mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-15 14:52:35 +02:00
* 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>
263 lines
9.8 KiB
C#
263 lines
9.8 KiB
C#
/*
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MIT License
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Copyright (c) 2019 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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These tests are derived from box2d's testbed tests but done in a way as to be automated and useful for CI.
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*/
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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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.Dynamics;
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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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public class Testbed_Test : RobustIntegrationTest
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{
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[Test]
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public async Task TestBoxStack()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var physicsSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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MapId mapId;
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var columnCount = 1;
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var rowCount = 15;
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PhysicsComponent[] bodies = new PhysicsComponent[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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physicsSystem.Maps[mapId].Gravity = new Vector2(0, -9.8f);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// TODO: Need a blank entity we can spawn for testbed.
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var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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PhysShapeAabb shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var box = entityManager.SpawnEntity("BlankEntity",
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PhysShapeAabb {LocalBounds = Box2.UnitCentered};
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box.FixedRotation = true;
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// TODO: Need to detect shape and work out if we need to use fixedrotation
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var fixture = new Fixture(box, shape)
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{
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CollisionMask = 1,
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CollisionLayer = 1,
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Hard = true,
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};
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box.AddFixture(fixture);
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bodies[j * rowCount + i] = box;
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}
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}
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firstPos = bodies[0].Owner.Transform.WorldPosition;
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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Assert.That(firstPos != bodies[0].Owner.Transform.WorldPosition);
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});
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// Assert
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await server.WaitRunTicks(150);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = body.Owner.Transform.WorldPosition;
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApprox(new Vector2(0.0f, i + 0.5f), 0.1f), $"Expected y-value of {i + 0.5f} but found {worldPos.Y}");
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}
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}
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});
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}
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[Test]
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public async Task TestCircleStack()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var physicsSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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MapId mapId;
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var columnCount = 1;
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var rowCount = 15;
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PhysicsComponent[] bodies = new PhysicsComponent[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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physicsSystem.Maps[mapId].Gravity = new Vector2(0, -9.8f);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// TODO: Need a blank entity we can spawn for testbed.
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var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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PhysShapeCircle shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var circle = entityManager.SpawnEntity("BlankEntity",
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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circle.BodyType = BodyType.Dynamic;
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circle.SleepingAllowed = false;
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shape = new PhysShapeCircle {Radius = 0.5f};
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var fixture = new Fixture(circle, shape)
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{
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CollisionMask = 1,
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CollisionLayer = 1,
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Hard = true,
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};
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circle.AddFixture(fixture);
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bodies[j * rowCount + i] = circle;
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}
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}
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firstPos = bodies[0].Owner.Transform.WorldPosition;
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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Assert.That(firstPos != bodies[0].Owner.Transform.WorldPosition);
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});
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// Assert
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await server.WaitRunTicks(150);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = body.Owner.Transform.WorldPosition;
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApprox(new Vector2(0.0f, i + 0.5f), 0.1f), $"Expected y-value of {i + 0.5f} but found {worldPos.Y}");
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}
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}
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});
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}
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}
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}
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