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#include <gtest/gtest.h>
#include <crepe/ComponentManager.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/system/PhysicsSystem.h>
#include <crepe/api/Config.h>

using namespace std;
using namespace std::chrono_literals;
using namespace crepe;

class PhysicsTest : public ::testing::Test {
protected:
    GameObject* game_object;
    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::RigidbodyData{
						.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);
}