Upgrade Physics2D and Physics3D

This commit is contained in:
Jérôme Leclercq
2021-05-24 19:12:21 +02:00
parent 4bcb63d776
commit 8b0b5295f7
25 changed files with 239 additions and 448 deletions

View File

@@ -17,7 +17,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass, box);
float angularVelocity = 0.2f;
@@ -69,7 +69,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
WHEN("We set a new geometry")
{
float radius = 5.f;
body.SetGeom(Nz::CircleCollider2D::New(radius));
body.SetGeom(std::make_shared<Nz::CircleCollider2D>(radius));
world.Step(1.f);
@@ -112,7 +112,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
body.SetGeom(box, true, false);
@@ -214,7 +214,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
Nz::Vector2f position(3.f, 4.f);
float radius = 5.f;
Nz::Collider2DRef circle = Nz::CircleCollider2D::New(radius, position);
std::shared_ptr<Nz::Collider2D> circle = std::make_shared<Nz::CircleCollider2D>(radius, position);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
body.SetGeom(circle, true, false);
@@ -237,14 +237,14 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
Nz::Rectf aabb(0.f, 0.f, 1.f, 1.f);
Nz::BoxCollider2DRef box1 = Nz::BoxCollider2D::New(aabb);
std::shared_ptr<Nz::BoxCollider2D> box1 = std::make_shared<Nz::BoxCollider2D>(aabb);
aabb.Translate(Nz::Vector2f::Unit());
Nz::BoxCollider2DRef box2 = Nz::BoxCollider2D::New(aabb);
std::shared_ptr<Nz::BoxCollider2D> box2 = std::make_shared<Nz::BoxCollider2D>(aabb);
std::vector<Nz::Collider2DRef> colliders;
std::vector<std::shared_ptr<Nz::Collider2D>> colliders;
colliders.push_back(box1);
colliders.push_back(box2);
Nz::CompoundCollider2DRef compound = Nz::CompoundCollider2D::New(colliders);
std::shared_ptr<Nz::CompoundCollider2D> compound = std::make_shared<Nz::CompoundCollider2D>(colliders);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
@@ -268,13 +268,13 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
world.SetMaxStepCount(std::numeric_limits<std::size_t>::max());
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));
vertices.emplace_back(0.f, 0.f);
vertices.emplace_back(0.f, 1.f);
vertices.emplace_back(1.f, 1.f);
vertices.emplace_back(1.f, 0.f);
Nz::SparsePtr<const Nz::Vector2f> sparsePtr(vertices.data());
Nz::ConvexCollider2DRef convex = Nz::ConvexCollider2D::New(sparsePtr, vertices.size());
std::shared_ptr<Nz::ConvexCollider2D> convex = std::make_shared<Nz::ConvexCollider2D>(sparsePtr, vertices.size());
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
body.SetGeom(convex, true, false);
@@ -298,7 +298,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
Nz::Vector2f positionA(3.f, 4.f);
Nz::Vector2f positionB(1.f, -4.f);
Nz::Collider2DRef segment = Nz::SegmentCollider2D::New(positionA, positionB, 0.f);
std::shared_ptr<Nz::Collider2D> segment = std::make_shared<Nz::SegmentCollider2D>(positionA, positionB, 0.f);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass);
body.SetGeom(segment, true, false);
@@ -320,7 +320,7 @@ 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);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
float mass = 1.f;
Nz::RigidBody2D body(&world, mass, box);