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https://github.com/space-wizards/RobustToolbox.git
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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.
146 lines
4.8 KiB
C#
146 lines
4.8 KiB
C#
using System.Linq;
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using System.Numerics;
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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.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.Shapes;
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using Robust.Shared.Physics.Systems;
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using Robust.UnitTesting.Server;
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namespace Robust.UnitTesting.Shared.Physics;
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[TestFixture]
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internal sealed class RayCast_Test
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{
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private static TestCaseData[] _rayCases =
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{
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// Ray goes through
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new(new Vector2(0f, 0.5f), Vector2.UnitY * 2f, new Vector2(0f, 1f - PhysicsConstants.PolygonRadius)),
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// Ray stops inside
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new(new Vector2(0f, 0.5f), Vector2.UnitY, new Vector2(0f, 1f - PhysicsConstants.PolygonRadius)),
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// Ray starts inside
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new(new Vector2(0f, 1.5f), Vector2.UnitY, null),
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// No hit
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new(new Vector2(0f, 0.5f), -Vector2.UnitY, null),
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};
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private static TestCaseData[] _shapeCases =
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{
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// Circle
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// - Initial overlap, no shapecast
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new(new PhysShapeCircle(0.5f, Vector2.Zero), new Transform(Vector2.UnitY / 2f, Angle.Zero), Vector2.UnitY, null),
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// - Cast
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new(new PhysShapeCircle(0.5f, Vector2.Zero), new Transform(Vector2.Zero, Angle.Zero), Vector2.UnitY, new Vector2(0f, 1f - PhysicsConstants.PolygonRadius)),
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// - Miss
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new(new PhysShapeCircle(0.5f, Vector2.Zero), new Transform(Vector2.Zero, Angle.Zero), -Vector2.UnitY, null),
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// Polygon
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// - Initial overlap, no shapecast
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new(new SlimPolygon(Box2.UnitCentered), new Transform(Vector2.UnitY / 2f, Angle.Zero), Vector2.UnitY, null),
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// - Cast
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new(new SlimPolygon(Box2.UnitCentered), new Transform(Vector2.Zero, Angle.Zero), Vector2.UnitY, new Vector2(0.5f, 1f - PhysicsConstants.PolygonRadius)),
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// - Miss
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new(new SlimPolygon(Box2.UnitCentered), new Transform(Vector2.Zero, Angle.Zero), -Vector2.UnitY, null),
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};
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[Test, TestCaseSource(nameof(_rayCases))]
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public void RayCast(Vector2 origin, Vector2 direction, Vector2? point)
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{
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var sim = RobustServerSimulation.NewSimulation().RegisterEntitySystems(f =>
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{
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f.LoadExtraSystemType<RayCastSystem>();
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}).InitializeInstance();
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Setup(sim, out var mapId);
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var raycast = sim.System<RayCastSystem>();
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var hits = raycast.CastRayClosest(mapId,
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origin,
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direction,
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new QueryFilter()
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{
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LayerBits = 1,
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});
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if (point == null)
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{
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Assert.That(!hits.Hit);
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}
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else
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{
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Assert.That(hits.Results.First().Point, Is.EqualTo(point.Value));
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}
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}
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[Test, TestCaseSource(nameof(_shapeCases))]
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public void ShapeCast(IPhysShape shape, Transform origin, Vector2 direction, Vector2? point)
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{
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var sim = RobustServerSimulation.NewSimulation().RegisterEntitySystems(f =>
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{
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f.LoadExtraSystemType<RayCastSystem>();
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}).InitializeInstance();
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Setup(sim, out var mapId);
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var raycast = sim.System<RayCastSystem>();
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var hits = raycast.CastShape(mapId,
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shape,
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origin,
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direction,
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new QueryFilter()
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{
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LayerBits = 1,
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},
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RayCastSystem.RayCastAllCallback);
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if (point == null)
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{
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Assert.That(!hits.Hit);
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}
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else
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{
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Assert.That(hits.Results.First().Point, Is.EqualTo(point.Value));
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}
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}
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private void Setup(ISimulation sim, out MapId mapId)
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{
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var entManager = sim.Resolve<IEntityManager>();
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var mapSystem = entManager.System<SharedMapSystem>();
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sim.System<SharedMapSystem>().CreateMap(out mapId);
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var grid = sim.Resolve<IMapManager>().CreateGridEntity(mapId);
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for (var i = 0; i < 3; i++)
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{
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mapSystem.SetTile(grid, new Vector2i(i, 0), new Tile(1));
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}
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// Spawn a wall in the middle tile.
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var wall = entManager.SpawnEntity(null, new EntityCoordinates(grid.Owner, new Vector2(1.5f, 0.5f)));
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var physics = entManager.AddComponent<PhysicsComponent>(wall);
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var poly = new PolygonShape();
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poly.SetAsBox(Box2.UnitCentered);
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entManager.System<FixtureSystem>().CreateFixture(wall, "fix1", new Fixture(poly, 1, 1, true));
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entManager.System<SharedPhysicsSystem>().SetCanCollide(wall, true, body: physics);
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Assert.That(physics.CanCollide);
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// Rotate it to be vertical
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entManager.System<SharedTransformSystem>().SetLocalRotation(grid.Owner, Angle.FromDegrees(90));
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entManager.System<SharedTransformSystem>().SetLocalPosition(grid.Owner, Vector2.UnitX / 2f);
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}
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}
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