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
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@ -29,6 +29,7 @@ namespace Ndk
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CollisionComponent2D(const CollisionComponent2D& collision);
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~CollisionComponent2D() = default;
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Nz::Rectf GetAABB() const;
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const Nz::Collider2DRef& GetGeom() const;
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void SetGeom(Nz::Collider2DRef geom);
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@ -34,6 +34,16 @@ namespace Ndk
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{
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}
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/*!
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* \brief Gets the collision box representing the entity
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* \return The physics collision box
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*/
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inline Nz::Rectf CollisionComponent2D::GetAABB() const
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{
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return m_staticBody->GetAABB();
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}
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/*!
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* \brief Gets the geometry representing the entity
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* \return A constant reference to the physics geometry
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@ -481,11 +481,11 @@ namespace Nz
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T test = x * y + z * w;
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if (test > F(0.499))
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// singularity at north pole
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return EulerAngles<T>(FromDegrees(F(90.0)), FromRadians(F(2.0) * std::atan2(x, w)), F(0.0));
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return EulerAngles<T>(F(0.0), FromRadians(F(2.0) * std::atan2(x, w)), FromDegrees(F(90.0)));
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if (test < F(-0.499))
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// singularity at south pole
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return EulerAngles<T>(FromDegrees(F(-90.0)), FromRadians(F(-2.0) * std::atan2(x, w)), F(0.0));
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return EulerAngles<T>(F(0.0), FromRadians(F(-2.0) * std::atan2(x, w)), FromDegrees(F(-90.0)));
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return EulerAngles<T>(FromRadians(std::atan2(F(2.0) * x * w - F(2.0) * y * z, F(1.0) - F(2.0) * x * x - F(2.0) * z * z)),
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FromRadians(std::atan2(F(2.0) * y * w - F(2.0) * x * z, F(1.0) - F(2.0) * y * y - F(2.0) * z * z)),
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@ -114,6 +114,15 @@ namespace Nz
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return object.release();
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}
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template<typename... Args>
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ConvexCollider2DRef ConvexCollider2D::New(Args&&... args)
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{
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std::unique_ptr<ConvexCollider2D> object(new ConvexCollider2D(std::forward<Args>(args)...));
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object->SetPersistent(false);
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return object.release();
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}
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template<typename... Args>
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NullCollider2DRef NullCollider2D::New(Args&&... args)
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{
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@ -31,7 +31,7 @@ namespace Nz
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/******************************** BoxCollider2D *********************************/
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BoxCollider2D::BoxCollider2D(const Vector2f& size, float radius) :
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BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x / 2.f, size.y / 2.f), radius)
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BoxCollider2D(Rectf(-size.x / 2.f, -size.y / 2.f, size.x, size.y), radius)
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{
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}
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@ -45,8 +45,28 @@ namespace Nz
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Create();
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cpBodySetMass(m_handle, cpBodyGetMass(object.GetHandle()));
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cpBodySetMoment(m_handle, cpBodyGetMoment(object.GetHandle()));
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SetGeom(object.GetGeom());
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SetMass(object.GetMass());
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cpBodySetForce(m_handle, cpBodyGetForce(object.GetHandle()));
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cpBodySetTorque(m_handle, cpBodyGetTorque(object.GetHandle()));
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cpBodySetAngle(m_handle, cpBodyGetAngle(object.GetHandle()));
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cpBodySetAngularVelocity(m_handle, cpBodyGetAngularVelocity(object.GetHandle()));
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cpBodySetCenterOfGravity(m_handle, cpBodyGetCenterOfGravity(object.GetHandle()));
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cpBodySetPosition(m_handle, cpBodyGetPosition(object.GetHandle()));
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cpBodySetVelocity(m_handle, cpBodyGetVelocity(object.GetHandle()));
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for (int i = 0; i != m_shapes.size(); ++i)
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m_shapes[i]->bb = cpShapeCacheBB(object.m_shapes[i]);
