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@@ -10,6 +10,7 @@
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-- Body (love.physics.newBody)
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love.test.physics.Body = function(test)
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+
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-- create body
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local world = love.physics.newWorld(1, 1, true)
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local body1 = love.physics.newBody(world, 0, 0, 'static')
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@@ -17,148 +18,197 @@ love.test.physics.Body = function(test)
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love.physics.newRectangleShape(body1, 5, 5, 10, 10)
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love.physics.newRectangleShape(body2, 5, 5, 10, 10)
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test:assertObject(body1)
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- -- check state properties
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- test:assertEquals(true, body1:isActive(), 'check active by def')
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- test:assertEquals(false, body1:isBullet(), 'check not bullet by def')
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+
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+ -- check body active
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+ test:assertTrue(body1:isActive(), 'check active by def')
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+
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+ -- check body bullet
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+ test:assertFalse(body1:isBullet(), 'check not bullet by def')
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body1:setBullet(true)
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- test:assertEquals(true, body1:isBullet(), 'check set bullet')
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- test:assertEquals(false, body1:isFixedRotation(), 'check fix rot def')
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+ test:assertTrue(body1:isBullet(), 'check set bullet')
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+
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+ -- check fixed rotation
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+ test:assertFalse(body1:isFixedRotation(), 'check fix rot def')
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body1:setFixedRotation(true)
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- test:assertEquals(true, body1:isFixedRotation(), 'check set fix rot')
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- test:assertEquals(true, body1:isSleepingAllowed(), 'check sleep def')
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+ test:assertTrue(body1:isFixedRotation(), 'check set fix rot')
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+
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+ -- check sleeping/waking
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+ test:assertTrue(body1:isSleepingAllowed(), 'check sleep def')
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body1:setSleepingAllowed(false)
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- test:assertEquals(false, body1:isSleepingAllowed(), 'check set sleep')
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+ test:assertFalse(body1:isSleepingAllowed(), 'check set sleep')
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body1:setSleepingAllowed(true)
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world:update(1)
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- test:assertEquals(false, body1:isAwake(), 'check fell asleep')
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+ test:assertFalse(body1:isAwake(), 'check fell asleep')
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body1:setSleepingAllowed(false)
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body1:setType('dynamic')
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- test:assertEquals(true, body1:isAwake(), 'check waking up')
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- test:assertEquals(false, body1:isTouching(body2))
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+ test:assertTrue(body1:isAwake(), 'check waking up')
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+
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+ -- check touching
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+ test:assertFalse(body1:isTouching(body2))
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body2:setPosition(5, 5)
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world:update(1)
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- test:assertEquals(true, body1:isTouching(body2))
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- -- check body properties
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+ test:assertTrue(body1:isTouching(body2))
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+
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+ -- check children lists
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test:assertEquals(1, #body1:getContacts(), 'check contact list')
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test:assertEquals(0, #body1:getJoints(), 'check joints list')
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love.physics.newDistanceJoint(body1, body2, 5, 5, 10, 10, true)
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test:assertEquals(1, #body1:getJoints(), 'check joints list')
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+
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+ -- check local points
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local x, y = body1:getLocalCenter()
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- test:assertEquals(5, math.floor(x), 'check local center x')
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- test:assertEquals(5, math.floor(y), 'check local center y')
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+ test:assertRange(x, 5, 6, 'check local center x')
