General bug fixes (#142)
* Core/Bitset: Fix TestAll method * Fix documentation * Fix color and their conversions * Core/ByteStream: Fix return of Write * Fix compiler warnings * Math/Algorithm: Fix angle normalization * Math/BoundingVolume: Fix lerp * Math: Fix relation between Matrix4 and Quaternion * More tests * X11/Window: Fix mouse moved event generated when doing Mouse::SetPosition * Update ChangeLog * Should fix compilation on Windows * Should fix compilation on Windows Forgot to include array for Windows
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committed by
Jérôme Leclercq
parent
f2506ee918
commit
f991a9529e
@@ -99,6 +99,94 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
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}
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}
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}
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GIVEN("Three entities, a character, a wall and a trigger zone")
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{
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unsigned int CHARACTER_COLLISION_ID = 1;
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unsigned int WALL_COLLISION_ID = 2;
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unsigned int TRIGGER_COLLISION_ID = 3;
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Nz::PhysWorld2D world;
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Nz::Rectf characterAABB(0.f, 0.f, 1.f, 1.f);
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Nz::Collider2DRef characterBox = Nz::BoxCollider2D::New(characterAABB);
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characterBox->SetCollisionId(CHARACTER_COLLISION_ID);
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Nz::RigidBody2D character(&world, 1.f, characterBox);
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character.SetPosition(Nz::Vector2f::Zero());
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Nz::Rectf wallAABB(0.f, 0.f, 1.f, 2.f);
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Nz::Collider2DRef wallBox = Nz::BoxCollider2D::New(wallAABB);
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wallBox->SetCollisionId(WALL_COLLISION_ID);
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Nz::RigidBody2D wall(&world, 0.f, wallBox);
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wall.SetPosition(Nz::Vector2f(5.f, 0.f));
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Nz::Rectf triggerAABB(0.f, 0.f, 1.f, 1.f);
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Nz::Collider2DRef triggerBox = Nz::BoxCollider2D::New(triggerAABB);
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triggerBox->SetTrigger(true);
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triggerBox->SetCollisionId(TRIGGER_COLLISION_ID);
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Nz::RigidBody2D trigger(&world, 0.f, triggerBox);
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trigger.SetPosition(Nz::Vector2f(2.f, 0.f));
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world.Step(0.f);
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int statusTriggerCollision = 0;
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Nz::PhysWorld2D::Callback characterTriggerCallback;
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characterTriggerCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusTriggerCollision = statusTriggerCollision | 1 << 0;
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return true;
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};
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characterTriggerCallback.preSolveCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusTriggerCollision = statusTriggerCollision | 1 << 1;
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return true;
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};
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characterTriggerCallback.postSolveCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusTriggerCollision = statusTriggerCollision | 1 << 2;
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};
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characterTriggerCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusTriggerCollision = statusTriggerCollision | 1 << 3;
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};
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world.RegisterCallbacks(CHARACTER_COLLISION_ID, TRIGGER_COLLISION_ID, characterTriggerCallback);
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int statusWallCollision = 0;
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Nz::PhysWorld2D::Callback characterWallCallback;
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characterWallCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
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statusWallCollision = statusWallCollision | 1 << 0;
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return true;
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};
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characterWallCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
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statusWallCollision = statusWallCollision | 1 << 1;
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};
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world.RegisterCallbacks(CHARACTER_COLLISION_ID, WALL_COLLISION_ID, characterWallCallback);
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WHEN("We make our character go towards the wall")
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{
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character.SetVelocity(Nz::Vector2f(1.f, 0.f));
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for (int i = 0; i != 11; ++i)
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world.Step(0.1f);
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THEN("It should trigger several collisions")
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{
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CHECK(statusTriggerCollision == 3);
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for (int i = 0; i != 20; ++i)
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world.Step(0.1f);
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CHECK(statusTriggerCollision == 11);
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CHECK(character.GetPosition().x == Approx(3.1f).epsilon(0.01f));
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for (int i = 0; i != 9; ++i)
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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world.Step(0.1f);
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CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
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CHECK(statusWallCollision == 1); // It should be close to the wall
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character.SetVelocity(Nz::Vector2f(-2.f, 0.f));
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for (int i = 0; i != 10; ++i)
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world.Step(0.1f);
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CHECK(statusWallCollision == 3);
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}
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}
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}
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}
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Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
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