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Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests. Tests are now split into separate projects as appropriate, and the API side has also been split off.
178 lines
9.5 KiB
C#
178 lines
9.5 KiB
C#
using System.Numerics;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Robust.UnitTesting.Shared.Physics
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{
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internal sealed class MapVelocity_Test : RobustIntegrationTest
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{
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private const string DummyEntity = "Dummy";
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private static readonly string Prototypes = $@"
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- type: entity
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name: {DummyEntity}
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id: {DummyEntity}
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components:
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- type: Physics
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bodyType: Dynamic
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.35
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";
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[Test]
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public async Task TestMapVelocities()
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{
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var server = StartServer(new ServerIntegrationOptions {ExtraPrototypes = Prototypes});
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await server.WaitIdleAsync();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var system = entityManager.EntitySysManager;
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var physicsSys = system.GetEntitySystem<SharedPhysicsSystem>();
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var xformSystem = system.GetEntitySystem<SharedTransformSystem>();
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var traversal = entityManager.System<SharedGridTraversalSystem>();
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traversal.Enabled = false;
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await server.WaitAssertion(() =>
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{
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entityManager.System<SharedMapSystem>().CreateMap(out var mapId);
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var grid = mapManager.CreateGridEntity(mapId);
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var grid2 = mapManager.CreateGridEntity(mapId);
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var gridUidA = grid.Owner;
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Assert.That(entityManager.TryGetComponent<PhysicsComponent>(gridUidA, out var gridPhysics));
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physicsSys.SetBodyType(gridUidA, BodyType.Dynamic, body: gridPhysics);
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Vector2 offset = new(3, 4);
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Vector2 expectedFinalVelocity = new Vector2(-4, 3) * 2 + Vector2.One;
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var dummy = entityManager.SpawnEntity(DummyEntity, new EntityCoordinates(grid, offset));
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Assert.That(entityManager.TryGetComponent(dummy, out PhysicsComponent? body));
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Assert.That(entityManager.TryGetComponent(dummy, out TransformComponent? xform));
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xformSystem.SetParent(dummy, xform!, gridUidA);
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// Test Linear Velocities
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physicsSys.SetLinearVelocity(gridUidA, Vector2.One, body: gridPhysics);
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Assert.That(body!.LinearVelocity, Is.Approximately(Vector2.Zero, 1e-6));
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Assert.That(body.AngularVelocity, Is.Approximately(0f, 1e-6));
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var linearVelocity = physicsSys.GetMapLinearVelocity(dummy, body);
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var angularVelocity = physicsSys.GetMapAngularVelocity(dummy, body);
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var velocities = physicsSys.GetMapVelocities(dummy, body);
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Assert.That(linearVelocity, Is.Approximately(Vector2.One, 1e-6));
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Assert.That(angularVelocity, Is.Approximately(0f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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// Add angular velocity
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physicsSys.SetAngularVelocity(gridUidA, 2, body: gridPhysics);
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Assert.That(body.LinearVelocity, Is.EqualTo(Vector2.Zero));
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Assert.That(body.AngularVelocity, Is.EqualTo(0f));
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linearVelocity = physicsSys.GetMapLinearVelocity(dummy, body);
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angularVelocity = physicsSys.GetMapAngularVelocity(dummy, body);
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velocities = physicsSys.GetMapVelocities(dummy, body);
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Assert.That(linearVelocity, Is.Approximately(expectedFinalVelocity, 1e-6));
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Assert.That(angularVelocity, Is.Approximately(2f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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// Check that velocity does not change when changing parent
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xformSystem.SetParent(dummy, xform!, grid2);
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linearVelocity = physicsSys.GetMapLinearVelocity(dummy, body);
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angularVelocity = physicsSys.GetMapAngularVelocity(dummy, body);
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velocities = physicsSys.GetMapVelocities(dummy, body);
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Assert.That(linearVelocity, Is.Approximately(expectedFinalVelocity, 1e-6));
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Assert.That(angularVelocity, Is.Approximately(2f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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});
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traversal.Enabled = true;