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+ test:assertRange(y, 5, 6, 'check local center y')
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local lx, ly = body1:getLocalPoint(10, 10)
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- test:assertEquals(10, math.floor(lx), 'check local point x')
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- test:assertEquals(9, math.floor(ly), 'check local point y')
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+ test:assertRange(lx, 10, 11, 'check local point x')
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+ test:assertRange(ly, 9, 10, 'check local point y')
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local lx1, ly1, lx2, ly2 = body1:getLocalPoints(0, 5, 5, 10)
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- test:assertEquals(0, math.floor(lx1), 'check local points x 1')
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- test:assertEquals(4, math.floor(ly1), 'check local points y 1')
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- test:assertEquals(5, math.floor(lx2), 'check local points x 2')
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- test:assertEquals(9, math.floor(ly2), 'check local points y 2')
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+ test:assertRange(lx1, 0, 1, 'check local points x 1')
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+ test:assertRange(ly1, 3, 4, 'check local points y 1')
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+ test:assertRange(lx2, 5, 6, 'check local points x 2')
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+ test:assertRange(ly2, 9, 10, 'check local points y 2')
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+
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+ -- check world points
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local wx, wy = body1:getWorldPoint(10.4, 9)
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- test:assertEquals(10, math.floor(wx), 'check world point x')
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- test:assertEquals(10, math.floor(wy), 'check world point y')
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+ test:assertRange(wx, 10, 11, 'check world point x')
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+ test:assertRange(wy, 10, 11, 'check world point y')
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local wx1, wy1, wx2, wy2 = body1:getWorldPoints(0.4, 4, 5.4, 9)
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- test:assertEquals(0, math.floor(wx1), 'check world points x 1')
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- test:assertEquals(5, math.floor(wy1), 'check world points y 1')
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- test:assertEquals(5, math.floor(wx2), 'check world points x 2')
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- test:assertEquals(10, math.floor(wy2), 'check world points y 2')
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+ test:assertRange(wx1, 0, 1, 'check world points x 1')
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+ test:assertRange(wy1, 5, 6, 'check world points y 1')
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+ test:assertRange(wx2, 5, 6, 'check world points x 2')
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+ test:assertRange(wy2, 10, 11, 'check world points y 2')
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+
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+ -- check angular damping + velocity
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test:assertEquals(0, body1:getAngularDamping(), 'check angular damping')
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test:assertEquals(0, body1:getAngularVelocity(), 'check angular velocity')
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+
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+ -- check world props
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test:assertObject(body1:getWorld())
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test:assertEquals(2, body1:getWorld():getBodyCount(), 'check world count')
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local cx, cy = body1:getWorldCenter()
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- test:assertEquals(46, math.floor(cx*10), 'check world center x')
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- test:assertEquals(60, math.floor(cy*10), 'check world center y')
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+ test:assertRange(cx, 4, 5, 'check world center x')
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+ test:assertRange(cy, 6, 7, 'check world center y')
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local vx, vy = body1:getWorldVector(5, 10)
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test:assertEquals(5, vx, 'check vector x')
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test:assertEquals(10, vy, 'check vector y')
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- test:assertEquals(555, math.floor(body1:getInertia()*100), 'check inertia')
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- -- check get/set properties
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+
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+ -- check inertia
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+ test:assertRange(body1:getInertia(), 5, 6, 'check inertia')
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+
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+ -- check angle
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test:assertEquals(0, body1:getAngle(), 'check def angle')
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body1:setAngle(90 * (math.pi/180))
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test:assertEquals(math.floor(math.pi/2*100), math.floor(body1:getAngle()*100), 'check set angle')
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+
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+ -- check gravity scale
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test:assertEquals(1, body1:getGravityScale(), 'check def grav')
