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#include "system/ScriptSystem.h"
#include "types.h"
#include <gtest/gtest.h>
#include <crepe/api/Config.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/api/Event.h>
#include <crepe/api/EventManager.h>
#include <crepe/api/Script.h>
#include <crepe/ComponentManager.h>
#include <crepe/system/CollisionSystem.h>
#include "iostream"
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
//scripts for object 1 collision test
class UnitTestBoxBoxCollision1 : public Script {
static bool oncollision(const CollisionEvent& test) {
std::cout << "collision event 1" << std::endl;
std::cout << "collision event 1 x" << test.info.move_back_value.x << std::endl;
std::cout << "collision event 1 y" << test.info.move_back_value.y << 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
}
};
//scripts for object 1 collision test
class UnitTestBoxBoxCollision2 : public Script {
static bool oncollision(const CollisionEvent& test) {
std::cout << "collision event 1" << 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 CollisionTest : public ::testing::Test {
public:
ComponentManager component_manager;
CollisionSystem system{component_manager};
ScriptSystem sr{component_manager};
const double screen_size_width = 640;
const double screen_size_height = 480;
const double world_collider = 1000;
void SetUp() override {
ComponentManager & mgr = this->component_manager;
if(mgr.get_components_by_id<Transform>(0).empty())
{
create_test_world();
create_test_components();
}
reset_test_components();
sr.update();
}
void create_test_world() {
ComponentManager & mgr = this->component_manager;
GameObject world = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
world.add_component<Rigidbody>(Rigidbody::Data{
.mass = 0,
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::STATIC,
.constraints = {0, 0, 0},
.use_gravity = false,
.bounce = false,
.offset = {0,0}
});
world.add_component<BoxCollider>(Vector2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top
world.add_component<BoxCollider>(Vector2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom
world.add_component<BoxCollider>(Vector2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left
world.add_component<BoxCollider>(Vector2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right
}
void create_test_components()
{
ComponentManager & mgr = this->component_manager;
GameObject game_object1 = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2}, 0, 1);
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);
game_object1.add_component<BehaviorScript>().set_script<UnitTestBoxBoxCollision1>();
GameObject game_object2 = mgr.new_object("Name", "Tag", Vector2{screen_size_width/2, screen_size_height/2-100}, 0, 1);
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);
game_object2.add_component<BehaviorScript>().set_script<UnitTestBoxBoxCollision2>();
}
void reset_test_components()
{
ComponentManager & mgr = this->component_manager;
//game object 1
{
game_object_id_t id = 1;
Transform & tf = mgr.get_components_by_id<Transform>(id).front().get();
tf.position = Vector2{screen_size_width/2, screen_size_height/2};
tf.rotation = 0;
tf.scale = 1;
tf.active = 1;
Rigidbody & rg = mgr.get_components_by_id<Rigidbody>(id).front().get();
rg.data.angular_damping = 0;
rg.data.angular_velocity = 0;
rg.data.max_angular_velocity = 100;
rg.data.linear_velocity = {0,0};
rg.data.linear_damping = {0,0};
rg.data.max_linear_velocity = {100,100};
rg.data.bounce = false;
rg.data.elastisity = 0;
rg.data.offset = {0,0};
rg.data.constraints = {0,0,0};
}
{
game_object_id_t id = 2;
Transform & tf = mgr.get_components_by_id<Transform>(id).front().get();
tf.position = Vector2{screen_size_width/2, screen_size_height/2-100};
tf.rotation = 0;
tf.scale = 1;
tf.active = 1;
Rigidbody & rg = mgr.get_components_by_id<Rigidbody>(id).front().get();
rg.data.angular_damping = 0;
rg.data.angular_velocity = 0;
rg.data.max_angular_velocity = 100;
rg.data.linear_velocity = {0,0};
rg.data.linear_damping = {0,0};
rg.data.max_linear_velocity = {100,100};
rg.data.bounce = false;
rg.data.elastisity = 0;
rg.data.offset = {0,0};
rg.data.constraints = {0,0,0};
}
}
};
TEST_F(CollisionTest, collision_example) {
// change object data before calling update
// call collision system update
system.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) {
// change object data before calling update
ComponentManager & mgr = this->component_manager;
Transform & test = mgr.get_components_by_id<Transform>(2).front().get();
test.position = {screen_size_width/2,screen_size_height/2};
// call collision system update
system.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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