// MIT License // Copyright (c) 2020 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System; using System.Numerics; using NUnit.Framework; using Robust.Shared.GameObjects; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Physics.Collision.Shapes; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Physics.Systems; using Robust.UnitTesting.Server; namespace Robust.UnitTesting.Shared.Physics; [TestFixture] public sealed class Collision_Test { [Test] public void TestHardCollidable() { var sim = RobustServerSimulation.NewSimulation().InitializeInstance(); var entManager = sim.Resolve(); var fixtures = entManager.System(); var physics = entManager.System(); var map = sim.CreateMap(); var bodyAUid = entManager.SpawnAttachedTo(null, new EntityCoordinates(map.Uid, Vector2.Zero)); var bodyBUid = entManager.SpawnAttachedTo(null, new EntityCoordinates(map.Uid, Vector2.Zero)); var bodyA = entManager.AddComponent(bodyAUid); var bodyB = entManager.AddComponent(bodyBUid); Assert.That(!physics.IsHardCollidable(bodyAUid, bodyBUid)); fixtures.CreateFixture(bodyAUid, "fix1", new Fixture(new PhysShapeCircle(0.5f), 1, 1, true)); fixtures.CreateFixture(bodyBUid, "fix1", new Fixture(new PhysShapeCircle(0.5f), 1, 1, true)); Assert.That(physics.IsHardCollidable(bodyAUid, bodyBUid)); } [Test] public void TestCollision() { var center = new Vector2(100.0f, -50.0f); const float hx = 0.5f, hy = 1.5f; const float angle1 = 0.25f; // Data from issue #422. Not used because the data exceeds accuracy limits. //const b2Vec2 center(-15000.0f, -15000.0f); //const float hx = 0.72f, hy = 0.72f; //const float angle1 = 0.0f; PolygonShape polygon1 = new(); polygon1.SetAsBox(hx, hy, center, angle1); const float absTol = 2.0f * float.Epsilon; const float relTol = 2.0f * float.Epsilon; Assert.That(Math.Abs(polygon1.Centroid.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X))); Assert.That(Math.Abs(polygon1.Centroid.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y))); Span vertices = stackalloc Vector2[4]; vertices[0] = new Vector2(center.X - hx, center.Y - hy); vertices[1] = new Vector2(center.X + hx, center.Y - hy); vertices[2] = new Vector2(center.X - hx, center.Y + hy); vertices[3] = new Vector2(center.X + hx, center.Y + hy); PolygonShape polygon2 = new(); polygon2.Set(vertices, 4); Assert.That(Math.Abs(polygon2.Centroid.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X))); Assert.That(Math.Abs(polygon2.Centroid.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y))); const float mass = 4.0f * hx * hy; var inertia = (mass / 3.0f) * (hx * hx + hy * hy) + mass * Vector2.Dot(center, center); var massData1 = FixtureSystem.GetMassData(polygon1, 1f); Assert.That(MathF.Abs(massData1.Center.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X))); Assert.That(MathF.Abs(massData1.Center.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y))); // TODO: How the hell is this rounding enough that this test fails with the angle??? // Assert.That(MathF.Abs(massData1.Mass - mass), Is.LessThan(20.0f * (absTol + relTol * mass))); // Assert.That(MathF.Abs(massData1.I - inertia), Is.LessThan(40.0f * (absTol + relTol * inertia))); var massData2 = FixtureSystem.GetMassData(polygon2, 1f); Assert.That(MathF.Abs(massData2.Center.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X))); Assert.That(MathF.Abs(massData2.Center.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y))); Assert.That(MathF.Abs(massData2.Mass - mass), Is.LessThan(20.0f * (absTol + relTol * mass))); Assert.That(MathF.Abs(massData2.I - inertia), Is.LessThan(40.0f * (absTol + relTol * inertia))); } /// /// Asserts that cross-map contacts correctly destroy /// [Test] public void CrossMapContacts() { var sim = RobustServerSimulation.NewSimulation().InitializeInstance(); var entManager = sim.Resolve(); var mapManager = sim.Resolve(); var fixtures = entManager.System(); var physics = entManager.System(); var xformSystem = entManager.System(); var mapId = sim.CreateMap().MapId; var mapId2 = sim.CreateMap().MapId; var ent1 = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId)); var ent2 = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId)); var body1 = entManager.AddComponent(ent1); physics.SetBodyType(ent1, BodyType.Dynamic, body: body1); var body2 = entManager.AddComponent(ent2); physics.SetBodyType(ent2, BodyType.Dynamic, body: body2); fixtures.CreateFixture(ent1, "fix1", new Fixture(new PhysShapeCircle(1f), 1, 0, true), body: body1); fixtures.CreateFixture(ent2, "fix1", new Fixture(new PhysShapeCircle(1f), 0, 1, true), body: body2); physics.WakeBody(ent1, body: body1); physics.WakeBody(ent2, body: body2); Assert.That(body1.Awake && body2.Awake); Assert.That(body1.ContactCount == 0 && body2.ContactCount == 0); physics.Update(0.01f); Assert.That(body1.ContactCount == 1 && body2.ContactCount == 1); // Reparent body2 and assert the contact is destroyed xformSystem.SetParent(ent2, mapManager.GetMapEntityId(mapId2)); physics.Update(0.01f); Assert.That(body1.ContactCount == 0 && body2.ContactCount == 0); } }