#include "api/BoxCollider.h" #include "api/CircleCollider.h" #include "api/Vector2.h" #include #include #include #include #include #include #include using namespace std; using namespace std::chrono_literals; using namespace crepe; class CollisionTest : public ::testing::Test { protected: GameObject * game_object1; GameObject * game_object2; PhysicsSystem physics_system; void SetUp() override { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> transforms = mgr.get_components_by_id(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::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(Vector2{0,0},width,height); game_object1->add_component(Vector2{0,0},radius); //ob 2 game_object2 = new GameObject(0, "", "", Vector2{0, 0}, 0, 0); game_object2->add_component(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(Vector2{0,0},width,height); game_object2->add_component(Vector2{0,0},radius); } for (int i = 0; i < 2; i ++) { transforms = mgr.get_components_by_id(i); Transform & transform = transforms.front().get(); transform.position.x = 0.0; transform.position.y = 0.0; transform.rotation = 0.0; std::vector> rigidbodies = mgr.get_components_by_id(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> boxcolliders = mgr.get_components_by_id(i); BoxCollider & box_collider = boxcolliders.front().get(); box_collider.offset = {0,0}; box_collider.width = 10; box_collider.height = 10; std::vector> circlecolliders = mgr.get_components_by_id(i); CircleCollider & circle_collider = circlecolliders.front().get(); circle_collider.offset = {0,0}; circle_collider.radius = 10; } } }; TEST_F(CollisionTest, box_box_collision) { Config::get_instance().physics.gravity = 1; ComponentManager & mgr = ComponentManager::get_instance(); std::vector> transforms = mgr.get_components_by_id(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); }