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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.
253 lines
10 KiB
C#
253 lines
10 KiB
C#
/*
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MIT License
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Copyright (c) 2019 Erin Catto
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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These tests are derived from box2d's testbed tests but done in a way as to be automated and useful for CI.
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*/
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using System.Collections.Generic;
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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.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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namespace Robust.UnitTesting.Shared.Physics;
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[TestFixture]
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internal sealed class PhysicsTestBedTest : RobustIntegrationTest
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{
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[Test]
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public async Task TestBoxStack()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var fixtureSystem = entitySystemManager.GetEntitySystem<FixtureSystem>();
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var physSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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var transformSystem = entitySystemManager.GetEntitySystem<SharedTransformSystem>();
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const int columnCount = 1;
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const int rowCount = 15;
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Entity<PhysicsComponent>[] bodies = new Entity<PhysicsComponent>[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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var mapUid = entityManager.System<SharedMapSystem>().CreateMap(out var mapId);
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physSystem.SetGravity(new Vector2(0f, -9.8f));
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var groundUid = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId));
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var ground = entityManager.AddComponent<PhysicsComponent>(groundUid);
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var groundManager = entityManager.EnsureComponent<FixturesComponent>(groundUid);
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var horizontal = new EdgeShape(new Vector2(-40, 0), new Vector2(40, 0));
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fixtureSystem.CreateFixture(groundUid, "fix1", new Fixture(horizontal, 1, 1, true), manager: groundManager, body: ground);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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fixtureSystem.CreateFixture(groundUid, "fix2", new Fixture(vertical, 1, 1, true), manager: groundManager, body: ground);
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physSystem.WakeBody(groundUid, manager: groundManager, body: ground);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var boxUid = entityManager.SpawnEntity(null,
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId));
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var box = entityManager.AddComponent<PhysicsComponent>(boxUid);
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var manager = entityManager.EnsureComponent<FixturesComponent>(boxUid);
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physSystem.SetBodyType(boxUid, BodyType.Dynamic, manager: manager, body: box);
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var poly = new PolygonShape(0.001f);
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poly.Set(new List<Vector2>()
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{
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new(0.5f, -0.5f),
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new(0.5f, 0.5f),
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new(-0.5f, 0.5f),
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new(-0.5f, -0.5f),
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});
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fixtureSystem.CreateFixture(boxUid, "fix1", new Fixture(poly, 1, 1, true), manager: manager, body: box);
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physSystem.WakeBody(boxUid, manager: manager, body: box);
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bodies[j * rowCount + i] = (boxUid, box);
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}
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}
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var bodyOne = bodies[0].Owner;
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firstPos = transformSystem.GetWorldPosition(bodyOne);
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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var tempQualifier = bodies[0].Owner;
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Assert.That(firstPos, Is.Not.EqualTo(transformSystem.GetWorldPosition(tempQualifier)));
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});
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// Assert
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await server.WaitRunTicks(200);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = transformSystem.GetWorldPosition(body);
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApprox(new Vector2(0.0f, i + 0.5f), 0.2f), $"Expected y-value of {i + 0.5f} but found {worldPos.Y}");
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Assert.That(!body.Comp.Awake, $"Body {i} wasn't asleep");
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}
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}
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});
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}
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[Test]
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public async Task TestCircleStack()
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{
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var server = StartServer();
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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 entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var fixtureSystem = entitySystemManager.GetEntitySystem<FixtureSystem>();
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var physSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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var transformSystem = entitySystemManager.GetEntitySystem<SharedTransformSystem>();
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MapId mapId;
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var columnCount = 1;
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var rowCount = 15;
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Entity<PhysicsComponent>[] bodies = new Entity<PhysicsComponent>[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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var mapUid = entityManager.System<SharedMapSystem>().CreateMap(out mapId);
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physSystem.SetGravity(new Vector2(0f, -9.8f));
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var groundUid = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId));
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var ground = entityManager.AddComponent<PhysicsComponent>(groundUid);
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var groundManager = entityManager.EnsureComponent<FixturesComponent>(groundUid);
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var horizontal = new EdgeShape(new Vector2(-40, 0), new Vector2(40, 0));
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fixtureSystem.CreateFixture(groundUid, "fix1", new Fixture(horizontal, 1, 1, true), manager: groundManager, body: ground);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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fixtureSystem.CreateFixture(groundUid, "fix2", new Fixture(vertical, 1, 1, true), manager: groundManager, body: ground);
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physSystem.WakeBody(groundUid, manager: groundManager, body: ground);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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PhysShapeCircle shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var circleUid = entityManager.SpawnEntity(null,
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 1.1f * i), mapId));
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var circle = entityManager.AddComponent<PhysicsComponent>(circleUid);
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var manager = entityManager.EnsureComponent<FixturesComponent>(circleUid);
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physSystem.SetLinearDamping(circleUid, circle, 0.05f);
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physSystem.SetBodyType(circleUid, BodyType.Dynamic, manager: manager, body: circle);
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shape = new PhysShapeCircle(0.5f);
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fixtureSystem.CreateFixture(circleUid, "fix1", new Fixture(shape, 1, 1, true), manager: manager, body: circle);
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physSystem.WakeBody(circleUid, manager: manager, body: circle);
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bodies[j * rowCount + i] = (circleUid, circle);
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}
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}
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EntityUid tempQualifier3 = bodies[0].Owner;
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firstPos = transformSystem.GetWorldPosition(tempQualifier3);
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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EntityUid tempQualifier = bodies[0].Owner;
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Assert.That(firstPos, Is.Not.EqualTo(transformSystem.GetWorldPosition(tempQualifier)));
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});
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// Assert
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await server.WaitRunTicks(215);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = transformSystem.GetWorldPosition(body);
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var expectedY = 0.5f + i;
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApproxPercent(new Vector2(0.0f, expectedY), 0.1f), $"Expected y-value of {expectedY} but found {worldPos.Y}");
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Assert.That(!body.Comp.Awake);
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}
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}
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});
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}
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}
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