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authorJAROWMR <jarorutjes07@gmail.com>2024-11-20 15:14:44 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-11-20 15:14:44 +0100
commit37a38c8c9b1b78d214d8e26d45d5a85dc7bd89bd (patch)
tree0af96b2038858ab1c3dc5fc180cd320c36bec8a0 /src
parent02cdbd367d701d8d858806f45bfe2f15b392bb59 (diff)
changed test
Diffstat (limited to 'src')
-rw-r--r--src/crepe/system/CollisionSystem.cpp2
-rw-r--r--src/example/CMakeLists.txt2
-rw-r--r--src/test/CollisionTest.cpp157
3 files changed, 130 insertions, 31 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 3e73b44..2132b0d 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -205,7 +205,7 @@ std::vector<std::pair<CollisionSystem::CollidedInfoStor,CollisionSystem::Collide
Rigidbody& rigidbody1 = mgr.get_components_by_id<Rigidbody>(game_object_id_1).front().get();
if(!rigidbody1.active) continue;
- // Check CircleCollider vs CircleCollider
+ // Check BoxCollider vs BoxCollider
for (size_t j = i + 1; j < boxcolliders.size(); ++j) {
if(!boxcolliders[j].get().active) continue;
// Skip self collision
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index 2facc4d..c5cb63f 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -22,7 +22,6 @@ add_example(script)
add_example(log)
add_example(rendering)
add_example(asset_manager)
-add_example(physics)
add_example(savemgr)
add_example(proxy)
add_example(db)
@@ -30,6 +29,5 @@ add_example(ecs)
add_example(scene_manager)
add_example(game)
add_example(events)
-add_example(particles)
add_example(gameloop)
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index 5da26cc..7aadfa6 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -1,4 +1,5 @@
-#include <cstddef>
+#include "system/ScriptSystem.h"
+#include "types.h"
#include <gtest/gtest.h>
#include <crepe/api/Config.h>
@@ -11,38 +12,52 @@
#include <crepe/ComponentManager.h>
#include <crepe/system/CollisionSystem.h>
-#include <type_traits>
-
+#include "iostream"
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
+//scripts for object 1 collision test
+class UnitTestBoxBoxCollision1 : public Script {
+ static bool oncollision(const CollisionEvent& test) {
+ std::cout << "collision event 1" << std::endl;
+ return true;
+ }
+ void init() {
+ EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->get_game_object_id());
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+
+ }
+};
-class MyScript : public Script {
- public:
- static const crepe::CollisionSystem::CollisionInfo* last_collision_info;
- private:
- static bool oncollision(const CollisionEvent& test) {
- last_collision_info = &test.info;
- return true;
- }
- void init() {
- EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->get_game_object_id());
- }
- void update() {
- // Retrieve component from the same GameObject this script is on
-
- }
+//scripts for object 1 collision test
+class UnitTestBoxBoxCollision2 : public Script {
+ static bool oncollision(const CollisionEvent& test) {
+ std::cout << "collision event 1" << std::endl;
+ return true;
+ }
+ void init() {
+ EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->get_game_object_id());
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+
+ }
};
class CollisionTest : public ::testing::Test {
public:
ComponentManager component_manager;
CollisionSystem system{component_manager};
+ ScriptSystem sr{component_manager};
+ const double screen_size_width = 640;
+ const double screen_size_height = 480;
+ const double world_collider = 1000;
void SetUp() override {
- MyScript::last_collision_info = nullptr;
ComponentManager & mgr = this->component_manager;
if(mgr.get_components_by_id<Transform>(0).empty())
{
@@ -50,12 +65,11 @@ public:
create_test_components();
}
reset_test_components();
+ sr.update();
}
void create_test_world() {
- double screen_size_width = 640;
- double screen_size_height = 480;
- double world_collider = 1000;
+
ComponentManager & mgr = this->component_manager;
GameObject world = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
