NazaraEngine/tests/Engine/Physics2D/PhysWorld2DTest.cpp

204 lines
7.2 KiB
C++

#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <catch2/catch.hpp>
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving = true, const Nz::Vector2f& lengths = Nz::Vector2f::Unit());
Nz::UInt32 collisionGroup = 1;
Nz::UInt32 categoryMask = 2;
Nz::UInt32 collisionMask = 3;
SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
{
GIVEN("A physic world and a bunch of entities on a grid")
{
Nz::PhysWorld2D world;
std::vector<Nz::RigidBody2D> bodies;
const int numberOfBodiesPerLign = 3;
for (int i = 0; i != numberOfBodiesPerLign; ++i)
{
for (int j = 0; j != numberOfBodiesPerLign; ++j)
{
bodies.push_back(CreateBody(world, Nz::Vector2f(10.f * i, 10.f * j)));
}
}
world.Step(1.f);
WHEN("We ask for the nearest body")
{
Nz::PhysWorld2D::NearestQueryResult result;
REQUIRE(world.NearestBodyQuery(-Nz::Vector2f::UnitY() * 1.f, 2.f, collisionGroup, categoryMask, collisionMask, &result));
THEN("It should be the one on the origin")
{
CHECK(result.nearestBody == &bodies[0]);
CHECK(result.closestPoint == Nz::Vector2f::Zero());
CHECK(result.fraction == -Nz::Vector2f::UnitY());
CHECK(result.distance == Approx(1.f));
}
REQUIRE(world.NearestBodyQuery(Nz::Vector2f::UnitY() * 2.f, 2.f, collisionGroup, categoryMask, collisionMask, &result));
THEN("It should be the one on the origin")
{
CHECK(result.nearestBody == &bodies[0]);
CHECK(result.closestPoint == Nz::Vector2f::UnitY());
CHECK(result.fraction == Nz::Vector2f::UnitY());
CHECK(result.distance == Approx(1.f));
}
}
WHEN("We ask for the first ray collision")
{
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
Nz::PhysWorld2D::RaycastHit result;
REQUIRE(world.RaycastQueryFirst(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &result));
THEN("It should be the one on the origin")
{
CHECK(result.nearestBody == &bodies[0]);
CHECK(result.fraction == Approx(1.f / 42.f));
CHECK(result.hitPos == Nz::Vector2f::Zero());
CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
}
}
WHEN("We ask for the ray collisions")
{
Nz::Vector2f origin = -Nz::Vector2f::UnitY() * 2.f;
Nz::Vector2f end = (numberOfBodiesPerLign + 1) * 10.f * Nz::Vector2f::UnitY();
std::vector<Nz::PhysWorld2D::RaycastHit> results;
REQUIRE(world.RaycastQuery(origin, end, 1.f, collisionGroup, categoryMask, collisionMask, &results));
THEN("It should be the first lign")
{
REQUIRE(results.size() == numberOfBodiesPerLign);
for (int i = 0; i != numberOfBodiesPerLign; ++i)
{
const Nz::PhysWorld2D::RaycastHit& result = results[i];
CHECK(result.nearestBody == &bodies[i]);
CHECK(result.fraction == Approx(i / 4.f).margin(0.1f));
CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
}
}
}
WHEN("We ask for a region")
{
std::vector<Nz::RigidBody2D*> results;
world.RegionQuery(Nz::Rectf(-5.f, -5.f, 5.f, 5.f), collisionGroup, categoryMask, collisionMask, &results);
THEN("It should be the one on the origin")
{
REQUIRE(results.size() == 1);
CHECK(results[0] == &bodies[0]);
}
}
}
GIVEN("Three entities, a character, a wall and a trigger zone")
{
unsigned int CHARACTER_COLLISION_ID = 1;
unsigned int WALL_COLLISION_ID = 2;
unsigned int TRIGGER_COLLISION_ID = 3;
int statusTriggerCollision = 0;
Nz::PhysWorld2D world;
