Merge branch 'master' into physics3d-material

This commit is contained in:
Lynix 2018-02-11 14:39:14 +01:00
commit af12c5ed92
19 changed files with 352 additions and 96 deletions

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@ -12,6 +12,9 @@ Miscellaneous:
- FirstScene now uses the EventHandler (#151)
- ⚠️ Rename Prerequesites.hpp to Prerequisites.hpp (#153)
- Updated premake5-linux64 with a nightly to fix a build error when a previous version of Nazara was installed on the system.
- Fix compilation with some MinGW distributions
- Add Lua unit tests
- NDEBUG is now defined in Release
Nazara Engine:
- VertexMapper:GetComponentPtr no longer throw an error if component is disabled or incompatible with template type, instead a null pointer is returned.
@ -59,6 +62,10 @@ Nazara Engine:
- Fix LuaClass not working correctly when Lua stack wasn't empty
- Add RigidBody2D simulation control (via EnableSimulation and IsSimulationEnabled), which allows to disable physics and collisions at will.
- ⚠️ LuaInstance no longer load all lua libraries on construction, this is done in the new LoadLibraries method which allows you to excludes some libraries
- Clock::Restart now returns the elapsed microseconds since construction or last Restart call
- Add PhysWorld2D::[Get|Set]IterationCount to control how many iterations chipmunk will perform per step.
- Add PhysWorld2D::UseSpatialHash to use spatial hashing instead of bounding box trees, which may speedup simulation in some cases.
- Add PhysWorld[2D|3D] max step count per Step call (default: 50), to avoid spirals of death when the physics engine simulation time is over step size.
Nazara Development Kit:
- Added ImageWidget (#139)
@ -91,6 +98,9 @@ Nazara Development Kit:
- Fix TextAreaWidget::Clear crash
- Add ConstraintComponent2D class
- Fix CollisionComponent3D initialization (teleportation to their real coordinates) which could sometimes mess up the physics scene.
- ⚠️ Renamed World::Update() to World::Refresh() for more clarity and to differentiate it from World::Update(elapsedTime)
- World entity ids are now reused from lowest to highest (they were previously reused in reverse order of death)
- World now has an internal profiler, allowing to measure the refresh and system update time
# 0.4:

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@ -164,8 +164,10 @@ namespace Ndk
}
else
{
OnUpdate(m_maxUpdateRate);
m_updateCounter -= m_maxUpdateRate;
float updateRate = std::max(elapsedTime, m_maxUpdateRate);
OnUpdate(updateRate);
m_updateCounter -= updateRate;
}
}
}

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@ -29,6 +29,7 @@ namespace Ndk
public:
using EntityVector = std::vector<EntityHandle>;
struct ProfilerData;
inline World(bool addDefaultSystems = true);
World(const World&) = delete;
@ -46,8 +47,12 @@ namespace Ndk
void Clear() noexcept;
const EntityHandle& CloneEntity(EntityId id);
inline void DisableProfiler();
inline void EnableProfiler(bool enable = true);
inline const EntityHandle& GetEntity(EntityId id);
inline const EntityList& GetEntities() const;
inline const ProfilerData& GetProfilerData() const;
inline BaseSystem& GetSystem(SystemIndex index);
template<typename SystemType> SystemType& GetSystem();
@ -59,17 +64,27 @@ namespace Ndk
inline bool IsEntityValid(const Entity* entity) const;
inline bool IsEntityIdValid(EntityId id) const;
inline bool IsProfilerEnabled() const;
void Refresh();
inline void RemoveAllSystems();
inline void RemoveSystem(SystemIndex index);
template<typename SystemType> void RemoveSystem();
inline void ResetProfiler();
void Update();
inline void Update(float elapsedTime);
void Update(float elapsedTime);
World& operator=(const World&) = delete;
inline World& operator=(World&& world) noexcept;
struct ProfilerData
{
Nz::UInt64 refreshTime = 0;
std::vector<Nz::UInt64> updateTime;
std::size_t updateCount = 0;
};
private:
inline void Invalidate();
inline void Invalidate(EntityId id);
@ -95,11 +110,13 @@ namespace Ndk
std::vector<EntityBlock> m_entities;
std::vector<EntityBlock*> m_entityBlocks;
std::vector<std::unique_ptr<EntityBlock>> m_waitingEntities;
std::vector<EntityId> m_freeIdList;
EntityList m_aliveEntities;
ProfilerData m_profilerData;
Nz::Bitset<Nz::UInt64> m_dirtyEntities;
Nz::Bitset<Nz::UInt64> m_freeEntityIds;
Nz::Bitset<Nz::UInt64> m_killedEntities;
bool m_orderedSystemsUpdated;
bool m_isProfilerEnabled;
};
}