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cpBodySetMass(m_handle, cpBodyGetMass(object.GetHandle()));
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cpBodySetMoment(m_handle, cpBodyGetMoment(object.GetHandle()));
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m_handle->m = object.GetHandle()->m;
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}
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RigidBody2D::RigidBody2D(RigidBody2D&& object) :
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@ -116,7 +136,7 @@ namespace Nz
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void RigidBody2D::AddTorque(float torque)
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{
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cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque);
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cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + ToRadians(torque));
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}
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Rectf RigidBody2D::GetAABB() const
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@ -134,7 +154,7 @@ namespace Nz
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float RigidBody2D::GetAngularVelocity() const
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{
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return static_cast<float>(cpBodyGetAngularVelocity(m_handle));
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return FromRadians(static_cast<float>(cpBodyGetAngularVelocity(m_handle)));
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}
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const Collider2DRef& RigidBody2D::GetGeom() const
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@ -177,7 +197,7 @@ namespace Nz
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float RigidBody2D::GetRotation() const
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{
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return static_cast<float>(cpBodyGetAngle(m_handle));
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return FromRadians(static_cast<float>(cpBodyGetAngle(m_handle)));
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}
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void* RigidBody2D::GetUserdata() const
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@ -208,7 +228,7 @@ namespace Nz
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void RigidBody2D::SetAngularVelocity(float angularVelocity)
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{
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cpBodySetAngularVelocity(m_handle, angularVelocity);
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cpBodySetAngularVelocity(m_handle, ToRadians(angularVelocity));
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}
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void RigidBody2D::SetGeom(Collider2DRef geom)
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@ -217,18 +237,11 @@ namespace Nz
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// So let's save some attributes of the body, destroy it and rebuild it
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if (m_geom)
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{
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cpVect pos = cpBodyGetPosition(m_handle);
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cpFloat mass = cpBodyGetMass(m_handle);
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cpFloat moment = cpBodyGetMoment(m_handle);
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cpFloat rot = cpBodyGetAngle(m_handle);
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cpVect vel = cpBodyGetVelocity(m_handle);
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Destroy();
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Create(float(mass), float(moment));
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cpBodySetAngle(m_handle, rot);
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cpBodySetPosition(m_handle, pos);
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cpBodySetVelocity(m_handle, vel);
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Create(static_cast<float>(mass), static_cast<float>(moment));
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}
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if (geom)
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@ -302,7 +315,7 @@ namespace Nz
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void RigidBody2D::SetRotation(float rotation)
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{
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cpBodySetAngle(m_handle, rotation);
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cpBodySetAngle(m_handle, ToRadians(rotation));
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}
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void RigidBody2D::SetUserdata(void* ud)
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@ -369,5 +382,6 @@ namespace Nz
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cpSpaceRemoveBody(space, m_handle);
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cpBodyFree(m_handle);
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}
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m_shapes.clear();
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}
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}
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@ -173,15 +173,52 @@ SCENARIO("Quaternion", "[MATH][QUATERNION]")
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WHEN("We get the rotation between two vectors")
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{
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/*TODO
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* Nz::Quaternionf rotationBetweenXY = Nz::Quaternionf::RotationBetween(Nz::Vector3f::UnitX(), Nz::Vector3f::UnitY());
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Nz::Quaternionf rotationBetweenXY = Nz::Quaternionf::RotationBetween(Nz::Vector3f::UnitX(), Nz::Vector3f::UnitY());
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THEN("The rotation in left-handed is 270 degree on z")
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THEN("The rotation in right-handed is 90 degree on z")