Nz::Rectf characterAABB(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::Collider2D> characterBox = std::make_shared<Nz::BoxCollider2D>(characterAABB);
characterBox->SetCollisionId(CHARACTER_COLLISION_ID);
Nz::RigidBody2D character(&world, 1.f, characterBox);
character.SetPosition(Nz::Vector2f::Zero());
Nz::Rectf wallAABB(0.f, 0.f, 1.f, 2.f);
std::shared_ptr<Nz::Collider2D> wallBox = std::make_shared<Nz::BoxCollider2D>(wallAABB);
wallBox->SetCollisionId(WALL_COLLISION_ID);
Nz::RigidBody2D wall(&world, 0.f, wallBox);
wall.SetPosition(Nz::Vector2f(5.f, 0.f));
Nz::Rectf triggerAABB(0.f, 0.f, 1.f, 1.f);
std::shared_ptr<Nz::Collider2D> triggerBox = std::make_shared<Nz::BoxCollider2D>(triggerAABB);
triggerBox->SetTrigger(true);
triggerBox->SetCollisionId(TRIGGER_COLLISION_ID);
Nz::RigidBody2D trigger(&world, 0.f, triggerBox);
trigger.SetPosition(Nz::Vector2f(2.f, 0.f));
world.Step(0.f);
Nz::PhysWorld2D::Callback characterTriggerCallback;
characterTriggerCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
statusTriggerCollision = statusTriggerCollision | 1 << 0;
return true;
};
characterTriggerCallback.preSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
statusTriggerCollision = statusTriggerCollision | 1 << 1;
return true;
};
characterTriggerCallback.postSolveCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
statusTriggerCollision = statusTriggerCollision | 1 << 2;
};
characterTriggerCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
statusTriggerCollision = statusTriggerCollision | 1 << 3;
};
world.RegisterCallbacks(CHARACTER_COLLISION_ID, TRIGGER_COLLISION_ID, characterTriggerCallback);
int statusWallCollision = 0;
Nz::PhysWorld2D::Callback characterWallCallback;
characterWallCallback.startCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) -> bool {
statusWallCollision = statusWallCollision | 1 << 0;
return true;
};
characterWallCallback.endCallback = [&](Nz::PhysWorld2D&, Nz::Arbiter2D&, Nz::RigidBody2D&, Nz::RigidBody2D&, void*) {
statusWallCollision = statusWallCollision | 1 << 1;
};
world.RegisterCallbacks(CHARACTER_COLLISION_ID, WALL_COLLISION_ID, characterWallCallback);
WHEN("We make our character go towards the wall")
{
character.SetVelocity(Nz::Vector2f(1.f, 0.f));
for (int i = 0; i != 11; ++i)
world.Step(0.1f);
THEN("It should trigger several collisions")
{
CHECK(statusTriggerCollision == 3);
for (int i = 0; i != 20; ++i)
world.Step(0.1f);
CHECK(statusTriggerCollision == 11);
CHECK(character.GetPosition().x == Approx(3.1f).margin(0.01f));
for (int i = 0; i != 9; ++i)
world.Step(0.1f);
CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
world.Step(0.1f);
CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
CHECK(statusWallCollision == 1); // It should be close to the wall
character.SetVelocity(Nz::Vector2f(-2.f, 0.f));
for (int i = 0; i != 10; ++i)
world.Step(0.1f);
CHECK(statusWallCollision == 3);
}
}
}
}
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world, const Nz::Vector2f& position, bool isMoving, const Nz::Vector2f& lengths)
{
Nz::Rectf aabb(0.f, 0.f, lengths.x, lengths.y);
std::shared_ptr<Nz::Collider2D> box = std::make_shared<Nz::BoxCollider2D>(aabb);
box->SetCategoryMask(categoryMask);
box->SetCollisionMask(collisionMask);
float mass = isMoving ? 1.f : 0.f;
Nz::RigidBody2D rigidBody(&world, mass, box);
rigidBody.SetPosition(position);
return rigidBody;
}