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@ -2,6 +2,7 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NDK/World.hpp>
#include <Nazara/Core/Error.hpp>
#include <type_traits>
@ -14,7 +15,8 @@ namespace Ndk
*/
inline World::World(bool addDefaultSystems) :
m_orderedSystemsUpdated(false)
m_orderedSystemsUpdated(false),
m_isProfilerEnabled(false)
{
if (addDefaultSystems)
AddDefaultSystems();
@ -47,7 +49,10 @@ namespace Ndk
// We must ensure that the vector is big enough to hold the new system
if (index >= m_systems.size())
{
m_systems.resize(index + 1);
m_profilerData.updateTime.resize(index + 1, 0);
}
// Affectation and return of system
m_systems[index] = std::move(system);
@ -82,7 +87,6 @@ namespace Ndk
*
* \param count Number of entities to create
*/
inline World::EntityVector World::CreateEntities(unsigned int count)
{
EntityVector list;
@ -94,16 +98,79 @@ namespace Ndk
return list;
}
/*!
* \brief Disables the profiler, clearing up results
*
* This is just a shortcut to EnableProfiler(false)
*
* \param enable Should the entity be enabled
*
* \see EnableProfiler
*/
inline void World::DisableProfiler()
{
EnableProfiler(false);
}
/*!
* \brief Enables/Disables the internal profiler
*
* Worlds come with a built-in profiler, allowing to measure update count along with time passed in refresh and system updates.
* This is disabled by default as it adds an small overhead to the update process.
*
* \param enable Should the profiler be enabled
*
* \remark Disabling the profiler clears up results, as if ResetProfiler has been called
*/
inline void World::EnableProfiler(bool enable)
{
if (m_isProfilerEnabled != enable)
{
m_isProfilerEnabled = enable;
if (enable)
ResetProfiler();
}
}
/*!
* \brief Gets an entity
* \return A constant reference to a handle of the entity
*
* \param id Identifier of the entity
*
* \remark Handle referenced by this function can move in memory when updating the world, do not keep a handle reference from a world update to another
* \remark If an invalid identifier is provided, an error got triggered and an invalid handle is returned
*/
inline const EntityHandle& World::GetEntity(EntityId id)
{
if (IsEntityIdValid(id))
return m_entityBlocks[id]->handle;
else
{
NazaraError("Invalid ID");
return EntityHandle::InvalidHandle;
}
}
/*!
* \brief Gets every entities in the world
* \return A constant reference to the entities
*/
inline const EntityList& World::GetEntities() const
{
return m_aliveEntities;
}
/*!
* \brief Gets the latest profiler data
* \return A constant reference to the profiler data
*/
inline const World::ProfilerData& World::GetProfilerData() const
{
return m_profilerData;
}
/*!
* \brief Gets a system in the world by index
