117 lines
4.6 KiB
C++
117 lines
4.6 KiB
C++
#include <NDK/Systems/RenderSystem.hpp>
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#include <NDK/World.hpp>
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#include <NDK/Components.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Catch/catch.hpp>
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void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume);
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SCENARIO("RenderSystem", "[NDK][RenderSystem]")
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{
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GIVEN("A world with a camera, a drawable, a light and some particles")
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{
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Ndk::World world;
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const Ndk::EntityHandle& cameraEntity = world.CreateEntity();
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Ndk::CameraComponent& cameraComponentCamera = cameraEntity->AddComponent<Ndk::CameraComponent>();
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Ndk::NodeComponent& nodeComponentCamera = cameraEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& drawableEntity = world.CreateEntity();
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Ndk::GraphicsComponent& graphicsComponentDrawable = drawableEntity->AddComponent<Ndk::GraphicsComponent>();
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Nz::SpriteRef sprite = Nz::Sprite::New();
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graphicsComponentDrawable.Attach(sprite);
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Ndk::NodeComponent& nodeComponentDrawable = drawableEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& lightEntity = world.CreateEntity();
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Ndk::LightComponent& lightComponentLight = lightEntity->AddComponent<Ndk::LightComponent>();
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Ndk::NodeComponent& nodeComponentLight = lightEntity->AddComponent<Ndk::NodeComponent>();
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const Ndk::EntityHandle& particlesEntity = world.CreateEntity();
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Ndk::ParticleGroupComponent& particleGroupComponentParticles = particlesEntity->AddComponent<Ndk::ParticleGroupComponent>(1, Nz::ParticleLayout_Sprite);
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WHEN("We change the render technique to ForwardRenderTechnique")
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{
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Ndk::RenderSystem& renderSystem = world.GetSystem<Ndk::RenderSystem>();
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renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
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THEN("The render system should be ForwardRenderTechnique")
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{
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REQUIRE(renderSystem.GetRenderTechnique().GetType() == Nz::RenderTechniqueType_BasicForward);
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}
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}
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}
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GIVEN("A world with 2D coordinates (upper-left) and an entity with graphics and physics")
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{
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Ndk::World world;
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world.GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
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const Ndk::EntityHandle& entity = world.CreateEntity();
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Nz::Vector2f position(3.f, 4.f);
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Ndk::NodeComponent& nodeComponent = entity->AddComponent<Ndk::NodeComponent>();
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nodeComponent.SetPosition(position);
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Nz::Vector2f dimensions(1.f, 2.f);
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Ndk::GraphicsComponent& graphicsComponent = entity->AddComponent<Ndk::GraphicsComponent>();
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Nz::SpriteRef sprite = Nz::Sprite::New();
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sprite->SetSize(dimensions);
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graphicsComponent.Attach(sprite);
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Nz::Rectf aabb(Nz::Vector2f::Zero(), dimensions);
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Nz::BoxCollider2DRef boxCollider2D = Nz::BoxCollider2D::New(aabb);
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entity->AddComponent<Ndk::CollisionComponent2D>(boxCollider2D);
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Ndk::PhysicsComponent2D& physicsComponent2D = entity->AddComponent<Ndk::PhysicsComponent2D>();
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world.Update(1.f);
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WHEN("We move it")
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{
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Nz::Vector2f velocity = Nz::Vector2f::UnitY();
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physicsComponent2D.SetVelocity(velocity);
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world.Update(1.f);
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THEN("Graphics and physics should be synchronised")
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{
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CHECK(nodeComponent.GetPosition() == position + velocity);
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CHECK(physicsComponent2D.GetAABB() == aabb.Translate(position + velocity));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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}
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}
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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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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.GetAABB() == Nz::Rectf(1.f, 4.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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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.GetAABB() == Nz::Rectf(2.f, 2.f, 1.f, 2.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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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.GetAABB() == Nz::Rectf(3.f, 3.f, 2.f, 1.f));
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CompareAABB(physicsComponent2D.GetAABB(), graphicsComponent.GetBoundingVolume());
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world.Update(1.f);
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CHECK(physicsComponent2D.GetRotation() == Approx(4.f * angularSpeed));
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}
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}
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}
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}
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void CompareAABB(const Nz::Rectf& aabb, const Nz::BoundingVolumef& boundingVolume)
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{
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Nz::Boxf box = boundingVolume.aabb;
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CHECK(aabb.x == Approx(box.x));
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CHECK(aabb.y == Approx(box.y));
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CHECK(aabb.width == Approx(box.width));
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CHECK(aabb.height == Approx(box.height));
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} |