working on collision detection when entities get warped at world boundaries

This commit is contained in:
martin
2011-02-01 17:14:25 +01:00
parent 95e709ce3f
commit 1687b657d4
3 changed files with 186 additions and 17 deletions
+52
View File
@@ -4,6 +4,7 @@
#include "PhysicsBase.h"
#include "ModelBase.h"
#include "EntityBase.h"
#include "coll2d.h"
using namespace std;
using namespace Engine;
@@ -64,3 +65,54 @@ TEST_FIXTURE ( PhysicsFixture, PhysicsModuleActorActorCollision ) {
PhysicsModule.UnregisterEntity (actor_2_entity->mId);
}
TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionX ) {
float world_size = 10;
PhysicsModule.SetWorldBounds (
vector3d (-world_size, -world_size, -world_size),
vector3d (world_size, world_size, world_size)
);
EntityPhysicState* actor_2_entity = CreateEntityPhysicState (EntityBaseTypeActor, 4);
assert (actor_2_entity->mShape);
assert (actor_entity->mShape);
PhysicsModule.RegisterEntity (actor_2_entity);
float actor_radius = dynamic_cast<coll2d::Sphere*>(actor_entity->mShape)->getRadius();
// actor_entity->mPosition = vector3d (-world_size + actor_radius + 0.01 + 2 * world_size, 0., world_size - actor_radius);
actor_entity->mPosition = vector3d (-world_size + actor_radius + 0.01, 0., world_size - actor_radius);
actor_entity->mVelocity = vector3d (-1., 0., 0.);
actor_2_entity->mPosition = vector3d (world_size - actor_radius - 0.01, 0., world_size - actor_radius);
actor_2_entity->mVelocity = vector3d (0., 0., 0.);
bool coll_res = false;
coll2d::CollisionInfo info;
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
CHECK (coll_res);
// Now we change the velocities and let actor_2 move out of the maximum x
// direction
actor_entity->mVelocity = vector3d (0., 0., 0.);
actor_2_entity->mVelocity = vector3d (1., 0., 0.);
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
CHECK (coll_res);
}