* \return A reference to the system
@ -192,26 +259,6 @@ namespace Ndk
KillEntity(entity);
}
/*!
* \brief Gets an entity
* \return A constant reference to a handle of the entity
*
* \param id Identifier of the entity
*
* \remark Handle referenced by this function can move in memory when updating the world, do not keep a handle reference from a world update to another
* \remark If an invalid identifier is provided, an error got triggered and an invalid handle is returned
*/
inline const EntityHandle& World::GetEntity(EntityId id)
{
if (IsEntityIdValid(id))
return m_entityBlocks[id]->handle;
else
{
NazaraError("Invalid ID");
return EntityHandle::InvalidHandle;
}
}
/*!
* \brief Checks whether or not an entity is valid
* \return true If it is the case
@ -230,12 +277,22 @@ namespace Ndk
*
* \param id Identifier of the entity
*/
inline bool World::IsEntityIdValid(EntityId id) const
{
return id < m_entityBlocks.size() && m_entityBlocks[id]->entity.IsValid();
}
/*!
* \brief Checks whether or not the profiler is enabled
* \return true If it is the case
*
* \see EnableProfiler
*/
inline bool World::IsProfilerEnabled() const
{
return m_isProfilerEnabled;
}
/*!
* \brief Removes each system from the world
*/
@ -265,10 +322,21 @@ namespace Ndk
}
}
/*!
* \brief Clear profiler results
*
* This reset the profiler results, filling all counters with zero
*/
inline void World::ResetProfiler()
{
m_profilerData.refreshTime = 0;
m_profilerData.updateCount = 0;
std::fill(m_profilerData.updateTime.begin(), m_profilerData.updateTime.end(), 0);
}
/*!
* \brief Removes a system from the world by type
*/
template<typename SystemType>
void World::RemoveSystem()
{
@ -278,21 +346,6 @@ namespace Ndk
RemoveSystem(index);
}
/*!
* \brief Updates the world
*
* \param elapsedTime Delta time used for the update
*/
inline void World::Update(float elapsedTime)
{
Update(); //< Update entities
// And then update systems
for (auto& systemPtr : m_orderedSystems)
systemPtr->Update(elapsedTime);
}
/*!
* \brief Moves a world into another world object
* \return A reference to the object
@ -303,10 +356,12 @@ namespace Ndk
m_aliveEntities = std::move(world.m_aliveEntities);
m_dirtyEntities = std::move(world.m_dirtyEntities);
m_entityBlocks = std::move(world.m_entityBlocks);
m_freeIdList = std::move(world.m_freeIdList);
m_freeEntityIds = std::move(world.m_freeEntityIds);
m_killedEntities = std::move(world.m_killedEntities);
m_orderedSystems = std::move(world.m_orderedSystems);
m_orderedSystemsUpdated = world.m_orderedSystemsUpdated;
m_profilerData = std::move(world.m_profilerData);
m_isProfilerEnabled = m_isProfilerEnabled;
m_entities = std::move(world.m_entities);
for (EntityBlock& block : m_entities)

