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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.
61 lines
2.6 KiB
C#
61 lines
2.6 KiB
C#
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.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.Dynamics;
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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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[TestFixture]
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[TestOf(typeof(PhysicsComponent))]
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internal sealed class PhysicsComponent_Test : RobustIntegrationTest
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{
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[Test]
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public async Task TestPointLinearImpulse()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var entManager = server.ResolveDependency<IEntityManager>();
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var fixtureSystem = server.ResolveDependency<IEntitySystemManager>()
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.GetEntitySystem<FixtureSystem>();
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var physicsSystem = server.ResolveDependency<IEntitySystemManager>()
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.GetEntitySystem<SharedPhysicsSystem>();
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await server.WaitAssertion(() =>
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{
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entManager.System<SharedMapSystem>().CreateMap(out var mapId);
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var boxEnt = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId));
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var box = entManager.AddComponent<PhysicsComponent>(boxEnt);
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var poly = new PolygonShape();
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poly.SetAsBox(0.5f, 0.5f);
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fixtureSystem.CreateFixture(boxEnt, "fix1", new Fixture(poly, 0, 0, false), body: box);
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physicsSystem.SetFixedRotation(boxEnt, false, body: box);
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physicsSystem.SetBodyType(boxEnt, BodyType.Dynamic, body: box);
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Assert.That(box.InvI, Is.GreaterThan(0f));
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// Check regular impulse works
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physicsSystem.ApplyLinearImpulse(boxEnt, new Vector2(0f, 1f), body: box);
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Assert.That(box.LinearVelocity.Length, Is.GreaterThan(0f));
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// Reset the box
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physicsSystem.SetLinearVelocity(boxEnt, Vector2.Zero, body: box);
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Assert.That(box.LinearVelocity.Length, Is.EqualTo(0f));
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Assert.That(box.AngularVelocity, Is.EqualTo(0f));
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// Check the angular impulse is applied from the point
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physicsSystem.ApplyLinearImpulse(boxEnt, new Vector2(0f, 1f), new Vector2(0.5f, 0f), body: box);
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Assert.That(box.LinearVelocity.Length, Is.GreaterThan(0f));
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Assert.That(box.AngularVelocity, Is.Not.EqualTo(0f));
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});
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}
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}
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}
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