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body1:setGravityScale(2)
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test:assertEquals(2, body1:getGravityScale(), 'check change grav')
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+
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+ -- check damping
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test:assertEquals(0, body1:getLinearDamping(), 'check def lin damping')
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body1:setLinearDamping(0.1)
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- test:assertEquals(1, math.floor(body1:getLinearDamping()*10), 'check change lin damping')
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- x, y = body1:getLinearVelocity()
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- test:assertEquals(1, x, 'check def lin velocity x')
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- test:assertEquals(1, y, 'check def lin velocity y')
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+ test:assertRange(body1:getLinearDamping(), 0, 0.2, 'check change lin damping')
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+
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+ -- check velocity
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+ local x2, y2 = body1:getLinearVelocity()
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+ test:assertEquals(1, x2, 'check def lin velocity x')
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+ test:assertEquals(1, y2, 'check def lin velocity y')
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body1:setLinearVelocity(4, 5)
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- x, y = body1:getLinearVelocity()
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- test:assertEquals(4, x, 'check change lin velocity x')
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- test:assertEquals(5, y, 'check change lin velocity y')
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- test:assertEquals(1, math.floor(body1:getMass()*10), 'check def mass')
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+ local x3, y3 = body1:getLinearVelocity()
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+ test:assertEquals(4, x3, 'check change lin velocity x')
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+ test:assertEquals(5, y3, 'check change lin velocity y')
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+
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+ -- check mass
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+ test:assertRange(body1:getMass(), 0.1, 0.2, 'check def mass')
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body1:setMass(10)
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test:assertEquals(10, body1:getMass(), 'check change mass')
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body1:setMassData(3, 5, 10, 1)
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- local x, y, mass, inertia = body1:getMassData()
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- test:assertEquals(3, x, 'check mass data change x')
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- test:assertEquals(5, y, 'check mass data change y')
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- test:assertEquals(10, mass, 'check mass data change mass')
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- test:assertEquals(340, math.floor(inertia), 'check mass data change inertia')
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+ local x4, y4, mass4, inertia4 = body1:getMassData()
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+ test:assertEquals(3, x4, 'check mass data change x')
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+ test:assertEquals(5, y4, 'check mass data change y')
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+ test:assertEquals(10, mass4, 'check mass data change mass')
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+ test:assertRange(inertia4, 340, 341, 'check mass data change inertia')
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body1:resetMassData()
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- x, y, mass, inertia = body1:getMassData()
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- test:assertEquals(5, math.floor(x), 'check mass data reset x')
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- test:assertEquals(5, math.floor(y), 'check mass data reset y')
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- test:assertEquals(1, math.floor(mass*10), 'check mass data reset mass')
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- test:assertEquals(5, math.floor(inertia), 'check mass data reset inertia')
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- x, y = body1:getPosition()
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- test:assertEquals(-1, math.floor(x), 'check position x')
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- test:assertEquals(0, math.floor(y), 'check position y')
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+ local x5, y5, mass5, inertia5 = body1:getMassData()
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+ test:assertRange(x5, 5, 6, 'check mass data reset x')
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+ test:assertRange(y5, 5, 6, 'check mass data reset y')
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+ test:assertRange(mass5, 0.1, 0.2, 'check mass data reset mass')
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+ test:assertRange(inertia5, 5, 6, 'check mass data reset inertia')
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+
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+ -- check position
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+ local x6, y6 = body1:getPosition()
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+ test:assertRange(x6, -1, 0, 'check position x')
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+ test:assertRange(y6, 0, 1, 'check position y')
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body1:setPosition(10, 4)
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- x, y = body1:getPosition()