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@ -107,8 +107,7 @@ namespace Ndk
if (m_shouldQuit)
return false;
m_updateTime = m_updateClock.GetSeconds();
m_updateClock.Restart();
m_updateTime = m_updateClock.Restart() / 1'000'000.f;
for (World& world : m_worlds)
world.Update(m_updateTime);

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@ -179,6 +179,12 @@ namespace Ndk
world.BindMethod("CreateEntity", &World::CreateEntity);
world.BindMethod("CreateEntities", &World::CreateEntities);
world.BindMethod("Clear", &World::Clear);
world.BindMethod("DisableProfiler", &World::DisableProfiler);
world.BindMethod("EnableProfiler", &World::EnableProfiler);
world.BindMethod("IsProfilerEnabled", &World::IsProfilerEnabled);
world.BindMethod("Refresh", &World::Refresh);
world.BindMethod("ResetProfiler", &World::ResetProfiler);
world.BindMethod("Update", &World::Update);
world.BindMethod("IsValidHandle", &WorldHandle::IsValid);
}

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@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NDK/World.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Error.hpp>
#include <NDK/BaseComponent.hpp>
#include <NDK/Systems/PhysicsSystem2D.hpp>
@ -61,11 +62,14 @@ namespace Ndk
{
EntityId id;
EntityBlock* entBlock;
if (!m_freeIdList.empty())
std::size_t freeEntityId = m_freeEntityIds.FindFirst();
if (freeEntityId != m_freeEntityIds.npos)
{
// We get an identifier
id = m_freeIdList.back();
m_freeIdList.pop_back();
m_freeEntityIds.Reset(freeEntityId); //< Remove id from free entity id
id = static_cast<EntityId>(freeEntityId);
entBlock = &m_entities[id];
entBlock->handle.Reset(&entBlock->entity); //< Reset handle (as it was reset when entity got destroyed)
@ -81,7 +85,7 @@ namespace Ndk
{
NazaraAssert(m_waitingEntities.empty(), "There should be no waiting entities if space is available in main container");
m_entities.push_back(Entity(this, id)); //< We can't use emplace_back due to the scope
m_entities.emplace_back(Entity(this, id)); //< We can't make our vector create the entity due to the scope
entBlock = &m_entities.back();
}
else
@ -124,11 +128,11 @@ namespace Ndk
m_entityBlocks.clear();
m_entities.clear();
m_freeIdList.clear();
m_waitingEntities.clear();
m_aliveEntities.Clear();
m_dirtyEntities.Clear();
m_freeEntityIds.Clear();
m_killedEntities.Clear();
}
@ -166,12 +170,21 @@ namespace Ndk
}
/*!
* \brief Updates the world
* \brief Refreshes the world
*
* \remark Produces a NazaraAssert if an entity is invalid
* This function will perform all pending operations in the following order:
* - Reorder systems according to their update order if needed
* - Moving newly created entities (whose which allocate never-used id) data and handles to normal entity list, this will invalidate references to world EntityHandle
* - Destroying dead entities and allowing their ids to be used by newly created entities
* - Update dirty entities, destroying their removed components and filtering them along systems
*
* \remark This is called automatically by Update and you most likely won't need to call it yourself
* \remark Calling this outside of Update will not increase the profiler values
*
* \see GetProfilerData
* \see Update
*/
void World::Update()
void World::Refresh()
{
if (!m_orderedSystemsUpdated)
ReorderSystems();
@ -203,7 +216,7 @@ namespace Ndk
entity->Destroy();
// Send back the identifier of the entity to the free queue
m_freeIdList.push_back(entity->GetId());
m_freeEntityIds.UnboundedSet(entity->GetId());
}
m_killedEntities.Reset();
@ -248,6 +261,43 @@ namespace Ndk
m_dirtyEntities.Reset();
}
/*!
* \brief Updates the world
* \param elapsedTime Delta time used for the update
*
* This function Refreshes the world and calls the Update function of every active system part of it with the elapsedTime value.
* It also increase the profiler data with the elapsed time passed in Refresh and every system update.
*/
void World::Update(float elapsedTime)
{
if (m_isProfilerEnabled)
{
Nz::UInt64 t1 = Nz::GetElapsedMicroseconds();
Refresh();
Nz::UInt64 t2 = Nz::GetElapsedMicroseconds();
m_profilerData.refreshTime += t2 - t1;
for (auto& systemPtr : m_orderedSystems)
{
systemPtr->Update(elapsedTime);
Nz::UInt64 t3 = Nz::GetElapsedMicroseconds();
m_profilerData.updateTime[systemPtr->GetIndex()] += t3 - t2;
t2 = t3;
}
m_profilerData.updateCount++;
}
else
{
Refresh();
for (auto& systemPtr : m_orderedSystems)
systemPtr->Update(elapsedTime);
}
}
void World::ReorderSystems()
{
m_orderedSystems.clear();

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@ -821,6 +821,7 @@ function NazaraBuild:PrepareGeneric()
-- Setup some optimizations for release
filter("configurations:Release*")
defines("NDEBUG")
optimize("Speed")
vectorextensions("SSE2")

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@ -325,9 +325,7 @@ int main()
while (application.Run())
{
Nz::UInt64 elapsedUS = updateClock.GetMicroseconds();
// On relance l'horloge
updateClock.Restart();
Nz::UInt64 elapsedUS = updateClock.Restart() / 1'000'000;
// Mise à jour (Caméra)
const Nz::UInt64 updateRate = 1000000 / 60; // 60 fois par seconde

