testUtils.h"
  
  using namespace irr;
  using namespace core;
  using namespace scene;
  using namespace video;
  using namespace io;
  using namespace gui;
  
  // Tests B3D animations.
  bool b3dAnimation(void)
  {
  	// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
  	IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
  	assert(device);
  	if (!device)
  		return false;
  
  	IVideoDriver* driver = device->getVideoDriver();
  	ISceneManager * smgr = device->getSceneManager();
  
  	ISkinnedMesh* mesh = (ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
  	assert(mesh);
  
  	bool result = false;
  	if (!mesh)
  		return false;
  
  	IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
  	assert(node1);
  
  	/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
  	if(node1)
  	{
  		node1->setPosition(vector3df(-3, -3, 10));
  		node1->setMaterialFlag(EMF_LIGHTING, false);
  		node1->setAnimationSpeed(0.f);
  		node1->setCurrentFrame(10.f);
  		node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
  	}
  
  	IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh);
  	assert(node2);
  	if(node2)
  	{
  		node2->setPosition(vector3df(3, -3, 10));
  		node2->setMaterialFlag(EMF_LIGHTING, false);
  		node2->setAnimationSpeed(0.f);
  		node2->setCurrentFrame(62.f);
  		node2->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
  	}
  
  	(void)smgr->addCameraSceneNode();
  
  	// Just jump to the last frame since that's all we're interested in.
  	device->run();
  	driver->beginScene(true, true, SColor(255, 60, 60, 60));
  	smgr->drawAll();
  	driver->endScene();
  
  	result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png");
  	if (node2)
  		node2->remove();
  
  	/** Now test if bones are correctly positioned. */
  	node1->setDebugDataVisible(scene::EDS_SKELETON);
  	node1->setPosition(vector3df(1, -5, 8));
  	node1->setRotation(core::vector3df(0,180,0));
  	node1->updateAbsolutePosition();
  	for (u32 i=0; i<node1->getJointCount(); ++i)
  	{
  		smgr->addCubeSceneNode(1.f,0,-1,node1->getJointNode(i)->getAbsolutePosition());
  //		smgr->addCubeSceneNode(1.f,node1->getJointNode(i));
  	}
  
  	// Simple render call
  	device->run();
  	driver->beginScene(true, true, SColor(255, 60, 60, 60));
  	smgr->drawAll();
  	driver->endScene();
  
  	result &= takeScreenshotAndCompareAgainstReference(driver, "-b3dJointPosition.png");
  
  	device->closeDevice();
  	device->run();
  	device->drop();
  
  	return result;
  }
  