fysxasteroids/engine/tests/PhysicsTests.cc

67 lines
1.8 KiB
C++

#include <UnitTest++.h>
#include "Logging.h"
#include "PhysicsBase.h"
#include "ModelBase.h"
#include "EntityBase.h"
using namespace std;
using namespace Engine;
struct PhysicsFixture {
PhysicsFixture () {
LoggingModule.Init (0, NULL);
LoggingModule.SetLogPrintLevel (LogLevelMessage);
PhysicsModule.Init (0, NULL);
dummy_entity = CreateEntityPhysicState (EntityBaseTypeNone, 0);
particle_entity = CreateEntityPhysicState (EntityBaseTypeParticle, 1);
block_entity = CreateEntityPhysicState (EntityBaseTypeBlock, 2);
actor_entity = CreateEntityPhysicState (EntityBaseTypeActor, 3);
PhysicsModule.RegisterEntity (dummy_entity);
PhysicsModule.RegisterEntity (particle_entity);
PhysicsModule.RegisterEntity (block_entity);
PhysicsModule.RegisterEntity (actor_entity);
}
~PhysicsFixture () {
PhysicsModule.UnregisterEntity (0);
PhysicsModule.UnregisterEntity (1);
PhysicsModule.UnregisterEntity (2);
PhysicsModule.UnregisterEntity (3);
PhysicsModule.Destroy ();
LoggingModule.Destroy ();
}
Logging LoggingModule;
PhysicsBase PhysicsModule;
EntityPhysicState* dummy_entity;
EntityPhysicState* particle_entity;
EntityPhysicState* block_entity;
EntityPhysicState* actor_entity;
};
TEST_FIXTURE ( PhysicsFixture, PhysicsModuleActorActorCollision ) {
int result = -1;
EntityPhysicState* actor_2_entity = CreateEntityPhysicState (EntityBaseTypeActor, 4);
assert (actor_2_entity->mShape);
assert (actor_entity->mShape);
PhysicsModule.RegisterEntity (actor_2_entity);
actor_entity->mPosition = vector3d (0., 0., 0.);
actor_entity->mVelocity = vector3d (1., 0., 0.);
actor_2_entity->mPosition = vector3d (1.5, 0., 0.1);
actor_2_entity->mVelocity = vector3d (-1., 0., 0.);
result = PhysicsModule.Simulate (1000.);
CHECK_EQUAL (0, result);
PhysicsModule.UnregisterEntity (actor_2_entity->mId);
}