#include "api/BoxCollider.h" #include "manager/Mediator.h" #include #include #include #define private public #define protected public #include #include #include #include #include #include #include #include #include #include #include #include using namespace std; using namespace std::chrono_literals; using namespace crepe; using namespace testing; class CollisionHandler : public Script { public: int box_id; function 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() { subscribe( [this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); } void update() { // Retrieve component from the same GameObject this script is on } }; class CollisionTest : public Test { public: Mediator m; EventManager event_mgr{m}; ComponentManager mgr{m}; CollisionSystem collision_sys{m}; ScriptSystem script_sys{m}; LoopTimerManager loop_timer{m}; 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::Data{ // TODO: remove unrelated properties: .body_type = Rigidbody::BodyType::STATIC, .offset = {0, 0}, }); // Create a box with an inner size of 10x10 units world.add_component(vec2{0, -100}, vec2{100, 100}); // Top world.add_component(vec2{0, 100}, vec2{100, 100}); // Bottom world.add_component(vec2{-100, 0}, vec2{100, 100}); // Left world.add_component(vec2{100, 0}, vec2{100, 100}); // right game_object1.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0, 0}, .collision_layers = {0}, }); game_object1.add_component(vec2{0, 0}, vec2{10, 10}); BehaviorScript & script_object1 = game_object1.add_component().set_script(1); script_object1_ref = static_cast(script_object1.script.get()); ASSERT_NE(script_object1_ref, nullptr); game_object2.add_component(Rigidbody::Data{ .mass = 1, .gravity_scale = 0.01, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, .offset = {0, 0}, .collision_layers = {0}, }); game_object2.add_component(vec2{0, 0}, vec2{10, 10}); BehaviorScript & script_object2 = game_object2.add_component().set_script(2); script_object2_ref = static_cast(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.this_collider.game_object_id, 1); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 0); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, 0); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 0); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); tf.position = {50, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 2); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); tf.position = {50, 25}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(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.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 10); EXPECT_EQ(ev.info.resolution.y, 10); EXPECT_EQ(ev.info.resolution_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(1).front().get(); tf.position = {50, 30}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); EXPECT_TRUE(collision_happend); } TEST_F(CollisionTest, collision_box_box_static_x_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, -5); EXPECT_EQ(ev.info.resolution.y, 5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::X_DIRECTION); }; 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(1).front().get(); tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); EXPECT_TRUE(collision_happend); } TEST_F(CollisionTest, collision_box_box_static_y_direction) { bool collision_happend = false; script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.resolution.x, 5); EXPECT_EQ(ev.info.resolution.y, -5); EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::Y_DIRECTION); }; 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(1).front().get(); tf.position = {50, 25}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; collision_sys.update(); EXPECT_TRUE(collision_happend); } TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually bool collision_happend = false; float offset_value = 0; float resolution = 0; script_object1_ref->test_fn = [&](const CollisionEvent & ev) { collision_happend = true; EXPECT_EQ(ev.info.this_collider.game_object_id, 1); EXPECT_EQ(ev.info.this_collider.offset.x, offset_value); EXPECT_EQ(ev.info.resolution.x, resolution); }; script_object2_ref->test_fn = [&](const CollisionEvent & ev) { // is static should not be called FAIL(); }; EXPECT_FALSE(collision_happend); Transform & tf = this->mgr.get_components_by_id(1).front().get(); tf.position = {45, 30}; Rigidbody & rg1 = this->mgr.get_components_by_id(1).front().get(); rg1.data.linear_velocity = {10, 10}; Rigidbody & rg2 = this->mgr.get_components_by_id(2).front().get(); rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC; BoxCollider & bxc = this->mgr.get_components_by_id(1).front().get(); bxc.offset = {5, 0}; this->game_object1.add_component(vec2{-5, 0}, vec2{10, 10}); offset_value = 5; resolution = 10; collision_sys.update(); offset_value = -5; resolution = 10; tf.position = {55, 30}; collision_sys.update(); EXPECT_TRUE(collision_happend); }