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+/**************************************************************************/
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+/* test_physics_material.h */
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+/**************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/**************************************************************************/
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+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/**************************************************************************/
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+
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+#ifndef TEST_PHYSICS_MATERIAL_H
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+#define TEST_PHYSICS_MATERIAL_H
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+
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+#include "scene/resources/physics_material.h"
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+#include "tests/test_macros.h"
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+
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+namespace TestPhysics_material {
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+
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+TEST_CASE("[Physics_material] Defaults") {
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+ Ref<PhysicsMaterial> physics_material;
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+ physics_material.instantiate();
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+
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+ CHECK(physics_material->get_friction() == 1.);
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+ CHECK(physics_material->is_rough() == false);
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+ CHECK(physics_material->get_bounce() == 0.);
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+ CHECK(physics_material->is_absorbent() == false);
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+}
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+
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+TEST_CASE("[Physics_material] Friction") {
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+ Ref<PhysicsMaterial> physics_material;
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+ physics_material.instantiate();
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+
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+ real_t friction = 0.314;
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+ physics_material->set_friction(friction);
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+ CHECK(physics_material->get_friction() == friction);
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+}
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+
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+TEST_CASE("[Physics_material] Rough") {
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+ Ref<PhysicsMaterial> physics_material;
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+ physics_material.instantiate();
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+
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+ bool rough = true;
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+ physics_material->set_rough(rough);
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+ CHECK(physics_material->is_rough() == rough);
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+
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+ real_t friction = 0.314;
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+ physics_material->set_friction(friction);
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+ CHECK(physics_material->computed_friction() == -friction);
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+
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+ rough = false;
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+ physics_material->set_rough(rough);
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+ CHECK(physics_material->is_rough() == rough);
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+
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+ CHECK(physics_material->computed_friction() == friction);
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+}
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+
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+TEST_CASE("[Physics_material] Bounce") {
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+ Ref<PhysicsMaterial> physics_material;
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+ physics_material.instantiate();
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+
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+ real_t bounce = 0.271;
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+ physics_material->set_bounce(bounce);
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+ CHECK(physics_material->get_bounce() == bounce);
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+}
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+
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+TEST_CASE("[Physics_material] Absorbent") {
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+ Ref<PhysicsMaterial> physics_material;
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+ physics_material.instantiate();
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+
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+ bool absorbent = true;
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+ physics_material->set_absorbent(absorbent);
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+ CHECK(physics_material->is_absorbent() == absorbent);
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+
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+ real_t bounce = 0.271;
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+ physics_material->set_bounce(bounce);
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+ CHECK(physics_material->computed_bounce() == -bounce);
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+
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+ absorbent = false;
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+ physics_material->set_absorbent(absorbent);
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+ CHECK(physics_material->is_absorbent() == absorbent);
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+
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+ CHECK(physics_material->computed_bounce() == bounce);
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+}
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+
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+} // namespace TestPhysics_material
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+
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+#endif // TEST_PHYSICS_MATERIAL_H
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