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@ -32,7 +32,7 @@ namespace Nz
bool IsPaused() const;
void Pause();
void Restart();
UInt64 Restart();
void Unpause();
Clock& operator=(const Clock& clock) = default;
@ -46,7 +46,7 @@ namespace Nz
bool m_paused;
};
typedef UInt64 (*ClockFunction)();
using ClockFunction = UInt64 (*)();
extern NAZARA_CORE_API ClockFunction GetElapsedMicroseconds;
extern NAZARA_CORE_API ClockFunction GetElapsedMilliseconds;

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@ -54,6 +54,8 @@ namespace Nz
float GetDamping() const;
Vector2f GetGravity() const;
cpSpace* GetHandle() const;
std::size_t GetIterationCount() const;
std::size_t GetMaxStepCount() const;
float GetStepSize() const;
bool NearestBodyQuery(const Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RigidBody2D** nearestBody = nullptr);
@ -69,10 +71,14 @@ namespace Nz
void SetDamping(float dampingValue);
void SetGravity(const Vector2f& gravity);
void SetIterationCount(std::size_t iterationCount);
void SetMaxStepCount(std::size_t maxStepCount);
void SetStepSize(float stepSize);
void Step(float timestep);
void UseSpatialHash(float cellSize, std::size_t entityCount);
PhysWorld2D& operator=(const PhysWorld2D&) = delete;
PhysWorld2D& operator=(PhysWorld2D&&) = delete; ///TODO
@ -140,6 +146,7 @@ namespace Nz
static_assert(std::is_nothrow_move_constructible<PostStepContainer>::value, "PostStepContainer should be noexcept MoveConstructible");
std::size_t m_maxStepCount;
std::unordered_map<cpCollisionHandler*, std::unique_ptr<Callback>> m_callbacks;
std::unordered_map<RigidBody2D*, PostStepContainer> m_rigidPostSteps;
cpSpace* m_handle;

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@ -42,9 +42,11 @@ namespace Nz
Vector3f GetGravity() const;
NewtonWorld* GetHandle() const;
int GetMaterial(const Nz::String& name);
std::size_t GetMaxStepCount() const;
float GetStepSize() const;
void SetGravity(const Vector3f& gravity);
void SetMaxStepCount(std::size_t maxStepCount);
void SetSolverModel(unsigned int model);
void SetStepSize(float stepSize);
@ -72,6 +74,7 @@ namespace Nz
std::unordered_map<Nz::UInt64, std::unique_ptr<Callback>> m_callbacks;
std::unordered_map<Nz::String, int> m_materialIds;
std::size_t m_maxStepCount;
Vector3f m_gravity;
NewtonWorld* m_world;
float m_stepSize;

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@ -67,7 +67,7 @@ namespace Nz
*/
float Clock::GetSeconds() const
{
return GetMicroseconds()/1000000.f;
return GetMicroseconds()/1'000'000.f;
}
/*!
@ -132,15 +132,26 @@ namespace Nz
/*!
* \brief Restart the clock
* \return Microseconds elapsed
*
* Restarts the clock, putting it's time counter back to zero (as if the clock got constructed).
* It also compute the elapsed microseconds since the last Restart() call without any time loss (a problem that the combination of GetElapsedMicroseconds and Restart have).
*/
void Clock::Restart()
UInt64 Clock::Restart()
{
NazaraLock(m_mutex);
Nz::UInt64 now = GetElapsedMicroseconds();
Nz::UInt64 elapsedTime = m_elapsedTime;
if (!m_paused)
elapsedTime += (now - m_refTime);
m_elapsedTime = 0;
m_refTime = GetElapsedMicroseconds();
m_refTime = now;
m_paused = false;
return elapsedTime;
}
/*!

