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-rw-r--r--src/test/CollisionTest.cpp121
1 files changed, 57 insertions, 64 deletions
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index 3e43479..83564e1 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -1,83 +1,76 @@
-#include "api/BoxCollider.h"
-#include "api/CircleCollider.h"
-#include "api/Vector2.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/Config.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
-#include <crepe/system/CollisionSystem.h>
+#include <crepe/system/PhysicsSystem.h>
#include <gtest/gtest.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
-class CollisionTest : public ::testing::Test {
-protected:
- GameObject * game_object1;
- GameObject * game_object2;
- 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);
-
- // 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);
+class MyScript : public Script {
+ static bool oncollision(const CollisionEvent& test) {
+ std::cout << "test collision: " << test.info.first.collider.game_object_id << 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 PhysicsTest : public ::testing::Test {
+public:
+ ComponentManager component_manager;
+ PhysicsSystem system{component_manager};
- //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<CircleCollider>(Vector2{0,0},5);
+ void SetUp() override {
+ ComponentManager & mgr = this->component_manager;
+ vector<reference_wrapper<Transform>> transforms
+ = mgr.get_components_by_id<Transform>(0);
+ if (transforms.empty()) {
+ auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
+ entity.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,
+ });
+ }
+ transforms = mgr.get_components_by_id<Transform>(0);
+ Transform & transform = transforms.front().get();
+ transform.position.x = 0.0;
+ transform.position.y = 0.0;
+ transform.rotation = 0.0;
+ vector<reference_wrapper<Rigidbody>> rigidbodies
+ = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody & rigidbody = rigidbodies.front().get();
+ rigidbody.data.angular_velocity = 0;
+ rigidbody.data.linear_velocity.x = 0;
+ rigidbody.data.linear_velocity.y = 0;
}
};
-TEST_F(CollisionTest, box_box_collision) {
+TEST_F(PhysicsTest, gravity) {
Config::get_instance().physics.gravity = 1;
- ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Transform>> transforms
- = mgr.get_components_by_id<Transform>(0);
- Transform & transform = transforms.front().get();
+ ComponentManager & mgr = this->component_manager;
+ vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ const Transform & transform = transforms.front().get();
ASSERT_FALSE(transforms.empty());
- transform.position = {39,50};
- collision_system.update();
- transform.position = {40,50};
- collision_system.update();
- transform.position = {50,39};
- collision_system.update();
- transform.position = {50,40};
- collision_system.update();
- transform.position = {50,60};
- collision_system.update();
- transform.position = {50,61};
- collision_system.update();
- transform.position = {60,50};
- collision_system.update();
- transform.position = {61,50};
- collision_system.update();
-}
+ EXPECT_EQ(transform.position.y, 0);
+
+ system.update();
+ EXPECT_EQ(transform.position.y, 1);
+ system.update();
+ EXPECT_EQ(transform.position.y, 3);
+}