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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 PhysicsTest : public ::testing::Test {
public:
GameObject * game_object;
ComponentManager component_manager;
PhysicsSystem physics_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<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;
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(PhysicsTest, gravity) {
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);
const Transform & transform = transforms.front().get();
ASSERT_FALSE(transforms.empty());
EXPECT_EQ(transform.position.y, 0);
physics_system.update();
EXPECT_EQ(transform.position.y, 1);
physics_system.update();
EXPECT_EQ(transform.position.y, 3);
}
TEST_F(PhysicsTest, max_velocity) {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
= mgr.get_components_by_id<Rigidbody>(0);
Rigidbody & rigidbody = rigidbodies.front().get();
ASSERT_FALSE(rigidbodies.empty());
EXPECT_EQ(rigidbody.data.linear_velocity.y, 0);
rigidbody.add_force_linear({100, 100});
rigidbody.add_force_angular(100);
physics_system.update();
EXPECT_EQ(rigidbody.data.linear_velocity.y, 10);
EXPECT_EQ(rigidbody.data.linear_velocity.x, 10);
EXPECT_EQ(rigidbody.data.angular_velocity, 10);
rigidbody.add_force_linear({-100, -100});
rigidbody.add_force_angular(-100);
physics_system.update();
EXPECT_EQ(rigidbody.data.linear_velocity.y, -10);
EXPECT_EQ(rigidbody.data.linear_velocity.x, -10);
EXPECT_EQ(rigidbody.data.angular_velocity, -10);
}
TEST_F(PhysicsTest, movement) {
Config::get_instance().physics.gravity = 0;
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
= mgr.get_components_by_id<Rigidbody>(0);
Rigidbody & rigidbody = rigidbodies.front().get();
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(0);
const Transform & transform = transforms.front().get();
ASSERT_FALSE(rigidbodies.empty());
ASSERT_FALSE(transforms.empty());
rigidbody.add_force_linear({1, 1});
rigidbody.add_force_angular(1);
physics_system.update();
EXPECT_EQ(transform.position.x, 1);
EXPECT_EQ(transform.position.y, 1);
EXPECT_EQ(transform.rotation, 1);
rigidbody.data.constraints = {1, 1, 1};
EXPECT_EQ(transform.position.x, 1);
EXPECT_EQ(transform.position.y, 1);
EXPECT_EQ(transform.rotation, 1);
rigidbody.data.linear_damping.x = 0.5;
rigidbody.data.linear_damping.y = 0.5;
rigidbody.data.angular_damping = 0.5;
physics_system.update();
EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5);
EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5);
EXPECT_EQ(rigidbody.data.angular_velocity, 0.5);
rigidbody.data.constraints = {1, 1, 0};
rigidbody.data.angular_damping = 0;
rigidbody.data.max_angular_velocity = 1000;
rigidbody.data.angular_velocity = 360;
physics_system.update();
EXPECT_EQ(transform.rotation, 1);
rigidbody.data.angular_velocity = -360;
physics_system.update();
EXPECT_EQ(transform.rotation, 1);
}
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