fixed collision detection that go over world boundaries

This commit is contained in:
martin
2011-02-01 18:24:33 +01:00
parent 1687b657d4
commit 8daee27ed8
5 changed files with 233 additions and 24 deletions
+111 -6
View File
@@ -81,23 +81,24 @@ TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionX ) {
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->mPosition = vector3d (-world_size + actor_radius + 0.01, 0., 0.);
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->mPosition = vector3d (world_size - actor_radius - 0.01, 0., 0.);
actor_2_entity->mVelocity = vector3d (0., 0., 0.);
bool coll_res = false;
coll2d::CollisionInfo info;
unsigned int reference_id, incidence_id;
// 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);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, 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);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (coll_res);
// Now we change the velocities and let actor_2 move out of the maximum x
@@ -107,12 +108,116 @@ TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionX ) {
// 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);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, 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);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (coll_res);
}
TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionZ ) {
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 (0, 0, -world_size + actor_radius + 0.01);
actor_entity->mVelocity = vector3d (0., 0., -1.);
actor_2_entity->mPosition = vector3d (0, 0, world_size - actor_radius - 0.01);
actor_2_entity->mVelocity = vector3d (0., 0., 1.);
bool coll_res = false;
coll2d::CollisionInfo info;
unsigned int reference_id, incidence_id;
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, 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., -1.);
actor_2_entity->mVelocity = vector3d (0., 0., 0.);
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (coll_res);
}
TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionXZ ) {
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, 0, -world_size + actor_radius + 0.01);
actor_entity->mVelocity = vector3d (-1., 0., -1.);
actor_2_entity->mPosition = vector3d (world_size - actor_radius - 0.01, 0, world_size - actor_radius - 0.01);
actor_2_entity->mVelocity = vector3d (0., 0., 0.);
bool coll_res = false;
coll2d::CollisionInfo info;
unsigned int reference_id, incidence_id;
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, 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., 1.);
// with disabled world warp, there should not be a collision ...
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (!coll_res);
// ... however with WorldWarp enabled, there should be!
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeZ);
coll_res = PhysicsModule.CalcNextCollision (1., reference_id, incidence_id, info);
CHECK (coll_res);
}