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@ -80,6 +80,7 @@ namespace Nz
}
PhysWorld2D::PhysWorld2D() :
m_maxStepCount(50),
m_stepSize(0.005f),
m_timestepAccumulator(0.f)
{
@ -144,6 +145,16 @@ namespace Nz
return m_handle;
}
std::size_t PhysWorld2D::GetIterationCount() const
{
return cpSpaceGetIterations(m_handle);
}
std::size_t PhysWorld2D::GetMaxStepCount() const
{
return m_maxStepCount;
}
float PhysWorld2D::GetStepSize() const
{
return m_stepSize;
@ -281,6 +292,16 @@ namespace Nz
cpSpaceSetGravity(m_handle, cpv(gravity.x, gravity.y));
}
void PhysWorld2D::SetIterationCount(std::size_t iterationCount)
{
cpSpaceSetIterations(m_handle, int(iterationCount));
}
void PhysWorld2D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void PhysWorld2D::SetStepSize(float stepSize)
{
m_stepSize = stepSize;
@ -290,7 +311,8 @@ namespace Nz
{
m_timestepAccumulator += timestep;
while (m_timestepAccumulator >= m_stepSize)
std::size_t stepCount = 0;
while (m_timestepAccumulator >= m_stepSize && stepCount < m_maxStepCount)
{
OnPhysWorld2DPreStep(this);
@ -309,9 +331,15 @@ namespace Nz
}
m_timestepAccumulator -= m_stepSize;
stepCount++;
}
}
void PhysWorld2D::UseSpatialHash(float cellSize, std::size_t entityCount)
{
cpSpaceUseSpatialHash(m_handle, cpFloat(cellSize), int(entityCount));
}
void PhysWorld2D::InitCallbacks(cpCollisionHandler* handler, const Callback& callbacks)
{
auto it = m_callbacks.emplace(handler, std::make_unique<Callback>(callbacks)).first;

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@ -12,6 +12,7 @@ namespace Nz
{
PhysWorld3D::PhysWorld3D() :
m_gravity(Vector3f::Zero()),
m_maxStepCount(50),
m_stepSize(0.005f),
m_timestepAccumulator(0.f)
{
@ -66,6 +67,11 @@ namespace Nz
return it->second;
}
std::size_t PhysWorld3D::GetMaxStepCount() const
{
return m_maxStepCount;
}
float PhysWorld3D::GetStepSize() const
{
return m_stepSize;
@ -76,6 +82,11 @@ namespace Nz
m_gravity = gravity;
}
void PhysWorld3D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void PhysWorld3D::SetSolverModel(unsigned int model)
{
NewtonSetSolverModel(m_world, model);
@ -132,10 +143,12 @@ namespace Nz
{
m_timestepAccumulator += timestep;
while (m_timestepAccumulator >= m_stepSize)
std::size_t stepCount = 0;
while (m_timestepAccumulator >= m_stepSize && stepCount < m_maxStepCount)
{
NewtonUpdate(m_world, m_stepSize);
m_timestepAccumulator -= m_stepSize;
stepCount++;
}
}

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@ -51,9 +51,8 @@ SCENARIO("EventHandler", "[PLATFORM][EVENTHANDLER][INTERACTIVE][.]")
while (app.Run())
{
window.Display();
float elapsedTime = elapsedTimeClock.GetSeconds();
elapsedTimeClock.Restart();
float elapsedTime = elapsedTimeClock.Restart() / 1'000'000;
if (!fsm.Update(elapsedTime))
{
NazaraError("Failed to update state machine.");

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@ -17,7 +17,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
Ndk::EntityOwner entityOwner(entity);
world.Update();
world.Refresh();
CHECK(entity.IsValid());
}
@ -29,12 +29,12 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
Ndk::EntityOwner entityOwner2(std::move(entityOwner));
entityOwner.Reset();
world.Update();
world.Refresh();
CHECK(entity.IsValid());
entityOwner2.Reset();
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
@ -47,12 +47,12 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
entityOwner2 = std::move(entityOwner);
entityOwner.Reset();
world.Update();
world.Refresh();
CHECK(entity.IsValid());
entityOwner2.Reset();
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
@ -64,7 +64,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
Ndk::EntityOwner entityOwner(entity);
}
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
@ -76,7 +76,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
Ndk::EntityOwner entityOwner(entity);
entityOwner.Reset();
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
@ -87,7 +87,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
Ndk::EntityOwner entityOwner(entity);
entityOwner = world.CreateEntity();
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
@ -100,7 +100,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
entityOwner = std::move(entity2);
world.Update();
world.Refresh();
CHECK(!entity.IsValid());
}
}

