mirror of
https://github.com/space-wizards/RobustToolbox.git
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136 lines
6.0 KiB
C#
136 lines
6.0 KiB
C#
// MIT License
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// Copyright (c) 2020 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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using System;
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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.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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public sealed class Collision_Test
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{
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[Test]
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public void TestCollision()
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{
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var center = new Vector2(100.0f, -50.0f);
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const float hx = 0.5f, hy = 1.5f;
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const float angle1 = 0.25f;
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// Data from issue #422. Not used because the data exceeds accuracy limits.
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//const b2Vec2 center(-15000.0f, -15000.0f);
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//const float hx = 0.72f, hy = 0.72f;
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//const float angle1 = 0.0f;
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PolygonShape polygon1 = new();
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polygon1.SetAsBox(hx, hy, center, angle1);
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const float absTol = 2.0f * float.Epsilon;
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const float relTol = 2.0f * float.Epsilon;
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Assert.That(Math.Abs(polygon1.Centroid.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X)));
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Assert.That(Math.Abs(polygon1.Centroid.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y)));
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Span<Vector2> vertices = stackalloc Vector2[4];
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vertices[0] = new Vector2(center.X - hx, center.Y - hy);
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vertices[1] = new Vector2(center.X + hx, center.Y - hy);
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vertices[2] = new Vector2(center.X - hx, center.Y + hy);
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vertices[3] = new Vector2(center.X + hx, center.Y + hy);
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PolygonShape polygon2 = new();
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polygon2.Set(vertices, 4);
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Assert.That(Math.Abs(polygon2.Centroid.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X)));
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Assert.That(Math.Abs(polygon2.Centroid.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y)));
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const float mass = 4.0f * hx * hy;
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var inertia = (mass / 3.0f) * (hx * hx + hy * hy) + mass * Vector2.Dot(center, center);
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var massData1 = FixtureSystem.GetMassData(polygon1, 1f);
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Assert.That(MathF.Abs(massData1.Center.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X)));
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Assert.That(MathF.Abs(massData1.Center.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y)));
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// TODO: How the hell is this rounding enough that this test fails with the angle???
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// Assert.That(MathF.Abs(massData1.Mass - mass), Is.LessThan(20.0f * (absTol + relTol * mass)));
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// Assert.That(MathF.Abs(massData1.I - inertia), Is.LessThan(40.0f * (absTol + relTol * inertia)));
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var massData2 = FixtureSystem.GetMassData(polygon2, 1f);
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Assert.That(MathF.Abs(massData2.Center.X - center.X), Is.LessThan(absTol + relTol * Math.Abs(center.X)));
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Assert.That(MathF.Abs(massData2.Center.Y - center.Y), Is.LessThan(absTol + relTol * Math.Abs(center.Y)));
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Assert.That(MathF.Abs(massData2.Mass - mass), Is.LessThan(20.0f * (absTol + relTol * mass)));
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Assert.That(MathF.Abs(massData2.I - inertia), Is.LessThan(40.0f * (absTol + relTol * inertia)));
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}
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/// <summary>
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/// Asserts that cross-map contacts correctly destroy
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/// </summary>
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[Test]
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public void CrossMapContacts()
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{
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var sim = RobustServerSimulation.NewSimulation().InitializeInstance();
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var entManager = sim.Resolve<IEntityManager>();
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var mapManager = sim.Resolve<IMapManager>();
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var fixtures = entManager.System<FixtureSystem>();
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var physics = entManager.System<SharedPhysicsSystem>();
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var xformSystem = entManager.System<SharedTransformSystem>();
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var mapId = mapManager.CreateMap();
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var mapId2 = mapManager.CreateMap();
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var ent1 = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId));
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var ent2 = entManager.SpawnEntity(null, new MapCoordinates(Vector2.Zero, mapId));
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var body1 = entManager.AddComponent<PhysicsComponent>(ent1);
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physics.SetBodyType(ent1, BodyType.Dynamic, body: body1);
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var body2 = entManager.AddComponent<PhysicsComponent>(ent2);
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physics.SetBodyType(ent2, BodyType.Dynamic, body: body2);
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fixtures.CreateFixture(ent1, "fix1", new Fixture(new PhysShapeCircle(1f), 1, 0, true), body: body1);
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fixtures.CreateFixture(ent2, "fix1", new Fixture(new PhysShapeCircle(1f), 0, 1, true), body: body2);
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physics.WakeBody(ent1, body: body1);
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physics.WakeBody(ent2, body: body2);
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Assert.That(body1.Awake && body2.Awake);
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Assert.That(body1.ContactCount == 0 && body2.ContactCount == 0);
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physics.Update(0.01f);
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Assert.That(body1.ContactCount == 1 && body2.ContactCount == 1);
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// Reparent body2 and assert the contact is destroyed
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xformSystem.SetParent(ent2, mapManager.GetMapEntityId(mapId2));
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physics.Update(0.01f);
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Assert.That(body1.ContactCount == 0 && body2.ContactCount == 0);
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}
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}
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