155 lines
5.2 KiB
C++
155 lines
5.2 KiB
C++
#include <NDK/Systems/PhysicsSystem2D.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components/CollisionComponent2D.hpp>
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#include <NDK/Components/NodeComponent.hpp>
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#include <NDK/Components/PhysicsComponent2D.hpp>
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#include <Catch/catch.hpp>
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Ndk::EntityHandle CreateBaseEntity(Ndk::World& world, const Nz::Vector2f& position, const Nz::Rectf AABB);
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SCENARIO("PhysicsSystem2D", "[NDK][PHYSICSSYSTEM2D]")
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{
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GIVEN("A world and an entity")
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{
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Ndk::World world;
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Nz::Vector2f position(2.f, 3.f);
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Nz::Rectf movingAABB(0.f, 0.f, 16.f, 18.f);
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Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
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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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THEN("Entity should have correct bounding box")
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{
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REQUIRE(nodeComponent.GetPosition() == position);
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movingAABB.Translate(position);
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REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
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}
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}
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WHEN("We make it collide with a wall")
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{
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int rawDistance = 3;
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Nz::Vector2f distance(rawDistance, 0.f);
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Nz::Vector2f wallPosition = position + Nz::Vector2f(movingAABB.width, 0.f) + distance;
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Nz::Rectf wallAABB(0.f, 0.f, 100.f, 100.f);
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Ndk::EntityHandle wallEntity = CreateBaseEntity(world, wallPosition, wallAABB);
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world.Update(1.f);
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THEN("It should moved freely")
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{
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REQUIRE(nodeComponent.GetPosition() == position);
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movingAABB.Translate(position);
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REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
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physicsComponent2D.SetVelocity(Nz::Vector2f::UnitX());
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for (int i = 0; i < rawDistance; ++i)
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{
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world.Update(1.f);
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position += Nz::Vector2f::UnitX();
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REQUIRE(nodeComponent.GetPosition() == position);
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movingAABB.Translate(Nz::Vector2f::UnitX());
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REQUIRE(physicsComponent2D.GetAABB() == movingAABB);
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}
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}
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AND_THEN("It should be stopped by it")
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{
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world.Update(1.f);
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REQUIRE(nodeComponent.GetPosition().SquaredDistance(position) < 0.1f);
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}
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}
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}
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GIVEN("A world and a simple entity")
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{
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Ndk::World world;
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Nz::Vector2f position(0.f, 0.f);
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Nz::Rectf movingAABB(0.f, 0.f, 1.f, 2.f);
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Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
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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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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.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(nodeComponent.GetRotation().ToEulerAngles().roll == Approx(Nz::FromDegrees(90.f)));
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}
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}
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WHEN("We put a force on it")
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{
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float stepSize = world.GetSystem<Ndk::PhysicsSystem2D>().GetWorld().GetStepSize();
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Nz::Vector2f velocity = Nz::Vector2f::UnitX();
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physicsComponent2D.AddForce(velocity / stepSize);
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world.Update(1.f);
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THEN("Velocity should be the one targetted")
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{
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REQUIRE(physicsComponent2D.GetVelocity() == velocity);
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world.Update(99.f);
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REQUIRE(physicsComponent2D.GetPosition().Distance(Nz::Vector2f::UnitX() * 100.f) < 1.f);
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REQUIRE(nodeComponent.GetPosition().Distance(Nz::Vector2f::UnitX() * 100.f) < 1.f);
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}
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}
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}
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GIVEN("A world and a simple entity not at the origin")
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{
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Ndk::World world;
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Nz::Vector2f position(3.f, 4.f);
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Nz::Rectf movingAABB(0.f, 0.f, 1.f, 2.f);
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Ndk::EntityHandle movingEntity = CreateBaseEntity(world, position, movingAABB);
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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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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() == 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(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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}
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}
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}
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Ndk::EntityHandle CreateBaseEntity(Ndk::World& world, const Nz::Vector2f& position, const Nz::Rectf AABB)
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{
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Ndk::EntityHandle entity = world.CreateEntity();
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Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
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nodeComponent.SetPosition(position);
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Nz::BoxCollider2DRef collisionBox = Nz::BoxCollider2D::New(AABB);
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entity->AddComponent<Ndk::CollisionComponent2D>(collisionBox);
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return entity;
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}
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