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#include "api/BoxCollider.h"
#include "api/CircleCollider.h"
#include "api/Vector2.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/Config.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/system/CollisionSystem.h>
#include <gtest/gtest.h>
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<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
// ob 1
game_object1 = new GameObject(0, "", "", Vector2{0, 0}, 0, 0);
game_object1->add_component<Rigidbody>(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<BoxCollider>(Vector2{0,0},10,10);
//ob 2
game_object2 = new GameObject(1, "", "", Vector2{50, 50}, 0, 0);
game_object2->add_component<Rigidbody>(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<BoxCollider>(Vector2{0,0},10,10);
}
};
TEST_F(CollisionTest, box_box_collision) {
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);
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 = {41,50};
collision_system.update();
transform.position = {44,50};
collision_system.update();
transform.position = {50,50};
collision_system.update();
}
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