Replace floating point angle by Angle class instance
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@@ -85,15 +85,15 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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WHEN("We make rotate our entity")
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{
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float angularSpeed = Nz::FromDegrees(45.f);
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Nz::RadianAnglef angularSpeed = Nz::DegreeToRadian(45.f);
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physicsComponent2D.SetAngularVelocity(angularSpeed);
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world.Update(2.f);
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THEN("It should have been rotated")
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{
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CHECK(physicsComponent2D.GetAngularVelocity() == Approx(angularSpeed));
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CHECK(physicsComponent2D.GetAngularVelocity() == angularSpeed);
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(-2.f, 0.f, 2.f, 1.f));
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CHECK(physicsComponent2D.GetRotation() == Approx(Nz::FromDegrees(90.f)));
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CHECK(physicsComponent2D.GetRotation() == Nz::RadianAnglef(Nz::DegreeToRadian(90.f)));
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CHECK(nodeComponent.GetRotation().ToEulerAngles().roll == Approx(Nz::FromDegrees(90.f)));
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}
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}
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@@ -129,7 +129,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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WHEN("We make rotate our entity")
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{
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float angularSpeed = Nz::FromDegrees(45.f);
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Nz::RadianAnglef angularSpeed(Nz::DegreeToRadian(45.f));
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physicsComponent2D.SetAngularVelocity(angularSpeed);
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world.Update(2.f);
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@@ -137,7 +137,7 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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{
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CHECK(physicsComponent2D.GetAngularVelocity() == angularSpeed);
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
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CHECK(physicsComponent2D.GetRotation() == Approx(Nz::FromDegrees(90.f)));
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CHECK(physicsComponent2D.GetRotation() == 2.f * angularSpeed);
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CHECK(nodeComponent.GetPosition() == position);
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CHECK(nodeComponent.GetRotation().ToEulerAngles().roll == Approx(Nz::FromDegrees(90.f)));
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}
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@@ -82,29 +82,29 @@ SCENARIO("RenderSystem", "[NDK][RenderSystem]")
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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::DegreeToRadian(90.f));
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physicsComponent2D.SetAngularVelocity(angularSpeed);
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world.Update(1.f);
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THEN("We expect those to be true")
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{
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CHECK(physicsComponent2D.GetAngularVelocity() == Approx(angularSpeed));
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CHECK(physicsComponent2D.GetRotation() == Approx(angularSpeed));
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CHECK(physicsComponent2D.GetAngularVelocity() == angularSpeed);
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CHECK(physicsComponent2D.GetRotation() == angularSpeed);
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetAABB());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(2.f * angularSpeed));
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CHECK(physicsComponent2D.GetRotation() == 2.f * angularSpeed);
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(2.f, 2.f, 1.f, 2.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetAABB());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(3.f * angularSpeed));
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CHECK(physicsComponent2D.GetRotation() == 3.f * angularSpeed);
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CHECK(physicsComponent2D.GetAABB() == Nz::Rectf(3.f, 3.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetAABB());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(4.f * angularSpeed));
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CHECK(physicsComponent2D.GetRotation() == 4.f * angularSpeed);
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}
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}
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}
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