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{
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Nz::Quaternionf rotation270Z(Nz::FromDegrees(270.f), Nz::Vector3f::UnitZ());
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Nz::Quaternionf rotation90Z(Nz::FromDegrees(90.f), Nz::Vector3f::UnitZ());
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REQUIRE(rotation90Z == rotationBetweenXY);
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}*/
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}
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}
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}
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GIVEN("Different angles")
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{
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Nz::Quaternionf rotation90X(0.707f, 0.707f, 0.f, 0.f);
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Nz::Quaternionf rotation90Y(0.707f, 0.f, 0.707f, 0.f);
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Nz::Quaternionf rotation90Z(0.707f, 0.f, 0.f, 0.707f);
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Nz::Quaternionf rotation180X(0.f, 1.f, 0.f, 0.f);
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Nz::Quaternionf rotation180Y(0.f, 0.f, 1.f, 0.f);
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Nz::Quaternionf rotation180Z(0.f, 0.f, 0.f, 1.f);
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Nz::Quaternionf rotation270X(-0.707f, 0.707f, 0.f, 0.f);
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Nz::Quaternionf rotation270Y(-0.707f, 0.f, 0.707f, 0.f);
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Nz::Quaternionf rotation270Z(-0.707f, 0.f, 0.f, 0.707f);
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Nz::Quaternionf special(0.707f, 0.006f, 0.006f, 0.707f);
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WHEN("We convert them to euler angles")
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{
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THEN("Those are equal to")
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{
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CHECK(Nz::NumberEquals(rotation90X.ToEulerAngles().pitch, Nz::FromDegrees(90.f), 0.1f));
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CHECK(Nz::NumberEquals(rotation90Y.ToEulerAngles().yaw, Nz::FromDegrees(90.f), 0.1f));
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CHECK(Nz::NumberEquals(rotation90Z.ToEulerAngles().roll, Nz::FromDegrees(90.f), 0.1f));
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CHECK(rotation180X == Nz::EulerAnglesf(180.f, 0.f, 0.f));
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CHECK(rotation180Y == Nz::EulerAnglesf(0.f, 180.f, 0.f));
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CHECK(rotation180Z == Nz::EulerAnglesf(0.f, 0.f, 180.f));
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CHECK(Nz::NumberEquals(rotation270X.ToEulerAngles().pitch, Nz::FromDegrees(-90.f), 0.1f));
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CHECK(Nz::NumberEquals(rotation270Y.ToEulerAngles().yaw, Nz::FromDegrees(-90.f), 0.1f));
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CHECK(Nz::NumberEquals(rotation270Z.ToEulerAngles().roll, Nz::FromDegrees(-90.f), 0.1f));
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CHECK(Nz::NumberEquals(special.ToEulerAngles().pitch, Nz::FromDegrees(0.f), 0.1f));
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CHECK(Nz::NumberEquals(special.ToEulerAngles().yaw, Nz::FromDegrees(1.f), 0.1f));
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CHECK(Nz::NumberEquals(special.ToEulerAngles().roll, Nz::FromDegrees(90.f), 0.1f));
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}
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}
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}
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}
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@ -0,0 +1,133 @@
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#include <Nazara/Physics2D/Collider2D.hpp>
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#include <Catch/catch.hpp>
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SCENARIO("Collider2D", "[PHYSICS2D][COLLIDER2D]")
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{
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GIVEN("No particular elements")
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{
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WHEN("We construct a box with Rect")
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{
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Nz::Rectf aabb(5.f, 3.f, 10.f, 6.f);
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Nz::BoxCollider2D box(aabb);
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THEN("We expect those to be true")
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{
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CHECK(box.GetRect() == aabb);
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CHECK(box.GetSize() == aabb.GetLengths());
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CHECK(box.GetType() == Nz::ColliderType2D_Box);
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}
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}
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WHEN("We construct a box with Vector2D")
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{
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Nz::Vector2f vec(5.f, 3.f);
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Nz::Rectf aabb(-2.5f, -1.5f, 5.f, 3.f);
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Nz::BoxCollider2D box(vec);
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THEN("We expect those to be true")
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{
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CHECK(box.GetRect() == aabb);
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CHECK(box.GetSize() == vec);
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CHECK(box.GetType() == Nz::ColliderType2D_Box);
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}
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}
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WHEN("We construct a circle")
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{
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Nz::Vector2f position(5.f, 3.f);
