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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include "PhysicsTestContext.h"
- #include "Layers.h"
- #include "LoggingContactListener.h"
- #include <Physics/Collision/Shape/BoxShape.h>
- TEST_SUITE("SensorTests")
- {
- using LogEntry = LoggingContactListener::LogEntry;
- using EType = LoggingContactListener::EType;
- TEST_CASE("TestDynamicVsSensor")
- {
- PhysicsTestContext c;
- c.ZeroGravity();
- // Register listener
- LoggingContactListener listener;
- c.GetSystem()->SetContactListener(&listener);
- // Sensor
- BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(1)), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- sensor_settings.mIsSensor = true;
- BodyID sensor_id = c.GetBodyInterface().CreateAndAddBody(sensor_settings, EActivation::DontActivate);
- // Dynamic body moving downwards
- Body &dynamic = c.CreateBox(Vec3(0, 2, 0), Quat::sIdentity(), EMotionType::Dynamic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f));
- dynamic.SetLinearVelocity(Vec3(0, -1, 0));
- // After a single step the dynamic object should not have touched the sensor yet
- c.SimulateSingleStep();
- CHECK(listener.GetEntryCount() == 0);
- // After half a second we should be touching the sensor
- c.Simulate(0.5f);
- CHECK(listener.Contains(EType::Add, dynamic.GetID(), sensor_id));
- listener.Clear();
- // The next step we require that the contact persists
- c.SimulateSingleStep();
- CHECK(listener.Contains(EType::Persist, dynamic.GetID(), sensor_id));
- listener.Clear();
- // After 3 more seconds we should have left the sensor at the bottom side
- c.Simulate(3.0f + c.GetDeltaTime());
- CHECK(listener.Contains(EType::Remove, dynamic.GetID(), sensor_id));
- }
- TEST_CASE("TestKinematicVsSensor")
- {
- PhysicsTestContext c;
- // Register listener
- LoggingContactListener listener;
- c.GetSystem()->SetContactListener(&listener);
- // Sensor
- BodyCreationSettings sensor_settings(new BoxShape(Vec3::sReplicate(1)), Vec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
- sensor_settings.mIsSensor = true;
- BodyID sensor_id = c.GetBodyInterface().CreateAndAddBody(sensor_settings, EActivation::DontActivate);
- // Kinematic body moving downwards
- Body &kinematic = c.CreateBox(Vec3(0, 2, 0), Quat::sIdentity(), EMotionType::Kinematic, EMotionQuality::Discrete, Layers::MOVING, Vec3::sReplicate(0.5f));
- kinematic.SetLinearVelocity(Vec3(0, -1, 0));
- // After a single step the kinematic object should not have touched the sensor yet
- c.SimulateSingleStep();
- CHECK(listener.GetEntryCount() == 0);
- // After half a second we should be touching the sensor
- c.Simulate(0.5f);
- CHECK(listener.Contains(EType::Add, kinematic.GetID(), sensor_id));
- listener.Clear();
- // The next step we require that the contact persists
- c.SimulateSingleStep();
- CHECK(listener.Contains(EType::Persist, kinematic.GetID(), sensor_id));
- listener.Clear();
- // After 3 more seconds we should have left the sensor at the bottom side
- c.Simulate(3.0f + c.GetDeltaTime());
- CHECK(listener.Contains(EType::Remove, kinematic.GetID(), sensor_id));
- }
- }
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