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Diffstat (limited to 'src/test/CollisionTest.cpp')
-rw-r--r-- | src/test/CollisionTest.cpp | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp new file mode 100644 index 0000000..c175eb4 --- /dev/null +++ b/src/test/CollisionTest.cpp @@ -0,0 +1,300 @@ +#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; + EventManager & evmgr = EventManager::get_instance(); + 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 + evmgr.subscribe<CollisionEvent>([this](const CollisionEvent & ev) { + return this->on_collision(ev); + }, this->get_game_object_id()); + } +}; + +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); +} |