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float radius = 7.f;
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Nz::CircleCollider2D circle(radius, position);
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THEN("We expect those to be true")
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{
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CHECK(circle.GetRadius() == Approx(radius));
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CHECK(circle.GetType() == Nz::ColliderType2D_Circle);
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}
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}
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WHEN("We construct a compound")
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{
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Nz::Rectf aabb(0.f, 0.f, 1.f, 1.f);
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Nz::BoxCollider2DRef box1 = Nz::BoxCollider2D::New(aabb);
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aabb.Translate(Nz::Vector2f::Unit());
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Nz::BoxCollider2DRef box2 = Nz::BoxCollider2D::New(aabb);
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std::vector<Nz::Collider2DRef> colliders;
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colliders.push_back(box1);
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colliders.push_back(box2);
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Nz::CompoundCollider2D compound(colliders);
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THEN("We expect those to be true")
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{
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CHECK(compound.GetType() == Nz::ColliderType2D_Compound);
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}
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}
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WHEN("We construct a convex")
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{
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std::vector<Nz::Vector2f> vertices;
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vertices.push_back(Nz::Vector2f(0.f, 0.f));
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vertices.push_back(Nz::Vector2f(0.f, 1.f));
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vertices.push_back(Nz::Vector2f(1.f, 1.f));
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vertices.push_back(Nz::Vector2f(1.f, 0.f));
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Nz::ConvexCollider2D convex(Nz::SparsePtr<const Nz::Vector2f>(vertices.data()), vertices.size());
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THEN("We expect those to be true")
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{
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CHECK(convex.GetType() == Nz::ColliderType2D_Convex);
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}
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}
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WHEN("We construct a null")
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{
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Nz::NullCollider2D null;
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THEN("We expect those to be true")
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{
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CHECK(null.GetType() == Nz::ColliderType2D_Null);
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}
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}
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WHEN("We construct a segment")
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{
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Nz::Vector2f firstPoint(2.f, 1.f);
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Nz::Vector2f secondPoint(-4.f, -3.f);
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Nz::SegmentCollider2D segment(firstPoint, secondPoint);
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THEN("We expect those to be true")
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{
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CHECK(segment.GetFirstPoint() == firstPoint);
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CHECK(segment.GetLength() == firstPoint.Distance(secondPoint));
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CHECK(segment.GetSecondPoint() == secondPoint);
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CHECK(segment.GetType() == Nz::ColliderType2D_Segment);
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}
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}
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WHEN("We verify general purpose methods")
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{
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Nz::Rectf aabb(5.f, 3.f, 10.f, 6.f);
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Nz::BoxCollider2D box(aabb);
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Nz::UInt32 categoryMask = 1;
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Nz::UInt32 groupId = 2;
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Nz::UInt32 typeId = 3;
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Nz::UInt32 mask = 4;
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bool trigger = true;
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box.SetCategoryMask(categoryMask);
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box.SetCollisionGroup(groupId);
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box.SetCollisionId(typeId);
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box.SetCollisionMask(mask);
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box.SetTrigger(trigger);
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THEN("We expect those to be true")
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{
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CHECK(box.GetCategoryMask() == categoryMask);
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CHECK(box.GetCollisionGroup() == groupId);
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CHECK(box.GetCollisionId() == typeId);
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CHECK(box.GetCollisionMask() == mask);
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CHECK(box.IsTrigger() == trigger);
