diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-03 19:32:15 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-03 19:32:15 +0100 |
commit | ff618da3f97237796042fa3664da59ed147bc1da (patch) | |
tree | cfc283425f145b16a2b2e3b1a0a5760e8015a2b1 /src/test | |
parent | fb018cd8511e9cae408f8ea7d2b73e66a452625b (diff) |
improved comments
Diffstat (limited to 'src/test')
-rw-r--r-- | src/test/CollisionTest.cpp | 56 | ||||
-rw-r--r-- | src/test/PhysicsTest.cpp | 8 | ||||
-rw-r--r-- | src/test/Profiling.cpp | 2 |
3 files changed, 33 insertions, 33 deletions
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp index 92ff7ba..fec42f3 100644 --- a/src/test/CollisionTest.cpp +++ b/src/test/CollisionTest.cpp @@ -68,10 +68,10 @@ public: .offset = {0,0}, }); // Create a box with an inner size of 10x10 units - world.add_component<BoxCollider>(vec2{0, -100}, 100, 100); // Top - world.add_component<BoxCollider>(vec2{0, 100}, 100, 100); // Bottom - world.add_component<BoxCollider>(vec2{-100, 0}, 100, 100); // Left - world.add_component<BoxCollider>(vec2{100, 0}, 100, 100); // right + world.add_component<BoxCollider>(vec2{0, -100}, vec2{100, 100}); // Top + world.add_component<BoxCollider>(vec2{0, 100}, vec2{100, 100}); // Bottom + world.add_component<BoxCollider>(vec2{-100, 0}, vec2{100, 100}); // Left + world.add_component<BoxCollider>(vec2{100, 0}, vec2{100, 100}); // right game_object1.add_component<Rigidbody>(Rigidbody::Data{ .mass = 1, @@ -79,10 +79,10 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0,0}, .constraints = {0, 0, 0}, - .elastisity = 1, + .elastisity_coefficient = 1, .offset = {0,0}, }); - game_object1.add_component<BoxCollider>(vec2{0, 0}, 10, 10); + game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); BehaviorScript & script_object1 = game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1); script_object1_ref = static_cast<CollisionHandler*>(script_object1.script.get()); ASSERT_NE(script_object1_ref, nullptr); @@ -93,10 +93,10 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0,0}, .constraints = {0, 0, 0}, - .elastisity = 1, + .elastisity_coefficient = 1, .offset = {0,0}, }); - game_object2.add_component<BoxCollider>(vec2{0, 0}, 10, 10); + game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{10, 10}); BehaviorScript & script_object2 = game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2); script_object2_ref = static_cast<CollisionHandler*>(script_object2.script.get()); ASSERT_NE(script_object2_ref, nullptr); @@ -110,11 +110,11 @@ TEST_F(CollisionTest, collision_example) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); }; EXPECT_FALSE(collision_happend); collision_sys.update(); @@ -125,14 +125,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); @@ -148,14 +148,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 0); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, 0); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); @@ -171,14 +171,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); @@ -194,14 +194,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); @@ -221,14 +221,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); @@ -248,14 +248,14 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 2); + EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); @@ -276,7 +276,7 @@ TEST_F(CollisionTest, collision_box_box_static_both) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); @@ -298,7 +298,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); @@ -322,7 +322,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); @@ -348,8 +348,8 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually float resolution = 0; script_object1_ref->test_fn = [&](const CollisionEvent & ev) { collision_happend = true; - EXPECT_EQ(ev.info.first_collider.game_object_id, 1); - EXPECT_EQ(ev.info.first_collider.offset.x , offset_value); + EXPECT_EQ(ev.info.this_collider.game_object_id, 1); + EXPECT_EQ(ev.info.this_collider.offset.x , offset_value); EXPECT_EQ(ev.info.resolution.x , resolution); }; script_object2_ref->test_fn = [&](const CollisionEvent & ev) { @@ -365,7 +365,7 @@ TEST_F(CollisionTest, collision_box_box_static_multiple) {//todo check visually rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; BoxCollider & bxc = this->mgr.get_components_by_id<BoxCollider>(1).front().get(); bxc.offset = {5,0}; - this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, 10, 10); + this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, vec2{10, 10}); offset_value = 5; resolution = 10; collision_sys.update(); diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 5dd448f..ad7cb03 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -103,16 +103,16 @@ TEST_F(PhysicsTest, movement) { EXPECT_EQ(transform.position.y, 1); EXPECT_EQ(transform.rotation, 1); - rigidbody.data.linear_velocity_factor.x = 0.5; - rigidbody.data.linear_velocity_factor.y = 0.5; - rigidbody.data.angular_velocity_factor = 0.5; + rigidbody.data.linear_velocity_coefficient.x = 0.5; + rigidbody.data.linear_velocity_coefficient.y = 0.5; + rigidbody.data.angular_velocity_coefficient = 0.5; system.update(); EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5); EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); rigidbody.data.constraints = {1, 1, 0}; - rigidbody.data.angular_velocity_factor = 0; + rigidbody.data.angular_velocity_coefficient = 0; rigidbody.data.max_angular_velocity = 1000; rigidbody.data.angular_velocity = 360; system.update(); diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index e46d5ff..fa0f5f3 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -28,7 +28,7 @@ using namespace testing; class TestScript : public Script { bool oncollision(const CollisionEvent& test) { - Log::logf("Box {} script on_collision()", test.info.first_collider.game_object_id); + Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id); return true; } void init() { |