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- test:assertEquals(10, math.floor(x), 'check set position x')
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- test:assertEquals(4, math.floor(y), 'check set position y')
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+ local x7, y7 = body1:getPosition()
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+ test:assertEquals(x7, 10, 'check set position x')
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+ test:assertEquals(y7, 4, 'check set position y')
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+
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+ -- check type
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test:assertEquals('dynamic', body1:getType(), 'check type match')
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body1:setType('kinematic')
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body1:setType('static')
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test:assertEquals('static', body1:getType(), 'check type change')
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+
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+ -- check userdata
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test:assertEquals(nil, body1:getUserData(), 'check user data')
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body1:setUserData({ love = 'cool' })
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test:assertEquals('cool', body1:getUserData().love, 'check set user data')
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+
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+ -- check x/y direct
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test:assertEquals(10, body1:getX(), 'check get x')
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test:assertEquals(4, body1:getY(), 'check get y')
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body1:setX(0)
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body1:setY(0)
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test:assertEquals(0, body1:getX(), 'check get x')
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test:assertEquals(0, body1:getY(), 'check get y')
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- -- apply some force
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+
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+ -- apply angular impulse
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local vel = body2:getAngularVelocity()
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- test:assertEquals(0, math.floor(vel), 'check velocity before')
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+ test:assertRange(vel, 0, 0, 'check velocity before')
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body2:applyAngularImpulse(10)
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- vel = body2:getAngularVelocity()
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- test:assertEquals(54, math.floor(vel*10), 'check velocity after 1')
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- local ang = body2:getAngle()
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- test:assertEquals(149, math.floor(ang*1000), 'check initial angle')
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+ local vel1 = body2:getAngularVelocity()
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+ test:assertRange(vel1, 5, 6, 'check velocity after 1')
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+
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+ -- apply standard force
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+ local ang1 = body2:getAngle()
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+ test:assertRange(ang1, 0.1, 0.2, 'check initial angle 1')
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body2:applyForce(2, 3)
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world:update(2)
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- vel = body2:getAngularVelocity()
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- ang = body2:getAngle()
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- test:assertEquals(-84, math.floor(ang*1000), 'check angle after')
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- test:assertEquals(124, math.floor(vel*100), 'check velocity after 2')
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+ local vel2 = body2:getAngularVelocity()
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+ local ang2 = body2:getAngle()
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+ test:assertRange(ang2, -0.1, 0, 'check angle after 2')
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+ test:assertRange(vel2, 1, 2, 'check velocity after 2')
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+
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+ -- apply linear impulse
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body2:applyLinearImpulse(-4, -59)
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world:update(1)
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- ang = body2:getAngle()
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- vel = body2:getAngularVelocity()
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- test:assertEquals(-1572, math.floor(ang*1000), 'check angle after 2')
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- test:assertEquals(9, math.floor(vel*100000000), 'check velocity after 3')
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+ local ang3 = body2:getAngle()
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+ local vel3 = body2:getAngularVelocity()
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+ test:assertRange(ang3, -2, -1, 'check angle after 3')
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+ test:assertRange(vel3, 0, 1, 'check velocity after 3')
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+
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+ -- apply torque
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body2:applyTorque(4)
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world:update(2)
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- ang = body2:getAngle()
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- vel = body2:getAngularVelocity()