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}
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}
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}
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}
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@ -0,0 +1,114 @@
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#include <Nazara/Physics2D/PhysWorld2D.hpp>
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#include <Catch/catch.hpp>
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Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving = true, const Nz::Vector2f& lengths = Nz::Vector2f::Unit());
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Nz::UInt32 collisionGroup = 1;
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Nz::UInt32 categoryMask = 2;
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Nz::UInt32 collisionMask = 3;
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SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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{
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GIVEN("A physic world and a bunch of entities on a grid")
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{
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Nz::PhysWorld2D world;
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std::vector<Nz::RigidBody2D> bodies;
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const int numberOfBodiesPerLign = 3;
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for (int i = 0; i != numberOfBodiesPerLign; ++i)
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{
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for (int j = 0; j != numberOfBodiesPerLign; ++j)
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{
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bodies.push_back(CreateBody(world, Nz::Vector2f(10.f * i, 10.f * j)));
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}
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}
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world.Step(1.f);
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WHEN("We ask for the nearest body")
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{
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Nz::PhysWorld2D::NearestQueryResult result;
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REQUIRE(world.NearestBodyQuery(-Nz::Vector2f::UnitY() * 1.f, 2.f, collisionGroup, categoryMask, collisionMask, &result));
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THEN("It should be the one on the origin")
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{
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CHECK(result.nearestBody == &bodies[0]);
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CHECK(result.closestPoint == Nz::Vector2f::Zero());
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CHECK(result.fraction == -Nz::Vector2f::UnitY());
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CHECK(result.distance == Approx(1.f));
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}
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REQUIRE(world.NearestBodyQuery(Nz::Vector2f::UnitY() * 2.f, 2.f, collisionGroup, categoryMask, collisionMask, &result));
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THEN("It should be the one on the origin")
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{
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CHECK(result.nearestBody == &bodies[0]);
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CHECK(result.closestPoint == Nz::Vector2f::UnitY());
|
||||
CHECK(result.fraction == Nz::Vector2f::UnitY());
|
||||
CHECK(result.distance == Approx(1.f));
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We ask for the first ray collision")
|
||||
{
|
||||
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
|
||||
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
|
||||
Nz::PhysWorld2D::RaycastHit result;
|
||||
REQUIRE(world.RaycastQueryFirst(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &result));
|
||||
|
||||
THEN("It should be the one on the origin")
|
||||
{
|
||||
CHECK(result.nearestBody == &bodies[0]);
|
||||
CHECK(result.fraction == Approx(1.f / 42.f));
|
||||
CHECK(result.hitPos == Nz::Vector2f::Zero());
|
||||
CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We ask for the ray collisions")
|
||||
{
|
||||
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
|
||||
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
|
||||
std::vector<Nz::PhysWorld2D::RaycastHit> results;
|
||||
REQUIRE(world.RaycastQuery(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &results));
|
||||
|
||||
THEN("It should be the first lign")
|
||||
{
|
||||
REQUIRE(results.size() == numberOfBodiesPerLign);
|
||||
|
||||
for (int i = 0; i != numberOfBodiesPerLign; ++i)
|
||||
{
|
||||
const Nz::PhysWorld2D::RaycastHit& result = results[i];
|
||||
CHECK(result.nearestBody == &bodies[i]);
|
||||
CHECK(result.fraction == Approx(i / 4.f).epsilon(0.1f));
|
||||
CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
|
||||
CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We ask for a region")
|
||||
{
|
||||
std::vector<Nz::RigidBody2D*> results;
|
||||
world.RegionQuery(Nz::Rectf(-5.f, -5.f, 5.f, 5.f), collisionGroup, categoryMask, collisionMask, &results);
|
||||
|
||||
THEN("It should be the one on the origin")
|
||||
{
|
||||
REQUIRE(results.size() == 1);
|
||||
CHECK(results[0] == &bodies[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
|
||||
{
|
||||
Nz::Rectf aabb(0.f, 0.f, lengths.x, lengths.y);
|
||||
Nz::Collider2DRef box = Nz::BoxCollider2D::New(aabb);
|
||||
box->SetCategoryMask(categoryMask);
|
||||
box->SetCollisionMask(collisionMask);
|
||||
float mass = isMoving ? 1.f : 0.f;
|
||||
Nz::RigidBody2D rigidBody(&world, mass, box);
|
||||
rigidBody.SetPosition(position);
|
||||
return rigidBody;
|
||||
}
|
||||
|
|
@ -0,0 +1,318 @@
|
|||
#include <Nazara/Physics2D/RigidBody2D.hpp>
|
||||
#include <Nazara/Physics2D/PhysWorld2D.hpp>
|
||||
#include <Catch/catch.hpp>
|
||||
|
||||
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world);
|
||||
void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right);
|
||||
|
||||
SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
|
||||
{
|
||||
GIVEN("A physic world and a rigid body")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
