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https://github.com/space-wizards/RobustToolbox.git
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* Physics worlds * Paul's a good boy * Build working * Ingame and not lagging to hell * Why didn't you commit ahhhhh * Hard collisions working * Solver parity * Decent broadphase work done * BroadPhase outline done * BroadPhase working * waiting for pvs * Fix static PVS AABB * Stop static bodies from awakening * Optimise a bunch of stuff * Even more broadphase stuff * I'm fucking stupid * Optimise fixture updates * Collision solver start * Building * A is for Argumentative * Fix contact caching island flags * Circle shapes actually workeded * Damping * DS2 consumables only * Slightly more stable * Even slightlier more stablier * VV your heart out * Initial joint support * 90% of joints I just wanted to push as I'd scream if I lost progress * JOINT PURGATORY * Joints barely functional lmao * Okay these joints slightly more functional * Remove station FrictionJoint * Also that * Some Box2D ports * Cleanup mass * Edge shape * Active contacts * Fix active contacts * Optimise active contacts even more * Boxes be stacking * I would die for smug oh my fucking god * In which everything is fixed * Distance joints working LETS GO * Remove frequency on distancejoint * Fix some stuff and break joints * Crashing fixed mehbeh * ICollideSpecial and more resilience * auto-clear * showbb vera * Slap that TODO in there * Fix restartround crash * Random fixes * Fix fixture networking * Add intersection method for broadphase * Fix contacts * Licenses done * Optimisations * Fix wall clips * Config caching for island * allocations optimisations * Optimise casts * Optimise events queue for physics * Contact manager optimisations * Optimise controllers * Sloth joint or something idk * Controller graph * Remove content cvar * Random cleanup * Finally remove VirtualController * Manifold structs again * Optimise this absolute retardation * Optimise * fix license * Cleanup physics interface * AHHHHHHHHHHHHH * Fix collisions again * snivybus * Fix potential nasty manifold bug * Tests go snivy Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics.Shapes;
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namespace Robust.UnitTesting.Shared.Physics
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{
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[TestFixture]
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[TestOf(typeof(IPhysShape))]
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public class Shape_Test : RobustUnitTest
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{
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[Test]
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public void TestPolyNormals()
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{
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var poly = new PolygonShape
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{
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Vertices = new List<Vector2>
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{
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new(1, -1),
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new(1, 1),
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new(-1, 1),
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new(-1, -1),
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}
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};
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Assert.That(poly.Normals.Count, Is.EqualTo(4));
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Assert.That(poly.Normals[0], Is.EqualTo(new Vector2(1, 0)), $"Vert is {poly.Vertices[0]}");
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Assert.That(poly.Normals[1], Is.EqualTo(new Vector2(0, 1)), $"Vert is {poly.Vertices[1]}");
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Assert.That(poly.Normals[2], Is.EqualTo(new Vector2(-1, 0)), $"Vert is {poly.Vertices[2]}");
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Assert.That(poly.Normals[3], Is.EqualTo(new Vector2(0, -1)), $"Vert is {poly.Vertices[3]}");
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}
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}
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}
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