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#include <gtest/gtest.h>
#define private public
#define protected public
#include <crepe/ComponentManager.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
#include <crepe/api/Transform.h>
#include <crepe/system/CollisionSystem.h>
#include <crepe/system/ScriptSystem.h>
#include <crepe/types.h>
#include <crepe/util/Log.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
using namespace testing;
class CollisionHandler : public Script {
public:
int box_id;
EventManager & evmgr = EventManager::get_instance();
function<void(const CollisionEvent& ev)> test_fn = [](const CollisionEvent & ev) { };
CollisionHandler(int box_id) {
this->box_id = box_id;
}
bool on_collision(const CollisionEvent& ev) {
test_fn(ev);
return true;
}
void init() {
Log::logf("Box {} script init()", box_id);
// TODO: this should be built into script
evmgr.subscribe<CollisionEvent>([this](const CollisionEvent & ev) {
return this->on_collision(ev);
}, this->get_game_object_id());
}
};
class CollisionTest : public Test {
public:
ComponentManager mgr;
CollisionSystem collision_sys{mgr};
ScriptSystem script_sys{mgr};
GameObject world = mgr.new_object("world");
GameObject game_object1 = mgr.new_object("object1", "", { 0, 0 });
GameObject game_object2 = mgr.new_object("object2", "", { 0, 0 });
CollisionHandler * script_object1_ref = nullptr;
CollisionHandler * script_object2_ref = nullptr;
void SetUp() override {
world.add_component<Rigidbody>(Rigidbody::Data{
// TODO: remove unrelated properties:
.body_type = Rigidbody::BodyType::STATIC,
.bounce = false,
.offset = {0,0},
});
// Create a box with an inner size of 10x10 units
world.add_component<BoxCollider>(Vector2{5, 11}, 10, 2); // Top
world.add_component<BoxCollider>(Vector2{5, -1}, 10, 2); // Bottom
world.add_component<BoxCollider>(Vector2{-1, 5}, 2, 10); // Left
world.add_component<BoxCollider>(Vector2{11, 5}, 2, 10); // right
game_object1.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 0.01,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {1,0},
.constraints = {0, 0, 0},
.use_gravity = true,
.bounce = true,
.elastisity = 1,
.offset = {0,0},
});
game_object1.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
BehaviorScript & script_object1 = game_object1.add_component<BehaviorScript>().set_script<CollisionHandler>(1);
script_object1_ref = static_cast<CollisionHandler*>(script_object1.script.get());
ASSERT_NE(script_object1_ref, nullptr);
game_object2.add_component<Rigidbody>(Rigidbody::Data{
.mass = 1,
.gravity_scale = 0.01,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {1,0},
.constraints = {0, 0, 0},
.use_gravity = true,
.bounce = true,
.elastisity = 1,
.offset = {0,0},
});
game_object2.add_component<BoxCollider>(Vector2{0, 0}, 20, 20);
BehaviorScript & script_object2 = game_object2.add_component<BehaviorScript>().set_script<CollisionHandler>(2);
script_object2_ref = static_cast<CollisionHandler*>(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) {
script_object1_ref->test_fn = [](const CollisionEvent & ev) {
Log::logf("event x={} y={}", ev.info.move_back_value.x, ev.info.move_back_value.y);
EXPECT_TRUE(true);
};
collision_sys.update();
// should be nullptr after update with no collision
//ASSERT_EQ(MyScriptCollider1::last_collision_info_1, nullptr);
//ASSERT_EQ(MyScriptCollider2::last_collision_info_2, nullptr);
// check if values are correct (filled in data)
// EXPECT_EQ(MyScriptCollider1::last_collision_info->first.collider.game_object_id, 1);
// EXPECT_EQ(MyScriptCollider2::last_collision_info->second.collider.game_object_id, 2);
// check test data
}
TEST_F(CollisionTest, collision_box_box_dynamic) {
script_object1_ref->test_fn = [](const CollisionEvent & ev) {
EXPECT_TRUE(false);
};
collision_sys.update();
// should be nullptr after update with no collision
// ASSERT_NE(MyScriptCollider1::last_collision_info_1, nullptr);
// ASSERT_NE(MyScriptCollider2::last_collision_info_2, nullptr);
// // check if values are correct (filled in data)
// EXPECT_EQ(MyScriptCollider1::last_collision_info_1->first.collider.game_object_id, 1);
// EXPECT_EQ(MyScriptCollider2::last_collision_info_2->second.collider.game_object_id, 2);
// check test data
}
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