|
||||
Nz::Vector2f positionAABB(3.f, 4.f);
|
||||
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
|
||||
Nz::Collider2DRef box = Nz::BoxCollider2D::New(aabb);
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, box);
|
||||
float angularVelocity = 0.2f;
|
||||
body.SetAngularVelocity(angularVelocity);
|
||||
Nz::Vector2f massCenter(5.f, 7.f);
|
||||
body.SetMassCenter(massCenter);
|
||||
Nz::Vector2f position(9.f, 1.f);
|
||||
body.SetPosition(position);
|
||||
float rotation = 0.1f;
|
||||
body.SetRotation(rotation);
|
||||
Nz::Vector2f velocity(-4.f, -2.f);
|
||||
body.SetVelocity(velocity);
|
||||
bool userdata = false;
|
||||
body.SetUserdata(&userdata);
|
||||
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We copy construct the body")
|
||||
{
|
||||
body.AddForce(Nz::Vector2f(3.f, 5.f));
|
||||
Nz::RigidBody2D copiedBody(body);
|
||||
EQUALITY(copiedBody, body);
|
||||
world.Step(1.f);
|
||||
EQUALITY(copiedBody, body);
|
||||
}
|
||||
|
||||
WHEN("We move construct the body")
|
||||
{
|
||||
Nz::RigidBody2D copiedBody(body);
|
||||
Nz::RigidBody2D movedBody(std::move(body));
|
||||
EQUALITY(movedBody, copiedBody);
|
||||
}
|
||||
|
||||
WHEN("We copy assign the body")
|
||||
{
|
||||
Nz::RigidBody2D copiedBody(&world, 0.f);
|
||||
copiedBody = body;
|
||||
EQUALITY(copiedBody, body);
|
||||
}
|
||||
|
||||
WHEN("We move assign the body")
|
||||
{
|
||||
Nz::RigidBody2D copiedBody(body);
|
||||
Nz::RigidBody2D movedBody(&world, 0.f);
|
||||
movedBody = std::move(body);
|
||||
EQUALITY(movedBody, copiedBody);
|
||||
}
|
||||
|
||||
WHEN("We set a new geometry")
|
||||
{
|
||||
float radius = 5.f;
|
||||
Nz::Vector2f positionCircle(0.f, 0.f);
|
||||
Nz::Collider2DRef circle = Nz::CircleCollider2D::New(radius, position);
|
||||
body.SetGeom(circle);
|
||||
|
||||
world.Step(1.f);
|
||||
|
||||
THEN("The aabb should be updated")
|
||||
{
|
||||
Nz::Rectf circleAABB(position.x - radius, position.y - radius, 2.f * radius, 2.f* radius);
|
||||
REQUIRE(body.GetAABB() == circleAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
Nz::Rectf aabb(3.f, 4.f, 1.f, 2.f);
|
||||
|
||||
WHEN("We get a rigid body from a function")
|
||||
{
|
||||
std::vector<Nz::RigidBody2D> tmp;
|
||||
tmp.push_back(CreateBody(world));
|
||||
tmp.push_back(CreateBody(world));
|
||||
world.Step(1.f);
|
||||
|
||||
THEN("They should be valid")
|
||||
{
|
||||
CHECK(tmp[0].GetAABB() == aabb);
|
||||
CHECK(tmp[1].GetAABB() == aabb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world and a rigid body")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
Nz::Vector2f positionAABB(3.f, 4.f);
|
||||
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
|
||||
Nz::Collider2DRef box = Nz::BoxCollider2D::New(aabb);
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, box);
|
||||
bool userData = false;
|
||||
body.SetUserdata(&userData);
|
||||
|
||||
Nz::Vector2f position = Nz::Vector2f::Zero();
|
||||
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We retrieve standard information")
|
||||
{
|
||||
THEN("We expect those to be true")
|
||||
{
|
||||
CHECK(body.GetAABB() == aabb);
|
||||
CHECK(body.GetAngularVelocity() == Approx(0.f));
|
||||
CHECK(body.GetCenterOfGravity() == Nz::Vector2f::Zero());
|
||||
CHECK(body.GetGeom() == box);
|
||||
CHECK(body.GetMass() == Approx(mass));
|
||||
CHECK(body.GetPosition() == position);
|
||||
CHECK(body.GetRotation() == Approx(0.f));
|
||||
CHECK(body.GetUserdata() == &userData);
|
||||
CHECK(body.GetVelocity() == Nz::Vector2f::Zero());
|
||||
|
||||
CHECK(body.IsMoveable() == true);
|
||||
CHECK(body.IsSleeping() == false);
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We set a velocity")
|
||||
{
|
||||
Nz::Vector2f velocity(Nz::Vector2f::Unit());
|
||||
body.SetVelocity(velocity);
|
||||
position += velocity;
|
||||
world.Step(1.f);
|
||||
|
||||
THEN("We expect those to be true")
|
||||
{
|
||||
aabb.Translate(velocity);
|
||||
CHECK(body.GetAABB() == aabb);
|
||||
CHECK(body.GetCenterOfGravity() == Nz::Vector2f::Zero());
|
||||
CHECK(body.GetPosition() == position);
|
||||
CHECK(body.GetVelocity() == velocity);
|
||||
}
|
||||
|
||||
AND_THEN("We apply an impulse in the opposite direction")
|
||||
{
|
||||
body.AddImpulse(-velocity);
|
||||
world.Step(1.f);
|
||||
|
||||
REQUIRE(body.GetVelocity() == Nz::Vector2f::Zero());
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We set an angular velocity")
|
||||
{
|
||||
float angularSpeed = Nz::FromDegrees(90.f);
|
||||
body.SetAngularVelocity(angularSpeed);
|
||||
world.Step(1.f);
|
||||
|
||||
THEN("We expect those to be true")
|
||||
{
|
||||
CHECK(body.GetAngularVelocity() == Approx(angularSpeed));
|
||||
CHECK(body.GetRotation() == Approx(angularSpeed));
|
||||
CHECK(body.GetAABB() == Nz::Rectf(-6.f, 3.f, 2.f, 1.f));
|
||||
|
||||
world.Step(1.f);
|
||||
CHECK(body.GetRotation() == Approx(2.f * angularSpeed));
|
||||
CHECK(body.GetAABB() == Nz::Rectf(-4.f, -6.f, 1.f, 2.f));
|
||||
|
||||
world.Step(1.f);
|
||||
CHECK(body.GetRotation() == Approx(3.f * angularSpeed));
|
||||
CHECK(body.GetAABB() == Nz::Rectf(4.f, -4.f, 2.f, 1.f));
|
||||
|
||||
world.Step(1.f);
|
||||
CHECK(body.GetRotation() == Approx(4.f * angularSpeed));
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We apply a torque")
|
||||
{
|
||||
float angularSpeed = Nz::DegreeToRadian(90.f);
|
||||
body.AddTorque(angularSpeed);
|
||||
world.Step(1.f);
|
||||
|
||||
THEN("It is also counter-clockwise")
|
||||
{
|
||||
CHECK(body.GetAngularVelocity() >= 0.f);
|
||||
CHECK(body.GetRotation() >= 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world and a rigid body of circle")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
|
||||
Nz::Vector2f position(3.f, 4.f);
|
||||
float radius = 5.f;
|
||||
Nz::Collider2DRef circle = Nz::CircleCollider2D::New(radius, position);
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, circle);
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We ask for the aabb of the circle")
|
||||
{
|
||||
THEN("We expect this to be true")
|
||||
{
|
||||
Nz::Rectf circleAABB(position.x - radius, position.y - radius, 2.f * radius, 2.f* radius);
|
||||
REQUIRE(body.GetAABB() == circleAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world and a rigid body of compound")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
|
||||
Nz::Rectf aabb(0.f, 0.f, 1.f, 1.f);
|
||||