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@ -1,30 +1,40 @@
#include <NDK/System.hpp>
#include <Catch/catch.hpp>
/*
namespace
{
class TestSystem : public Ndk::System<TestSystem>
{
public:
TestSystem(int value) :
m_value(value)
TestSystem() :
m_updateCounter(0),
m_elapsedTime(0.f)
{
}
int GetValue() const
{
return m_value;
}
~TestSystem() = default;
float GetElapsedTime() const
{
return m_elapsedTime;
}
std::size_t GetLoopCount() const
{
return m_updateCounter;
}
static Ndk::SystemIndex systemIndex;
private:
int m_value;
std::size_t m_updateCounter;
float m_elapsedTime;
void OnUpdate(float elapsedTime) override
{
++m_updateCounter;
m_elapsedTime += elapsedTime;
}
};
@ -35,16 +45,63 @@ SCENARIO("System", "[NDK][SYSTEM]")
{
GIVEN("Our TestSystem")
{
TestSystem testSystem(666);
TestSystem testSystem;
testSystem.SetMaximumUpdateRate(30.f);
WHEN("We clone it")
float maxTimePerFrame = 1 / 30.f;
WHEN("We update it with a higher framerate")
{
std::unique_ptr<Ndk::BaseSystem> clone = testSystem.Clone();
float timePerFrame = maxTimePerFrame / 2.f;
float elapsedTime = 2.f;
THEN("We should get a copy")
std::size_t loopCount = static_cast<std::size_t>(std::round(elapsedTime / timePerFrame));
for (std::size_t i = 0; i < loopCount; ++i)
testSystem.Update(timePerFrame);
CHECK(testSystem.GetLoopCount() == loopCount / 2);
CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime).epsilon(timePerFrame));
}
WHEN("We update it with a lower framerate")
{
float timePerFrame = maxTimePerFrame * 2.f;
float elapsedTime = 10.f;
std::size_t loopCount = static_cast<std::size_t>(std::round(elapsedTime / timePerFrame));
for (std::size_t i = 0; i < loopCount; ++i)
testSystem.Update(timePerFrame);
CHECK(testSystem.GetLoopCount() == loopCount);
CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime).epsilon(timePerFrame));
AND_WHEN("We suddenly increase framerate")
{
REQUIRE(static_cast<TestSystem*>(clone.get())->GetValue() == 666);
float newTimePerFrame = 1 / 300.f;
float newElapsedTime = 100.f;
std::size_t newLoopCount = static_cast<std::size_t>(std::round(newElapsedTime / newTimePerFrame));
for (std::size_t i = 0; i < newLoopCount; ++i)
testSystem.Update(newTimePerFrame);
CHECK(testSystem.GetLoopCount() == loopCount + newLoopCount / 10);
CHECK(testSystem.GetElapsedTime() == Approx(elapsedTime + newElapsedTime).epsilon(newTimePerFrame));
}
}
WHEN("We update it with a very low framerate")
{
float timePerFrame = 0.5f;
for (std::size_t i = 0; i < 10; ++i)
testSystem.Update(timePerFrame);
CHECK(testSystem.GetLoopCount() == 10);
CHECK(testSystem.GetElapsedTime() == Approx(5.f));
}
}
}*/
}

View File

@ -19,7 +19,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
world.GetSystem<Ndk::PhysicsSystem2D>().SetFixedUpdateRate(30.f);
world.GetSystem<Ndk::PhysicsSystem2D>().SetMaximumUpdateRate(0.f);
WHEN("We update the world")
{
@ -43,7 +43,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
world.Update(1.f);
THEN("It should moved freely")
THEN("It should move freely")
{
REQUIRE(nodeComponent.GetPosition() == position);
movingAABB.Translate(position);