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-rw-r--r--src/test/CollisionTest.cpp107
1 files changed, 42 insertions, 65 deletions
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index 1dfe808..1c4c325 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -6,7 +6,7 @@
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
-#include <crepe/system/PhysicsSystem.h>
+#include <crepe/system/CollisionSystem.h>
#include <gtest/gtest.h>
using namespace std;
@@ -17,70 +17,42 @@ class CollisionTest : public ::testing::Test {
protected:
GameObject * game_object1;
GameObject * game_object2;
- PhysicsSystem physics_system;
+ CollisionSystem collision_system;
void SetUp() override {
ComponentManager & mgr = ComponentManager::get_instance();
+ mgr.delete_all_components();
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
- if (transforms.empty()) {
- double width,height,radius = 10;
- // ob 1
- game_object1 = new GameObject(0, "", "", Vector2{0, 0}, 0, 0);
- game_object1->add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
- .gravity_scale = 1,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .max_linear_velocity = Vector2{10, 10},
- .max_angular_velocity = 10,
- .constraints = {0, 0},
- .use_gravity = true,
- .bounce = false,
- });
-
- game_object1->add_component<BoxCollider>(Vector2{0,0},width,height);
- game_object1->add_component<CircleCollider>(Vector2{0,0},radius);
- //ob 2
- game_object2 = new GameObject(0, "", "", Vector2{0, 0}, 0, 0);
- game_object2->add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
- .gravity_scale = 1,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .max_linear_velocity = Vector2{10, 10},
- .max_angular_velocity = 10,
- .constraints = {0, 0},
- .use_gravity = true,
- .bounce = false,
- });
- game_object2->add_component<BoxCollider>(Vector2{0,0},width,height);
- game_object2->add_component<CircleCollider>(Vector2{0,0},radius);
-
- }
- for (int i = 0; i < 2; i ++) {
- transforms = mgr.get_components_by_id<Transform>(i);
- Transform & transform = transforms.front().get();
- transform.position.x = 0.0;
- transform.position.y = 0.0;
- transform.rotation = 0.0;
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
- = mgr.get_components_by_id<Rigidbody>(i);
- Rigidbody & rigidbody = rigidbodies.front().get();
- rigidbody.data.angular_velocity = 0;
- rigidbody.data.linear_velocity.x = 0;
- rigidbody.data.linear_velocity.y = 0;
- std::vector<std::reference_wrapper<BoxCollider>> boxcolliders
- = mgr.get_components_by_id<BoxCollider>(i);
- BoxCollider & box_collider = boxcolliders.front().get();
- box_collider.offset = {0,0};
- box_collider.width = 10;
- box_collider.height = 10;
- std::vector<std::reference_wrapper<CircleCollider>> circlecolliders
- = mgr.get_components_by_id<CircleCollider>(i);
- CircleCollider & circle_collider = circlecolliders.front().get();
- circle_collider.offset = {0,0};
- circle_collider.radius = 10;
- }
+ // ob 1
+ game_object1 = new GameObject(0, "", "", Vector2{0, 0}, 0, 0);
+ game_object1->add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .max_linear_velocity = Vector2{10, 10},
+ .max_angular_velocity = 10,
+ .constraints = {0, 0, 0},
+ .use_gravity = false,
+ .bounce = false,
+ });
+
+ game_object1->add_component<BoxCollider>(Vector2{0,0},10,10);
+
+ //ob 2
+ game_object2 = new GameObject(1, "", "", Vector2{50, 50}, 0, 0);
+ game_object2->add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 1,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .max_linear_velocity = Vector2{10, 10},
+ .max_angular_velocity = 10,
+ .constraints = {0, 0, 0},
+ .use_gravity = false,
+ .bounce = false,
+ });
+ game_object2->add_component<BoxCollider>(Vector2{0,0},10,10);
}
};
@@ -89,12 +61,17 @@ TEST_F(CollisionTest, box_box_collision) {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
- const Transform & transform = transforms.front().get();
+ Transform & transform = transforms.front().get();
ASSERT_FALSE(transforms.empty());
- EXPECT_EQ(transform.position.y, 0);
- physics_system.update();
- EXPECT_EQ(transform.position.y, 1);
- physics_system.update();
- EXPECT_EQ(transform.position.y, 3);
+ transform.position = {39,50};
+ collision_system.update();
+ transform.position = {40,50};
+ collision_system.update();
+ transform.position = {41,50};
+ collision_system.update();
+ transform.position = {44,50};
+ collision_system.update();
+ transform.position = {50,50};
+ collision_system.update();
}