Documentation for module 'NDK'

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This commit is contained in:
Gawaboumga
2016-08-21 13:48:52 +02:00
parent 42abd200be
commit 9eba331f34
75 changed files with 3374 additions and 112 deletions

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#include <NDK/Systems/ListenerSystem.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/ListenerComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/VelocityComponent.hpp>
#include <Nazara/Audio/Audio.hpp>
#include <Catch/catch.hpp>
SCENARIO("ListenerSystem", "[NDK][LISTENERSYSTEM]")
{
GIVEN("A world and an entity with listener & node components")
{
Ndk::World world;
const Ndk::EntityHandle& entity = world.CreateEntity();
Ndk::ListenerComponent& listenerComponent = entity->AddComponent<Ndk::ListenerComponent>();
Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
WHEN("We move our entity")
{
Nz::Vector3f position = Nz::Vector3f::Unit() * 3.f;
nodeComponent.SetPosition(position);
Nz::Quaternionf rotation = Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::Up());
nodeComponent.SetRotation(rotation);
world.Update(1.f);
THEN("Our listener should have moved")
{
REQUIRE(Nz::Audio::GetListenerPosition() == position);
REQUIRE(Nz::Audio::GetListenerRotation() == rotation);
}
THEN("With a component of velocity")
{
Ndk::VelocityComponent& velocityComponent = entity->AddComponent<Ndk::VelocityComponent>();
Nz::Vector3f velocity = Nz::Vector3f::Unit() * 2.f;
velocityComponent.linearVelocity = velocity;
world.Update(1.f);
REQUIRE(Nz::Audio::GetListenerVelocity() == velocity);
}
}
}
}

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#include <NDK/Systems/PhysicsSystem.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent.hpp>
#include <Catch/catch.hpp>
SCENARIO("PhysicsSystem", "[NDK][PHYSICSSYSTEM]")
{
GIVEN("A world and a static entity & a dynamic entity")
{
Ndk::World world;
const Ndk::EntityHandle& staticEntity = world.CreateEntity();
Ndk::CollisionComponent& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent>();
Ndk::NodeComponent& nodeComponentStatic = staticEntity->AddComponent<Ndk::NodeComponent>();
const Ndk::EntityHandle& dynamicEntity = world.CreateEntity();
Ndk::NodeComponent& nodeComponentDynamic = dynamicEntity->AddComponent<Ndk::NodeComponent>();
Ndk::PhysicsComponent& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent>();
WHEN("We make collide these two entities")
{
nodeComponentDynamic.SetPosition(-Nz::Vector3f::UnitZ());
physicsComponentDynamic.AddForce(Nz::Vector3f::UnitZ());
THEN("The dynamic entity should have hit the static one")
{
world.Update(1.f); // On origin
world.Update(1.f); // On origin due to collision
REQUIRE(nodeComponentStatic.GetPosition().SquaredDistance(nodeComponentDynamic.GetPosition()) < 0.2f);
}
}
}
}

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#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 <Nazara/Graphics/Sprite.hpp>
#include <Catch/catch.hpp>
SCENARIO("RenderSystem", "[NDK][RenderSystem]")
{
GIVEN("A world with a camera, a drawable, a light and some particles")
{
Ndk::World world;
const Ndk::EntityHandle& cameraEntity = world.CreateEntity();
Ndk::CameraComponent& cameraComponentCamera = cameraEntity->AddComponent<Ndk::CameraComponent>();
Ndk::NodeComponent& nodeComponentCamera = cameraEntity->AddComponent<Ndk::NodeComponent>();
const Ndk::EntityHandle& drawableEntity = world.CreateEntity();
Ndk::GraphicsComponent& graphicsComponentDrawable = drawableEntity->AddComponent<Ndk::GraphicsComponent>();
Nz::SpriteRef sprite = Nz::Sprite::New();
graphicsComponentDrawable.Attach(sprite);
Ndk::NodeComponent& nodeComponentDrawable = drawableEntity->AddComponent<Ndk::NodeComponent>();
const Ndk::EntityHandle& lightEntity = world.CreateEntity();
Ndk::LightComponent& lightComponentLight = lightEntity->AddComponent<Ndk::LightComponent>();
Ndk::NodeComponent& nodeComponentLight = lightEntity->AddComponent<Ndk::NodeComponent>();
const Ndk::EntityHandle& particlesEntity = world.CreateEntity();
Ndk::ParticleGroupComponent& particleGroupComponentParticles = particlesEntity->AddComponent<Ndk::ParticleGroupComponent>(1, Nz::ParticleLayout_Sprite);
WHEN("We change the render technique to ForwardRenderTechnique")
{
Ndk::RenderSystem& renderSystem = world.GetSystem<Ndk::RenderSystem>();
renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
THEN("The render system should be ForwardRenderTechnique")
{
REQUIRE(renderSystem.GetRenderTechnique().GetType() == Nz::RenderTechniqueType_BasicForward);
}
}
}
}

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#include <NDK/Systems/VelocitySystem.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/VelocityComponent.hpp>
#include <Catch/catch.hpp>
SCENARIO("VelocitySystem", "[NDK][VELOCITYSYSTEM]")
{
GIVEN("A world and an entity with velocity & node components")
{
Ndk::World world;
const Ndk::EntityHandle& entity = world.CreateEntity();
Ndk::VelocityComponent& velocityComponent = entity->AddComponent<Ndk::VelocityComponent>();
Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
WHEN("We give a speed to our entity")
{
Nz::Vector3f velocity = Nz::Vector3f::Unit() * 2.f;
velocityComponent.linearVelocity = velocity;
world.Update(1.f);
THEN("Our entity should have moved")
{
REQUIRE(nodeComponent.GetPosition().SquaredDistance(velocity) < 0.2f);
}
}
}
}