Physics2D tests (#129)
* Quaternion: Fix singularity on Z axis when converting to euler angles * CollisionComponent2D: Add method to retrieve AABB * Collider2D: Fix constructor for Box with Vector2 * Physics2D: Fix rotation (Chipmunk works with radian and Nazara degrees) and copy constructor of RigidBody2D * Colider2D: Add New for convex and tests for the new classes
This commit is contained in:
committed by
Jérôme Leclercq
parent
9806231b5c
commit
41a1b5d493
@@ -1,13 +1,11 @@
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#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CameraComponent.hpp>
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#include <NDK/Components/GraphicsComponent.hpp>
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#include <NDK/Components/LightComponent.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/ParticleGroupComponent.hpp>
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#include <NDK/Components.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Catch/catch.hpp>
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void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume);
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SCENARIO("RenderSystem", "[NDK][RenderSystem]")
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{
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GIVEN("A world with a camera, a drawable, a light and some particles")
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@@ -41,4 +39,79 @@ SCENARIO("RenderSystem", "[NDK][RenderSystem]")
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}
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}
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}
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GIVEN("A world with 2D coordinates (upper-left) and an entity with graphics and physics")
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{
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Ndk::World world;
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world.GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Nz::Vector2f position(3.f, 4.f);
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Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
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nodeComponent.SetPosition(position);
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Nz::Vector2f dimensions(1.f, 2.f);
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Ndk::GraphicsComponent& graphicsComponent = entity->AddComponent<Ndk::GraphicsComponent>();
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Nz::SpriteRef sprite = Nz::Sprite::New();
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sprite->SetSize(dimensions);
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graphicsComponent.Attach(sprite);
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Nz::Rectf aabb(Nz::Vector2f::Zero(), dimensions);
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Nz::BoxCollider2DRef boxCollider2D = Nz::BoxCollider2D::New(aabb);
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entity->AddComponent<Ndk::CollisionComponent2D>(boxCollider2D);
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Ndk::PhysicsComponent2D& physicsComponent2D = entity->AddComponent<Ndk::PhysicsComponent2D>();
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world.Update(1.f);
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WHEN("We move it")
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{
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Nz::Vector2f velocity = Nz::Vector2f::UnitY();
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physicsComponent2D.SetVelocity(velocity);
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world.Update(1.f);
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THEN("Graphics and physics should be synchronised")
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{
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CHECK(nodeComponent.GetPosition() == position + velocity);
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CHECK(physicsComponent2D.GetAABB() == aabb.Translate(position + velocity));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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}
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}
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WHEN("We set an angular velocity")
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{
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float angularSpeed = Nz::FromDegrees(90.f);
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physicsComponent2D.SetAngularVelocity(angularSpeed);
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world.Update(1.f);
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THEN("We expect those to be true")
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{
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CHECK(physicsComponent2D.GetAngularVelocity() == Approx(angularSpeed));
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CHECK(physicsComponent2D.GetRotation() == Approx(angularSpeed));
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(2.f * angularSpeed));
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(2.f, 2.f, 1.f, 2.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(3.f * angularSpeed));
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(3.f, 3.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(4.f * angularSpeed));
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}
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}
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}
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}
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void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume)
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{
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Nz::Boxf box = boundingVolume.aabb;
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CHECK(aabb.x == Approx(box.x));
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CHECK(aabb.y == Approx(box.y));
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CHECK(aabb.width == Approx(box.width));
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CHECK(aabb.height == Approx(box.height));
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}
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