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-rw-r--r--src/test/PhysicsTest.cpp115
1 files changed, 115 insertions, 0 deletions
diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp
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+#include <gtest/gtest.h>
+#include <crepe/ComponentManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/PhysicsSystem.h>
+#include <crepe/api/Config.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+
+class PhysicsTest : public ::testing::Test {
+protected:
+ GameObject* game_object;
+ PhysicsSystem physics_system;
+ void SetUp() override {
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ if (transforms.empty()) {
+ game_object = new GameObject(0,"","",Vector2{0,0},0,0);
+ game_object->add_component<Rigidbody>(Rigidbody::RigidbodyData{
+ .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;
+ std::vector<std::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(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);
+ const 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);
+}
+
+TEST_F(PhysicsTest, max_velocity) {
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody& rigidbody = rigidbodies.front().get();
+ ASSERT_FALSE(rigidbodies.empty());
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 0);
+ rigidbody.add_force_linear({100,100});
+ rigidbody.add_force_angular(100);
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 10);
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, 10);
+ EXPECT_EQ(rigidbody.data.angular_velocity, 10);
+ rigidbody.add_force_linear({-100,-100});
+ rigidbody.add_force_angular(-100);
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, -10);
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, -10);
+ EXPECT_EQ(rigidbody.data.angular_velocity, -10);
+}
+
+TEST_F(PhysicsTest, movement) {
+ Config::get_instance().physics.gravity = 0;
+ ComponentManager & mgr = ComponentManager::get_instance();
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodies = mgr.get_components_by_id<Rigidbody>(0);
+ Rigidbody& rigidbody = rigidbodies.front().get();
+ std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
+ const Transform& transform = transforms.front().get();
+ ASSERT_FALSE(rigidbodies.empty());
+ ASSERT_FALSE(transforms.empty());
+ rigidbody.add_force_linear({1,1});
+ rigidbody.add_force_angular(1);
+ physics_system.update();
+ EXPECT_EQ(transform.position.x, 1);
+ EXPECT_EQ(transform.position.y, 1);
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.constraints = {1,1,1};
+ EXPECT_EQ(transform.position.x, 1);
+ EXPECT_EQ(transform.position.y, 1);
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.linear_damping.x = 0.5;
+ rigidbody.data.linear_damping.y = 0.5;
+ rigidbody.data.angular_damping = 0.5;
+ physics_system.update();
+ EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5);
+ EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5);
+ EXPECT_EQ(rigidbody.data.angular_velocity, 0.5);
+ rigidbody.data.constraints = {1,1,0};
+ rigidbody.data.angular_damping = 0;
+ rigidbody.data.max_angular_velocity = 1000;
+ rigidbody.data.angular_velocity = 360;
+ physics_system.update();
+ EXPECT_EQ(transform.rotation, 1);
+ rigidbody.data.angular_velocity = -360;
+ physics_system.update();
+ EXPECT_EQ(transform.rotation, 1);
+}
+