Files
RobustToolbox/Robust.Shared.IntegrationTests/Physics/Collision_Test.cs
PJB3005 788e9386fd Split up test project
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.
2025-12-16 01:36:53 +01:00

160 lines
7.0 KiB
C#

// 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]
internal sealed class Collision_Test
{
[Test]
public void TestHardCollidable()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var fixtures = entManager.System<FixtureSystem>();
var physics = entManager.System<SharedPhysicsSystem>();
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<PhysicsComponent>(bodyAUid);
var bodyB = entManager.AddComponent<PhysicsComponent>(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<Vector2> 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)));
}
/// <summary>
/// Asserts that cross-map contacts correctly destroy
/// </summary>
[Test]
public void CrossMapContacts()
{
var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
var entManager = sim.Resolve<IEntityManager>();
var fixtures = entManager.System<FixtureSystem>();
var physics = entManager.System<SharedPhysicsSystem>();
var xformSystem = entManager.System<SharedTransformSystem>();
var mapSystem = entManager.System<SharedMapSystem>();
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<PhysicsComponent>(ent1);
physics.SetBodyType(ent1, BodyType.Dynamic, body: body1);
var body2 = entManager.AddComponent<PhysicsComponent>(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, mapSystem.GetMapOrInvalid(mapId2));
physics.Update(0.01f);
Assert.That(body1.ContactCount == 0 && body2.ContactCount == 0);
}
}