Nz::BoxCollider2DRef box1 = Nz::BoxCollider2D::New(aabb);
|
||||
aabb.Translate(Nz::Vector2f::Unit());
|
||||
Nz::BoxCollider2DRef box2 = Nz::BoxCollider2D::New(aabb);
|
||||
|
||||
std::vector<Nz::Collider2DRef> colliders;
|
||||
colliders.push_back(box1);
|
||||
colliders.push_back(box2);
|
||||
Nz::CompoundCollider2DRef compound = Nz::CompoundCollider2D::New(colliders);
|
||||
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, compound);
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We ask for the aabb of the compound")
|
||||
{
|
||||
THEN("We expect this to be true")
|
||||
{
|
||||
Nz::Rectf compoundAABB(0.f, 0.f, 2.f, 2.f);
|
||||
REQUIRE(body.GetAABB() == compoundAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world and a rigid body of circle")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
|
||||
std::vector<Nz::Vector2f> vertices;
|
||||
vertices.push_back(Nz::Vector2f(0.f, 0.f));
|
||||
vertices.push_back(Nz::Vector2f(0.f, 1.f));
|
||||
vertices.push_back(Nz::Vector2f(1.f, 1.f));
|
||||
vertices.push_back(Nz::Vector2f(1.f, 0.f));
|
||||
|
||||
Nz::SparsePtr<const Nz::Vector2f> sparsePtr(vertices.data());
|
||||
Nz::ConvexCollider2DRef convex = Nz::ConvexCollider2D::New(sparsePtr, vertices.size());
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, convex);
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We ask for the aabb of the convex")
|
||||
{
|
||||
THEN("We expect this to be true")
|
||||
{
|
||||
Nz::Rectf convexAABB(0.f, 0.f, 1.f, 1.f);
|
||||
REQUIRE(body.GetAABB() == convexAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A physic world and a rigid body of segment")
|
||||
{
|
||||
Nz::PhysWorld2D world;
|
||||
|
||||
Nz::Vector2f positionA(3.f, 4.f);
|
||||
Nz::Vector2f positionB(1.f, -4.f);
|
||||
Nz::Collider2DRef segment = Nz::SegmentCollider2D::New(positionA, positionB, 0.f);
|
||||
float mass = 1.f;
|
||||
Nz::RigidBody2D body(&world, mass, segment);
|
||||
world.Step(1.f);
|
||||
|
||||
WHEN("We ask for the aabb of the segment")
|
||||
{
|
||||
THEN("We expect this to be true")
|
||||
{
|
||||
Nz::Rectf segmentAABB(positionA, positionB);
|
||||
REQUIRE(body.GetAABB() == segmentAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world)
|
||||
{
|
||||
Nz::Vector2f positionAABB(3.f, 4.f);
|
||||
Nz::Rectf aabb(positionAABB.x, positionAABB.y, 1.f, 2.f);
|
||||
Nz::Collider2DRef box = Nz::BoxCollider2D::New(aabb);
|
||||
float mass = 1.f;
|
||||
return Nz::RigidBody2D(&world, mass, box);
|
||||
}
|
||||
|
||||
void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
|
||||
{
|
||||
CHECK(left.GetAABB() == right.GetAABB());
|
||||
CHECK(left.GetAngularVelocity() == right.GetAngularVelocity());
|
||||
CHECK(left.GetCenterOfGravity() == right.GetCenterOfGravity());
|
||||
CHECK(left.GetGeom() == right.GetGeom());
|
||||
CHECK(left.GetHandle() != right.GetHandle());
|
||||
CHECK(left.GetMass() == right.GetMass());
|
||||
CHECK(left.GetPosition() == right.GetPosition());
|
||||
CHECK(left.GetRotation() == right.GetRotation());
|
||||
CHECK(left.GetUserdata() == right.GetUserdata());
|
||||
CHECK(left.GetVelocity() == right.GetVelocity());
|
||||
}
|
||||
|
|
@ -5,19 +5,19 @@
|
|||
#include <NDK/Components/PhysicsComponent2D.hpp>
|
||||
#include <Catch/catch.hpp>
|
||||
|
||||
Ndk::EntityHandle CreateBaseEntity(Ndk::World& world, const Nz::Vector2f& position, const Nz::Rectf AABB);
|
||||
|
||||
SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
|
||||
{
|
||||
GIVEN("A world and an entity")
|
||||
{
|
||||
Ndk::World world;
|
||||
const Ndk::EntityHandle& entity = world.CreateEntity();
|
||||
Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
|
||||
|
||||
Nz::Vector2f position(2.f, 3.f);
|
||||
nodeComponent.SetPosition(position);
|
||||
Nz::Rectf aabb(0.f, 0.f, 16.f, 18.f);
|
||||
Nz::BoxCollider2DRef collisionBox = Nz::BoxCollider2D::New(aabb);
|
||||
Ndk::CollisionComponent2D& collisionComponent = entity->AddComponent<Ndk::CollisionComponent2D>(collisionBox);
|
||||
Ndk::PhysicsComponent2D& physicsComponent = entity->AddComponent<Ndk::PhysicsComponent2D>();
|
||||
Nz::Rectf movingAABB(0.f, 0.f, 16.f, 18.f);
|
||||
Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
|
||||
Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
|
||||
Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
|
||||
|
||||
WHEN("We update the world")
|
||||
{
|
||||
|
|
@ -26,9 +26,123 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
|
|||
THEN("Entity should have correct bounding box")
|
||||
{
|
||||
REQUIRE(nodeComponent.GetPosition() == position);
|
||||
aabb.Translate(position);
|
||||
REQUIRE(physicsComponent.GetAABB() == aabb);
|
||||
movingAABB.Translate(position);
|
||||
REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We make it collide with a wall")
|
||||
{
|
||||
int rawDistance = 3;
|
||||
Nz::Vector2f distance(rawDistance, 0.f);
|
||||
Nz::Vector2f wallPosition = position + Nz::Vector2f(movingAABB.width, 0.f) + distance;
|
||||
Nz::Rectf wallAABB(0.f, 0.f, 100.f, 100.f);
|
||||
Ndk::EntityHandle wallEntity = CreateBaseEntity(world, wallPosition, wallAABB);
|
||||
|
||||
world.Update(1.f);
|
||||
|
||||
THEN("It should moved freely")
|
||||
{
|
||||
REQUIRE(nodeComponent.GetPosition() == position);
|
||||
movingAABB.Translate(position);
|
||||
REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
|
||||
|
||||
physicsComponent2D.SetVelocity(Nz::Vector2f::UnitX());
|
||||
|
||||
for (int i = 0; i < rawDistance; ++i)
|
||||
{
|
||||
world.Update(1.f);
|
||||
position += Nz::Vector2f::UnitX();
|
||||
REQUIRE(nodeComponent.GetPosition() == position);
|
||||
movingAABB.Translate(Nz::Vector2f::UnitX());
|
||||
REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
|
||||
}
|
||||
}
|
||||
|
||||
AND_THEN("It should be stopped by it")
|
||||
{
|
||||
world.Update(1.f);
|
||||
REQUIRE(nodeComponent.GetPosition().SquaredDistance(position) < 0.1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A world and a simple entity")
|
||||
{
|
||||
Ndk::World world;
|
||||
|
||||
Nz::Vector2f position(0.f, 0.f);
|
||||
Nz::Rectf movingAABB(0.f, 0.f, 1.f, 2.f);
|
||||
Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
|
||||
Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
|
||||
Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
|
||||
|
||||
WHEN("We make rotate our entity")
|
||||
{
|
||||
float angularSpeed = Nz::FromDegrees(45.f);
|
||||
