Files
RobustToolbox/Robust.UnitTesting/Shared/Physics/Collision_Test.cs
Tayrtahn 6d46d3f4a5 Cleanup most warnings in unit tests (#5946)
* 2 warnings in JointDeletion_Test

* 1 warning in Collision_Test

* 2 warnings in Color_Test (deleted test of deprecated HCY color space)

* 1 warning in MapVelocity_Test

* 2 warnings in MapManager_Tests

* 2 warnings in MapPauseTests

* 1 warning in NetDisconnectMessageTest

* 1 warning in ContainerTests

* Suppress 1 warning in EntityEventBusTests.ComponentEvent

* 4 warnings in MapGridMap_Tests

* 1 warning in GridDeletion_Test

* Remove TryGetContainingContainer foolishness

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-29 00:12:58 +10:00

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]
public 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);
}
}