world.add_component<Rigidbody>(Rigidbody::Data{
@@ -75,24 +89,111 @@ public:
void create_test_components()
{
+ ComponentManager & mgr = this->component_manager;
+ GameObject game_object1 = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {1,0},
+ .constraints = {0, 0, 0},
+ .use_gravity = true,
+ .bounce = true,
+ .elastisity = 1,
+ .offset = {0,0},
+ });
+ game_object1.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
+ game_object1.add_component<BehaviorScript>().set_script<UnitTestBoxBoxCollision1>();
+
+ GameObject game_object2 = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2-100}, 0, 1);
+ game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {1,0},
+ .constraints = {0, 0, 0},
+ .use_gravity = true,
+ .bounce = true,
+ .elastisity = 1,
+ .offset = {0,0},
+ });
+ game_object2.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
+ game_object2.add_component<BehaviorScript>().set_script<UnitTestBoxBoxCollision2>();
}
void reset_test_components()
{
+ ComponentManager & mgr = this->component_manager;
+ //game object 1
+ {
+ game_object_id_t id = 1;
+ Transform & tf = mgr.get_components_by_id<Transform>(id).front().get();
+ tf.position = Vector2{screen_size_width/2, screen_size_height/2};
+ tf.rotation = 0;
+ tf.scale = 1;
+ tf.active = 1;
+ Rigidbody & rg = mgr.get_components_by_id<Rigidbody>(id).front().get();
+ rg.data.angular_damping = 0;
+ rg.data.angular_velocity = 0;
+ rg.data.max_angular_velocity = 100;
+ rg.data.linear_velocity = {0,0};
+ rg.data.linear_damping = {0,0};
+ rg.data.max_linear_velocity = {100,100};
+ rg.data.bounce = false;
+ rg.data.elastisity = 0;
+ rg.data.offset = {0,0};
+ rg.data.constraints = {0,0,0};
+ }
+ {
+ game_object_id_t id = 2;
+ Transform & tf = mgr.get_components_by_id<Transform>(id).front().get();
+ tf.position = Vector2{screen_size_width/2, screen_size_height/2-100};
+ tf.rotation = 0;
+ tf.scale = 1;
+ tf.active = 1;
+ Rigidbody & rg = mgr.get_components_by_id<Rigidbody>(id).front().get();
+ rg.data.angular_damping = 0;
+ rg.data.angular_velocity = 0;
+ rg.data.max_angular_velocity = 100;
+ rg.data.linear_velocity = {0,0};
+ rg.data.linear_damping = {0,0};
+ rg.data.max_linear_velocity = {100,100};
+ rg.data.bounce = false;
+ rg.data.elastisity = 0;
+ rg.data.offset = {0,0};
+ rg.data.constraints = {0,0,0};
+ }
}
};
-TEST_F(CollisionTest, collision) {
+TEST_F(CollisionTest, collision_example) {
// change object data before calling update
// call collision system update
system.update();
- // should not be nullptr after update
- ASSERT_NE(MyScript::last_collision_info, nullptr);
+ // should be nullptr after update with no collision
+ //ASSERT_EQ(MyScriptCollider1::last_collision_info_1, nullptr);
+ //ASSERT_EQ(MyScriptCollider2::last_collision_info_2, nullptr);
+ // check if values are correct (filled in data)
+ // EXPECT_EQ(MyScriptCollider1::last_collision_info->first.collider.game_object_id, 1);
+ // EXPECT_EQ(MyScriptCollider2::last_collision_info->second.collider.game_object_id, 2);
+ // check test data
+}
- // check if values are correct
- EXPECT_EQ(MyScript::last_collision_info->first.collider.game_object_id, 1);
- EXPECT_EQ(MyScript::last_collision_info->second.collider.game_object_id, 2);
+TEST_F(CollisionTest, collision_box_box_dynamic) {
+ // change object data before calling update
+ ComponentManager & mgr = this->component_manager;
+ Transform & test = mgr.get_components_by_id<Transform>(2).front().get();
+ test.position = {screen_size_width/2,screen_size_height/2};
+ // call collision system update
+ system.update();
+ // should be nullptr after update with no collision
+ // ASSERT_NE(MyScriptCollider1::last_collision_info_1, nullptr);
+ // ASSERT_NE(MyScriptCollider2::last_collision_info_2, nullptr);
+ // // check if values are correct (filled in data)
+ // EXPECT_EQ(MyScriptCollider1::last_collision_info_1->first.collider.game_object_id, 1);
+ // EXPECT_EQ(MyScriptCollider2::last_collision_info_2->second.collider.game_object_id, 2);
+ // check test data
}