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}
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// Check that if something has more than one parent, the velocities are properly added
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[Test]
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public async Task TestNestedParentVelocities()
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{
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var server = StartServer(new ServerIntegrationOptions { ExtraPrototypes = Prototypes });
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await server.WaitIdleAsync();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var system = entityManager.EntitySysManager;
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var physicsSys = system.GetEntitySystem<SharedPhysicsSystem>();
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var xformSystem = system.GetEntitySystem<SharedTransformSystem>();
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var traversal = entityManager.System<SharedGridTraversalSystem>();
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traversal.Enabled = false;
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await server.WaitAssertion(() =>
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{
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entityManager.System<SharedMapSystem>().CreateMap(out var mapId);
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var grid = mapManager.CreateGridEntity(mapId);
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var gridUid = grid.Owner;
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Assert.That(entityManager.TryGetComponent<PhysicsComponent>(gridUid, out var gridPhysics));
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physicsSys.SetBodyType(gridUid, BodyType.Dynamic, body: gridPhysics);
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Vector2 offset1 = new(2, 0);
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var dummy1 = entityManager.SpawnEntity(DummyEntity, new EntityCoordinates(gridUid, offset1));
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Assert.That(entityManager.TryGetComponent(dummy1, out PhysicsComponent? body1));
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Assert.That(entityManager.TryGetComponent(dummy1, out TransformComponent? xform1));
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xformSystem.SetParent(dummy1, xform1!, gridUid);
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// create another entity attached to the dummy1
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Vector2 offset2 = new(-1, 0);
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var dummy2 = entityManager.SpawnEntity(DummyEntity, new EntityCoordinates(dummy1, offset2));
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Assert.That(entityManager.TryGetComponent(dummy2, out PhysicsComponent? body2));
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Assert.That(entityManager.TryGetComponent(dummy2, out TransformComponent? xform2));
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xformSystem.SetParent(dummy2, xform2!, dummy1);
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Assert.That(xformSystem.GetWorldPosition(xform2!), Is.Approximately(new Vector2(1, 0), 1e-6));
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physicsSys.SetLinearVelocity(gridUid, new Vector2(1, 0), body: gridPhysics);
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physicsSys.SetAngularVelocity(gridUid, 1, body: gridPhysics);
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// check that dummy2 properly gets the velocities from its grand-parent
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var linearVelocity = physicsSys.GetMapLinearVelocity(dummy2, body2);
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var angularVelocity = physicsSys.GetMapAngularVelocity(dummy2, body2);
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var velocities = physicsSys.GetMapVelocities(dummy2, body2);
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Assert.That(linearVelocity, Is.Approximately(Vector2.One, 1e-6));
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Assert.That(angularVelocity, Is.Approximately(1f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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// check that if we make move in the opposite direction, but spin in the same direction, then dummy2 is
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// (for this moment in time) stationary, but still rotating.
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physicsSys.SetLinearVelocity(dummy1, -gridPhysics!.LinearVelocity, body: body1);
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physicsSys.SetAngularVelocity(dummy1, gridPhysics.AngularVelocity, body: body1);
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linearVelocity = physicsSys.GetMapLinearVelocity(dummy2, body2);
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angularVelocity = physicsSys.GetMapAngularVelocity(dummy2, body2);
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velocities = physicsSys.GetMapVelocities(dummy2, body2);
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Assert.That(linearVelocity, Is.Approximately(Vector2.Zero, 1e-6));
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Assert.That(angularVelocity, Is.Approximately(2f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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// but not if we update the local position:
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xformSystem.SetWorldPosition((dummy2, xform2!), Vector2.Zero);
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linearVelocity = physicsSys.GetMapLinearVelocity(dummy2, body2);
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angularVelocity = physicsSys.GetMapAngularVelocity(dummy2, body2);
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velocities = physicsSys.GetMapVelocities(dummy2, body2);
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Assert.That(linearVelocity, Is.Approximately(new Vector2(0, -2), 1e-6));
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Assert.That(angularVelocity, Is.Approximately(2f, 1e-6));
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Assert.That(velocities.Item1, Is.Approximately(linearVelocity, 1e-6));
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Assert.That(velocities.Item2, Is.Approximately(angularVelocity, 1e-6));
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});
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traversal.Enabled = true;
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}
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}
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}
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