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- test:assertEquals(-912, math.floor(ang*1000), 'check angle after 3')
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- test:assertEquals(321, math.floor(vel*1000), 'check velocity after 4')
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- test:assertEquals(false, body1:isDestroyed(), 'check not destroyed')
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+ local ang4 = body2:getAngle()
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+ local vel4 = body2:getAngularVelocity()
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+ test:assertRange(ang4, -1, 0, 'check angle after 4')
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+ test:assertRange(vel4, 0, 1, 'check velocity after 4')
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+
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+ -- check destroy
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+ test:assertFalse(body1:isDestroyed(), 'check not destroyed')
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body1:destroy()
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- test:assertEquals(true, body1:isDestroyed(), 'check destroyed')
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+ test:assertTrue(body1:isDestroyed(), 'check destroyed')
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+
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end
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-- Contact (love.physics.World:getContacts)
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love.test.physics.Contact = function(test)
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+
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+ -- create a setup so we can access some contact objects
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local world = love.physics.newWorld(1, 1, true)
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local body1 = love.physics.newBody(world, 0, 0, 'dynamic')
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local body2 = love.physics.newBody(world, 10, 10, 'dynamic')
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@@ -166,120 +216,167 @@ love.test.physics.Contact = function(test)
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local rectangle2 = love.physics.newRectangleShape(body2, 0, 0, 10, 10)
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rectangle1:setUserData('rec1')
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rectangle2:setUserData('rec2')
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+
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+ -- used to check for collisions + no. of collisions
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local collided = false
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local pass = 1
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+
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+ -- set callback for contact start
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world:setCallbacks(
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function(shape_a, shape_b, contact)
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collided = true
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+
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+ -- check contact object
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test:assertObject(contact)
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+
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+ -- check child indices
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local indexA, indexB = contact:getChildren()
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test:assertEquals(1, indexA, 'check child indice a')
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test:assertEquals(1, indexB, 'check child indice b')
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+
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+ -- check shapes match using userdata
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local shapeA, shapeB = contact:getShapes()
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test:assertEquals(shape_a:getUserData(), shapeA:getUserData(), 'check shape a matches')
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test:assertEquals(shape_b:getUserData(), shapeB:getUserData(), 'check shape b matches')
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+
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+ -- check normal pos
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local nx, ny = contact:getNormal()
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test:assertEquals(1, nx, 'check normal x')
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test:assertEquals(0, ny, 'check normal y')
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+
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+ -- check actual pos
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local px1, py1, px2, py2 = contact:getPositions()
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- test:assertEquals(5, math.floor(px1), 'check collide x 1')
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- test:assertEquals(5, math.floor(py1), 'check collide y 1')
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- test:assertEquals(5, math.floor(px2), 'check collide x 2')
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- test:assertEquals(5, math.floor(py2), 'check collide y 2')
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- test:assertEquals(true, contact:isTouching(), 'check touching')
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+ test:assertRange(px1, 5, 6, 'check collide x 1')
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+ test:assertRange(py1, 5, 6, 'check collide y 1')
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+ test:assertRange(px2, 5, 6, 'check collide x 2')
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+ test:assertRange(py2, 5, 6, 'check collide y 2')
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+
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+ -- check touching
