#include #include #include #include #include #include #include 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(); mgr.delete_all_components(); std::vector> transforms = mgr.get_components_by_id(0); if (transforms.empty()) { game_object = new GameObject(0, "", "", Vector2{0, 0}, 0, 0); game_object->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, }); } transforms = mgr.get_components_by_id(0); 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(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> 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); } TEST_F(PhysicsTest, max_velocity) { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> rigidbodies = mgr.get_components_by_id(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> rigidbodies = mgr.get_components_by_id(0); Rigidbody & rigidbody = rigidbodies.front().get(); std::vector> transforms = mgr.get_components_by_id(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); }