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-rw-r--r--src/test/CollisionTest.cpp299
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diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
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+#include <cmath>
+#include <cstddef>
+#include <gtest/gtest.h>
+
+#define private public
+#define protected public
+
+#include <crepe/ComponentManager.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/EventManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/system/ScriptSystem.h>
+#include <crepe/types.h>
+#include <crepe/util/Log.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+using namespace testing;
+
+class CollisionHandler : public Script {
+public:
+ int box_id;
+ function<void(const CollisionEvent& ev)> test_fn = [](const CollisionEvent & ev) { };
+
+ CollisionHandler(int box_id) {
+ this->box_id = box_id;
+ }
+
+ bool on_collision(const CollisionEvent& ev) {
+ Log::logf("Box {} script on_collision()", box_id);
+ test_fn(ev);
+ return true;
+ }
+
+ void init() {
+ //Log::logf("Box {} script init()", box_id);
+
+ // TODO: this should be built into script
+ subscribe<CollisionEvent>([](const CollisionEvent&) -> bool {
+ return true;
+ });
+ }
+};
+
+class CollisionTest : public Test {
+public:
+ ComponentManager mgr;
+ CollisionSystem collision_sys{mgr};
+ ScriptSystem script_sys{mgr};
+
+ GameObject world = mgr.new_object("world","",{50,50});
+ GameObject game_object1 = mgr.new_object("object1", "", { 50, 50});
+ GameObject game_object2 = mgr.new_object("object2", "", { 50, 30});
+
+ CollisionHandler * script_object1_ref = nullptr;
+ CollisionHandler * script_object2_ref = nullptr;
+
+ void SetUp() override {
+ world.add_component<Rigidbody>(Rigidbody::Data{
+ // TODO: remove unrelated properties:
+ .body_type = Rigidbody::BodyType::STATIC,
+ .bounce = false,
+ .offset = {0,0},
+ });
+ // Create a box with an inner size of 10x10 units
+ world.add_component<BoxCollider>(Vector2{0, -100}, 100, 100); // Top
+ world.add_component<BoxCollider>(Vector2{0, 100}, 100, 100); // Bottom
+ world.add_component<BoxCollider>(Vector2{-100, 0}, 100, 100); // Left
+ world.add_component<BoxCollider>(Vector2{100, 0}, 100, 100); // right
+
+ game_object1.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {0,0},
+ .constraints = {0, 0, 0},
+ .use_gravity = true,
+ .bounce = true,
+ .elastisity = 1,
+ .offset = {0,0},
+ });
+ game_object1.add_component<BoxCollider>(Vector2{0, 0}, 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);
+
+ game_object2.add_component<Rigidbody>(Rigidbody::Data{
+ .mass = 1,
+ .gravity_scale = 0.01,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = {0,0},
+ .constraints = {0, 0, 0},
+ .use_gravity = true,
+ .bounce = true,
+ .elastisity = 1,
+ .offset = {0,0},
+ });
+ game_object2.add_component<BoxCollider>(Vector2{0, 0}, 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);
+
+ // Ensure Script::init() is called on all BehaviorScript instances
+ script_sys.update();
+ }
+};
+
+// 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);
+// };
+// script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+// collision_happend = true;
+// EXPECT_EQ(ev.info.first.collider.game_object_id, 2);
+// };
+// EXPECT_FALSE(collision_happend);
+// collision_sys.update();
+// EXPECT_FALSE(collision_happend);
+// }
+
+// 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.move_back_value.x, 10);
+// EXPECT_EQ(ev.info.move_back_value.y, 10);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 10);
+// EXPECT_EQ(ev.info.move_back_value.y, 10);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::BOTH);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {50,30};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+// 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.move_back_value.x, -5);
+// EXPECT_EQ(ev.info.move_back_value.y, 0);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 5);
+// EXPECT_EQ(ev.info.move_back_value.y, 0);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::X_DIRECTION);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {45,30};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+// 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.move_back_value.x, 0);
+// EXPECT_EQ(ev.info.move_back_value.y, -5);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 0);
+// EXPECT_EQ(ev.info.move_back_value.y, 5);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::Y_DIRECTION);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {50,25};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+// 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.move_back_value.x, 10);
+// EXPECT_EQ(ev.info.move_back_value.y, 10);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 10);
+// EXPECT_EQ(ev.info.move_back_value.y, 10);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::BOTH);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {50,30};
+// Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+// rg1.data.linear_velocity = {10,10};
+// Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
+// rg2.data.linear_velocity = {10,10};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+// 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.move_back_value.x, -5);
+// EXPECT_EQ(ev.info.move_back_value.y, -5);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 5);
+// EXPECT_EQ(ev.info.move_back_value.y, 5);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::X_DIRECTION);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {45,30};
+// Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+// rg1.data.linear_velocity = {10,10};
+// Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
+// rg2.data.linear_velocity = {10,10};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+// 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.move_back_value.x, -5);
+// EXPECT_EQ(ev.info.move_back_value.y, -5);
+// EXPECT_EQ(ev.info.move_back_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.move_back_value.x, 5);
+// EXPECT_EQ(ev.info.move_back_value.y, 5);
+// EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::Y_DIRECTION);
+// };
+// EXPECT_FALSE(collision_happend);
+// Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+// tf.position = {50,25};
+// Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
+// rg1.data.linear_velocity = {10,10};
+// Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
+// rg2.data.linear_velocity = {10,10};
+// collision_sys.update();
+// EXPECT_TRUE(collision_happend);
+// }
+
+
+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.move_back_value.x, 10);
+ EXPECT_EQ(ev.info.move_back_value.y, 10);
+ EXPECT_EQ(ev.info.move_back_direction, crepe::CollisionSystem::Direction::BOTH);
+ };
+ script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
+ // is static should not be called
+ FAIL();
+ };
+ EXPECT_FALSE(collision_happend);
+ Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
+ tf.position = {50,30};
+ Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
+ rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;
+ collision_sys.update();
+ EXPECT_TRUE(collision_happend);
+}