Sdk: Rename [Collision|Physics]Component to [Collision|Physics]Component3D

This commit is contained in:
Lynix
2016-10-13 08:23:25 +02:00
parent b52c7c57bf
commit be44a89a85
18 changed files with 136 additions and 136 deletions

View File

@@ -0,0 +1,34 @@
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <NDK/World.hpp>
#include <NDK/Components/CollisionComponent3D.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Components/PhysicsComponent3D.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::CollisionComponent3D& collisionComponentStatic = staticEntity->AddComponent<Ndk::CollisionComponent3D>();
Ndk::NodeComponent& nodeComponentStatic = staticEntity->AddComponent<Ndk::NodeComponent>();
const Ndk::EntityHandle& dynamicEntity = world.CreateEntity();
Ndk::NodeComponent& nodeComponentDynamic = dynamicEntity->AddComponent<Ndk::NodeComponent>();
Ndk::PhysicsComponent3D& physicsComponentDynamic = dynamicEntity->AddComponent<Ndk::PhysicsComponent3D>();
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);
}
}
}
}