#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; CollisionSystem collision_system; void SetUp() override { ComponentManager & mgr = ComponentManager::get_instance(); mgr.delete_all_components(); std::vector> transforms = mgr.get_components_by_id(0); // 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, 0}, .use_gravity = false, .bounce = false, }); game_object1->add_component(Vector2{0,0},10,10); //ob 2 game_object2 = new GameObject(1, "", "", Vector2{50, 50}, 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, 0}, .use_gravity = false, .bounce = false, }); game_object2->add_component(Vector2{0,0},5); } }; 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); 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(); }