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#include <math.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/ParticleSystem.h>
#include <gtest/gtest.h>
using namespace std;
using namespace std::chrono_literals;
using namespace crepe;
class ParticlesTest : public ::testing::Test {
protected:
GameObject * game_object;
ParticleSystem particle_system;
void SetUp() override {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
if (transforms.empty()) {
game_object = new GameObject(0, "", "", Vector2{0, 0}, 0, 0);
game_object->add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0,0},
.max_particles = 1,
.emission_rate = 0,
.min_speed = 0,
.max_speed = 0,
.min_angle = 0,
.max_angle = 0,
.begin_lifespan = 0,
.end_lifespan = 0,
.force_over_time = Vector2{0,0},
.boundary{
.width = 0,
.height = 0,
.offset = Vector2{0,0},
.reset_on_exit = false,
},
.sprite = nullptr,
});
}
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;
std::vector<std::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(ParticlesTest, spawnParticle) {
Config::get_instance().physics.gravity = 1;
ComponentManager & mgr = ComponentManager::get_instance();
ParticleEmitter & emitter = mgr.get_components_by_id<ParticleEmitter>(0).front().get();
emitter.data.end_lifespan = 5;
emitter.data.boundary.height = 100;
emitter.data.boundary.width = 100;
emitter.data.max_speed = 1;
emitter.data.max_angle = 1;
particle_system.update();
//check if nothing happend
EXPECT_EQ(emitter.data.particles.size(), 0);
emitter.data.emission_rate = 1;
particle_system.update();
//check if particle spawned
EXPECT_EQ(emitter.data.particles.size(), 1);
for (auto& particle : emitter.data.particles) {
// Check velocity range
EXPECT_GE(particle.velocity.x, emitter.data.min_speed); // Speed should be greater than or equal to min_speed
EXPECT_LE(particle.velocity.x, emitter.data.max_speed); // Speed should be less than or equal to max_speed
EXPECT_GE(particle.velocity.y, emitter.data.min_speed); // Speed should be greater than or equal to min_speed
EXPECT_LE(particle.velocity.y, emitter.data.max_speed); // Speed should be less than or equal to max_speed
// Check angle range
EXPECT_GE(particle.angle, emitter.data.min_angle); // Angle should be greater than or equal to min_angle
EXPECT_LE(particle.angle, emitter.data.max_angle); // Angle should be less than or equal to max_angle
}
}
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