physicsComponent2D.SetAngularVelocity(angularSpeed);
|
||||
world.Update(2.f);
|
||||
|
||||
THEN("It should have been rotated")
|
||||
{
|
||||
CHECK(physicsComponent2D.GetAngularVelocity() == angularSpeed);
|
||||
CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(-2.f, 0.f, 2.f, 1.f));
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(Nz::FromDegrees(90.f)));
|
||||
CHECK(nodeComponent.GetRotation().ToEulerAngles().roll == Approx(Nz::FromDegrees(90.f)));
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We put a force on it")
|
||||
{
|
||||
float stepSize = world.GetSystem<Ndk::PhysicsSystem2D>().GetWorld().GetStepSize();
|
||||
Nz::Vector2f velocity = Nz::Vector2f::UnitX();
|
||||
physicsComponent2D.AddForce(velocity / stepSize);
|
||||
world.Update(1.f);
|
||||
|
||||
THEN("Velocity should be the one targetted")
|
||||
{
|
||||
REQUIRE(physicsComponent2D.GetVelocity() == velocity);
|
||||
world.Update(99.f);
|
||||
REQUIRE(physicsComponent2D.GetPosition().Distance(Nz::Vector2f::UnitX() * 100.f) < 1.f);
|
||||
REQUIRE(nodeComponent.GetPosition().Distance(Nz::Vector2f::UnitX() * 100.f) < 1.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A world and a simple entity not at the origin")
|
||||
{
|
||||
Ndk::World world;
|
||||
|
||||
Nz::Vector2f position(3.f, 4.f);
|
||||
Nz::Rectf movingAABB(0.f, 0.f, 1.f, 2.f);
|
||||
Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
|
||||
Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
|
||||
Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
|
||||
|
||||
WHEN("We make rotate our entity")
|
||||
{
|
||||
float angularSpeed = Nz::FromDegrees(45.f);
|
||||
physicsComponent2D.SetAngularVelocity(angularSpeed);
|
||||
world.Update(2.f);
|
||||
|
||||
THEN("It should have been rotated")
|
||||
{
|
||||
CHECK(physicsComponent2D.GetAngularVelocity() == angularSpeed);
|
||||
CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(Nz::FromDegrees(90.f)));
|
||||
CHECK(nodeComponent.GetPosition() == position);
|
||||
CHECK(nodeComponent.GetRotation().ToEulerAngles().roll == Approx(Nz::FromDegrees(90.f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ndk::EntityHandle CreateBaseEntity(Ndk::World& world, const Nz::Vector2f& position, const Nz::Rectf AABB)
|
||||
{
|
||||
Ndk::EntityHandle entity = world.CreateEntity();
|
||||
Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
|
||||
nodeComponent.SetPosition(position);
|
||||
Nz::BoxCollider2DRef collisionBox = Nz::BoxCollider2D::New(AABB);
|
||||
entity->AddComponent<Ndk::CollisionComponent2D>(collisionBox);
|
||||
return entity;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,13 +1,11 @@
|
|||
#include <NDK/Systems/RenderSystem.hpp>
|
||||
#include <NDK/World.hpp>
|
||||
#include <NDK/Components/CameraComponent.hpp>
|
||||
#include <NDK/Components/GraphicsComponent.hpp>
|
||||
#include <NDK/Components/LightComponent.hpp>
|
||||
#include <NDK/Components/NodeComponent.hpp>
|
||||
#include <NDK/Components/ParticleGroupComponent.hpp>
|
||||
#include <NDK/Components.hpp>
|
||||
#include <Nazara/Graphics/Sprite.hpp>
|
||||
#include <Catch/catch.hpp>
|
||||
|
||||
void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume);
|
||||
|
||||
SCENARIO("RenderSystem", "[NDK][RenderSystem]")
|
||||
{
|
||||
GIVEN("A world with a camera, a drawable, a light and some particles")
|
||||
|
|
@ -41,4 +39,79 @@ SCENARIO("RenderSystem", "[NDK][RenderSystem]")
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
GIVEN("A world with 2D coordinates (upper-left) and an entity with graphics and physics")
|
||||
{
|
||||
Ndk::World world;
|
||||
world.GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
|
||||
const Ndk::EntityHandle& entity = world.CreateEntity();
|
||||
|
||||
Nz::Vector2f position(3.f, 4.f);
|
||||
Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
|
||||
nodeComponent.SetPosition(position);
|
||||
|
||||
Nz::Vector2f dimensions(1.f, 2.f);
|
||||
Ndk::GraphicsComponent& graphicsComponent = entity->AddComponent<Ndk::GraphicsComponent>();
|
||||
Nz::SpriteRef sprite = Nz::Sprite::New();
|
||||
sprite->SetSize(dimensions);
|
||||
graphicsComponent.Attach(sprite);
|
||||
|
||||
Nz::Rectf aabb(Nz::Vector2f::Zero(), dimensions);
|
||||
Nz::BoxCollider2DRef boxCollider2D = Nz::BoxCollider2D::New(aabb);
|
||||
entity->AddComponent<Ndk::CollisionComponent2D>(boxCollider2D);
|
||||
Ndk::PhysicsComponent2D& physicsComponent2D = entity->AddComponent<Ndk::PhysicsComponent2D>();
|
||||
|
||||
world.Update(1.f);
|
||||
|
||||
WHEN("We move it")
|
||||
{
|
||||
Nz::Vector2f velocity = Nz::Vector2f::UnitY();
|
||||
physicsComponent2D.SetVelocity(velocity);
|
||||
world.Update(1.f);
|
||||
|
||||
THEN("Graphics and physics should be synchronised")
|
||||
{
|
||||
CHECK(nodeComponent.GetPosition() == position + velocity);
|
||||
CHECK(physicsComponent2D.GetAABB() == aabb.Translate(position + velocity));
|
||||
CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
|
||||
}
|
||||
}
|
||||
|
||||
WHEN("We set an angular velocity")
|
||||
{
|
||||
float angularSpeed = Nz::FromDegrees(90.f);
|
||||
physicsComponent2D.SetAngularVelocity(angularSpeed);
|
||||
world.Update(1.f);
|
||||
|
||||
THEN("We expect those to be true")
|
||||
{
|
||||
CHECK(physicsComponent2D.GetAngularVelocity() == Approx(angularSpeed));
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(angularSpeed));
|
||||
CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
|
||||
CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
|
||||
|
||||
world.Update(1.f);
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(2.f * angularSpeed));
|
||||
CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(2.f, 2.f, 1.f, 2.f));
|
||||
CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
|
||||
|
||||
world.Update(1.f);
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(3.f * angularSpeed));
|
||||
CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(3.f, 3.f, 2.f, 1.f));
|
||||
CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
|
||||
|
||||
world.Update(1.f);
|
||||
CHECK(physicsComponent2D.GetRotation() == Approx(4.f * angularSpeed));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume)
|
||||
{
|
||||
Nz::Boxf box = boundingVolume.aabb;
|
||||
CHECK(aabb.x == Approx(box.x));
|
||||
CHECK(aabb.y == Approx(box.y));
|
||||
CHECK(aabb.width == Approx(box.width));
|
||||
CHECK(aabb.height == Approx(box.height));
|
||||
}
|
||||
Loading…
Reference in New Issue