Replace floating point angle by Angle class instance
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@@ -20,7 +20,7 @@ SCENARIO("Billboard", "[GRAPHICS][BILLBOARD]")
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{
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REQUIRE(billboard.GetColor() == materialColor);
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REQUIRE(billboard.GetMaterial().Get() == materialRef.Get());
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REQUIRE(billboard.GetRotation() == Approx(0.f));
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REQUIRE(billboard.GetRotation().angle == Approx(0.f));
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REQUIRE(billboard.GetSize() == Nz::Vector2f(64.f, 64.f)); // Default sizes
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}
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@@ -125,12 +125,12 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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THEN("We expect those to be true")
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{
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CHECK(body.GetAABB() == aabb);
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CHECK(body.GetAngularVelocity() == Approx(0.f));
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CHECK(body.GetAngularVelocity() == 0.f);
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CHECK(body.GetMassCenter() == Nz::Vector2f::Zero());
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CHECK(body.GetGeom() == box);
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CHECK(body.GetMass() == Approx(mass));
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CHECK(body.GetPosition() == position);
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CHECK(body.GetRotation() == Approx(0.f));
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CHECK(body.GetRotation().angle == Approx(0.f));
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CHECK(body.GetUserdata() == &userData);
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CHECK(body.GetVelocity() == Nz::Vector2f::Zero());
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@@ -166,39 +166,38 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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WHEN("We set an angular velocity")
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{
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float angularSpeed = Nz::FromDegrees(90.f);
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Nz::RadianAnglef angularSpeed = Nz::RadianAnglef(Nz::DegreeToRadian(90.f));
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body.SetAngularVelocity(angularSpeed);
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world.Step(1.f);
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THEN("We expect those to be true")
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{
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CHECK(body.GetAngularVelocity() == Approx(angularSpeed));
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CHECK(body.GetRotation() == Approx(angularSpeed));
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CHECK(body.GetAngularVelocity() == angularSpeed);
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CHECK(body.GetRotation() == angularSpeed);
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CHECK(body.GetAABB() == Nz::Rectf(-6.f, 3.f, 2.f, 1.f));
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world.Step(1.f);
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CHECK(body.GetRotation() == Approx(2.f * angularSpeed));
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CHECK(body.GetRotation() == 2.f * angularSpeed);
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CHECK(body.GetAABB() == Nz::Rectf(-4.f, -6.f, 1.f, 2.f));
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world.Step(1.f);
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CHECK(body.GetRotation() == Approx(3.f * angularSpeed));
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CHECK(body.GetRotation() == 3.f * angularSpeed);
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CHECK(body.GetAABB() == Nz::Rectf(4.f, -4.f, 2.f, 1.f));
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world.Step(1.f);
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CHECK(body.GetRotation() == Approx(4.f * angularSpeed));
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CHECK(body.GetRotation() == 4.f * angularSpeed);
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}
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}
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WHEN("We apply a torque")
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{
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float angularSpeed = Nz::DegreeToRadian(90.f);
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body.AddTorque(angularSpeed);
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body.AddTorque(Nz::DegreeToRadian(90.f));
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world.Step(1.f);
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THEN("It is also counter-clockwise")
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{
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CHECK(body.GetAngularVelocity() >= 0.f);
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CHECK(body.GetRotation() >= 0.f);
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CHECK(body.GetAngularVelocity().angle >= 0.f);
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CHECK(body.GetRotation().angle >= 0.f);
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}
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}
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}
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@@ -316,13 +315,13 @@ Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world)
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void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
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{
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CHECK(left.GetAABB() == right.GetAABB());
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CHECK(left.GetAngularVelocity() == Approx(right.GetAngularVelocity()));
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CHECK(left.GetAngularVelocity() == right.GetAngularVelocity());
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CHECK(left.GetMassCenter() == right.GetMassCenter());
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CHECK(left.GetGeom() == right.GetGeom());
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CHECK(left.GetHandle() != right.GetHandle());
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CHECK(left.GetMass() == Approx(right.GetMass()));
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CHECK(left.GetPosition() == right.GetPosition());
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CHECK(left.GetRotation() == Approx(right.GetRotation()));
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CHECK(left.GetRotation().angle == Approx(right.GetRotation().angle));
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CHECK(left.GetUserdata() == right.GetUserdata());
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CHECK(left.GetVelocity() == right.GetVelocity());
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}
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