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#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/PhysicsSystem.h>
#include <gtest/gtest.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
class MyScript : public Script {
static bool oncollision(const CollisionEvent& test) {
std::cout << "test collision: " << test.info.first.collider.game_object_id << std::endl;
return true;
}
void init() {
EventManager::get_instance().subscribe<CollisionEvent>(oncollision, this->get_game_object_id());
}
void update() {
// Retrieve component from the same GameObject this script is on
}
};
class PhysicsTest : public ::testing::Test {
public:
ComponentManager component_manager;
PhysicsSystem system{component_manager};
void SetUp() override {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
if (transforms.empty()) {
auto entity = mgr.new_object("", "", Vector2{0, 0}, 0, 0);
entity.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},
.use_gravity = true,
.bounce = false,
});
}
transforms = mgr.get_components_by_id<Transform>(0);
Transform & transform = transforms.front().get();
transform.position.x = 0.0;
transform.position.y = 0.0;
transform.rotation = 0.0;
vector<reference_wrapper<Rigidbody>> rigidbodies
= mgr.get_components_by_id<Rigidbody>(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 = this->component_manager;
vector<reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(0);
const Transform & transform = transforms.front().get();
ASSERT_FALSE(transforms.empty());
EXPECT_EQ(transform.position.y, 0);
system.update();
EXPECT_EQ(transform.position.y, 1);
system.update();
EXPECT_EQ(transform.position.y, 3);
}
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