Sdk/BaseSystem: Fix udpate with max update rate + unit tests
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@@ -32,7 +32,8 @@ SCENARIO("BaseSystem", "[NDK][BASESYSTEM]")
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{
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GIVEN("Our TestSystem")
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{
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Ndk::World world;
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Ndk::World world(false);
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Ndk::BaseSystem& system = world.AddSystem<TestSystem>();
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REQUIRE(&system.GetWorld() == &world);
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@@ -55,7 +55,8 @@ SCENARIO("Entity", "[NDK][ENTITY]")
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{
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GIVEN("A world & an entity")
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{
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Ndk::World world;
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Ndk::World world(false);
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Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
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Ndk::EntityHandle entity = world.CreateEntity();
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@@ -6,7 +6,8 @@ SCENARIO("EntityList", "[NDK][ENTITYLIST]")
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{
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GIVEN("A world & a set of entities")
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{
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Ndk::World world;
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Ndk::World world(false);
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Ndk::EntityList entityList;
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entityList.Insert(entity);
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@@ -6,7 +6,7 @@ SCENARIO("EntityOwner", "[NDK][ENTITYOWNER]")
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{
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GIVEN("A world & an entity")
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{
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Ndk::World world;
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Ndk::World world(false);
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Ndk::EntityHandle entity = world.CreateEntity();
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WHEN("We set the ownership of the entity to our owner")
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@@ -19,6 +19,8 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
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Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
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world.GetSystem<Ndk::PhysicsSystem2D>().SetFixedUpdateRate(30.f);
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WHEN("We update the world")
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{
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world.Update(1.f);
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@@ -77,6 +79,8 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
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Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
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world.GetSystem<Ndk::PhysicsSystem2D>().SetFixedUpdateRate(30.f);
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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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@@ -119,6 +123,8 @@ SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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Ndk::NodeComponent& nodeComponent = movingEntity->GetComponent<Ndk::NodeComponent>();
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Ndk::PhysicsComponent2D& physicsComponent2D = movingEntity->AddComponent<Ndk::PhysicsComponent2D>();
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world.GetSystem<Ndk::PhysicsSystem2D>().SetFixedUpdateRate(30.f);
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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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@@ -13,6 +13,8 @@ SCENARIO("VelocitySystem", "[NDK][VELOCITYSYSTEM]")
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Ndk::VelocityComponent& velocityComponent = entity->AddComponent<Ndk::VelocityComponent>();
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Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
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world.GetSystem<Ndk::VelocitySystem>().SetFixedUpdateRate(30.f);
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WHEN("We give a speed to our entity")
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{
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Nz::Vector3f velocity = Nz::Vector3f::Unit() * 2.f;
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@@ -55,7 +55,7 @@ SCENARIO("World", "[NDK][WORLD]")
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{
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GIVEN("A brave new world and the update system")
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{
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Ndk::World world;
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Ndk::World world(false);
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Ndk::BaseSystem& system = world.AddSystem<UpdateSystem>();
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WHEN("We had a new entity with an updatable component and a system")
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