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+ test:assertTrue(contact:isTouching(), 'check touching')
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+
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+ -- check enabled (we pass through twice to test on/off)
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test:assertEquals(pass == 1, contact:isEnabled(), 'check enabled for pass ' .. tostring(pass))
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- test:assertEquals(2, math.floor(contact:getFriction()*10), 'check def friction')
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+
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+ -- check friction
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+ test:assertRange(contact:getFriction(), 0.2, 0.3, 'check def friction')
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contact:setFriction(0.1)
|
|
|
- test:assertEquals(1, math.floor(contact:getFriction()*10), 'check set friction')
|
|
|
+ test:assertRange(contact:getFriction(), 0.1, 0.2, 'check set friction')
|
|
|
contact:resetFriction()
|
|
|
- test:assertEquals(2, math.floor(contact:getFriction()*10), 'check reset friction')
|
|
|
+ test:assertRange(contact:getFriction(), 0.2, 0.3, 'check reset friction')
|
|
|
+
|
|
|
+ -- check restitution
|
|
|
test:assertEquals(0, contact:getRestitution(), 'check def restitution')
|
|
|
contact:setRestitution(1)
|
|
|
test:assertEquals(1, contact:getRestitution(), 'check set restitution')
|
|
|
contact:resetRestitution()
|
|
|
test:assertEquals(0, contact:getRestitution(), 'check reset restitution')
|
|
|
pass = pass + 1
|
|
|
+
|
|
|
end, function() end, function(shape_a, shape_b, contact)
|
|
|
if pass > 2 then
|
|
|
contact:setEnabled(false)
|
|
|
end
|
|
|
end, function() end
|
|
|
)
|
|
|
+
|
|
|
+ -- check bodies collided
|
|
|
world:update(1)
|
|
|
- test:assertEquals(true, collided, 'check bodies collided')
|
|
|
+ test:assertTrue(collided, 'check bodies collided')
|
|
|
+
|
|
|
-- update again for enabled check
|
|
|
world:update(1)
|
|
|
test:assertEquals(2, pass, 'check ran twice')
|
|
|
+
|
|
|
end
|
|
|
|
|
|
|
|
|
-- Joint (love.physics.newDistanceJoint)
|
|
|
love.test.physics.Joint = function(test)
|
|
|
+
|
|
|
-- make joint
|
|
|
local world = love.physics.newWorld(1, 1, true)
|
|
|
local body1 = love.physics.newBody(world, 10, 10, 'dynamic')
|
|
|
local body2 = love.physics.newBody(world, 20, 20, 'dynamic')
|
|
|
local joint = love.physics.newDistanceJoint(body1, body2, 10, 10, 20, 20, true)
|
|
|
test:assertObject(joint)
|
|
|
- -- check props
|
|
|
+
|
|
|
+ -- check type
|
|
|
test:assertEquals('distance', joint:getType(), 'check joint type')
|
|
|
- test:assertEquals(false, joint:isDestroyed(), 'check not destroyed')
|
|
|
+
|
|
|
+ -- check not destroyed
|
|
|
+ test:assertFalse(joint:isDestroyed(), 'check not destroyed')
|
|
|
+
|
|
|
+ -- check reaction props
|
|
|
test:assertEquals(0, joint:getReactionForce(1), 'check reaction force')
|
|
|
test:assertEquals(0, joint:getReactionTorque(1), 'check reaction torque')
|
|
|
+
|
|
|
+ -- check body pointer
|
|
|
local b1, b2 = joint:getBodies()
|
|
|
test:assertEquals(body1:getX(), b1:getX(), 'check body 1')
|
|
|
test:assertEquals(body2:getX(), b2:getX(), 'check body 2')
|
|
|
+
|
|
|
+ -- check joint anchors
|
|
|
local x1, y1, x2, y2 = joint:getAnchors()
|
|
|
- test:assertEquals(10, math.floor(x1), 'check anchor x1')
|
|
|
- test:assertEquals(10, math.floor(y1), 'check anchor y1')
|
|
|
- test:assertEquals(20, math.floor(x2), 'check anchor x2')
|
|
|
- test:assertEquals(20, math.floor(y2), 'check anchor y2')
|
|
|
- test:assertEquals(true, joint:getCollideConnected(), 'check not colliding')
|
|
|
+ test:assertRange(x1, 10, 11, 'check anchor x1')
|
|
|
+ test:assertRange(y1, 10, 11, 'check anchor y1')
|
|
|
+ test:assertRange(x2, 20, 21, 'check anchor x2')
|
|
|
+ test:assertRange(y2, 20, 21, 'check anchor y2')
|
|
|
+ test:assertTrue(joint:getCollideConnected(), 'check not colliding')
|
|
|
+
|
|
|
-- test userdata
|
|
|
test:assertEquals(nil, joint:getUserData(), 'check no data by def')
|
|
|
joint:setUserData('hello')
|
|
|
test:assertEquals('hello', joint:getUserData(), 'check set userdata')
|
|
|
+
|
|
|
-- destroy
|
|
|
joint:destroy()
|
|
|
- test:assertEquals(true, joint:isDestroyed(), 'check destroyed')
|
|
|
-end
|
|
|
+ test:assertTrue(joint:isDestroyed(), 'check destroyed')
|
|
|
|
|
|
-
|
|
|
---love.test.physics.Test1 = function(test)
|
|
|
--- local world = love.physics.newWorld(0, 0, false)
|
|
|
--- local body1 = love.physics.newBody(world, 0, 0, 'dynamic')
|
|
|
--- local shape1 = love.physics.newRectangleShape(body1, 5, 5, 10, 10)
|
|
|
--- local tlx, tly, brx, bry = shape1:getBoundingBox(1)
|
|
|
--- print('position:', tlx, tly, brx, bry) -- (-0.3, -0.3, 10.3, 10.3)
|
|
|
--- test:assertEquals(true, shape1:testPoint(5, 5), 'check point 1') -- returns false
|
|
|
---end
|
|
|
+end
|
|
|
|
|
|
|
|
|
-- Shape (love.physics.newCircleShape)
|
|
|
-- @NOTE in 12.0 fixtures have been merged into shapes
|
|
|
love.test.physics.Shape = function(test)
|
|
|
+
|
|
|
-- create shape
|
|
|
local world = love.physics.newWorld(0, 0, false)
|
|
|
local body1 = love.physics.newBody(world, 0, 0, 'dynamic')
|
|
|
local shape1 = love.physics.newRectangleShape(body1, 5, 5, 10, 10)
|
|
|
test:assertObject(shape1)
|
|
|
- -- check base properties
|
|
|
+
|
|
|
+ -- check child count
|
|
|
test:assertEquals(1, shape1:getChildCount(), 'check child count')
|
|
|
- test:assertEquals(0, math.floor(shape1:getRadius()), 'check radius')
|
|
|
+
|
|
|
+ -- check radius
|
|
|
+ test:assertRange(shape1:getRadius(), 0, 0.4, 'check radius')
|
|
|
+
|
|
|
+ -- check type match
|
|
|
test:assertEquals('polygon', shape1:getType(), 'check rectangle type')
|
|
|
+
|
|
|
+ -- check body pointer
|
|
|
test:assertEquals(0, shape1:getBody():getX(), 'check body link')
|
|
|
+
|
|
|
+ -- check category
|
|
|
test:assertEquals(1, shape1:getCategory(), 'check def category')
|
|
|
shape1:setCategory(3, 5, 6)
|
|
|
local categories = {shape1:getCategory()}
|
|
|
test:assertEquals(14, categories[1] + categories[2] + categories[3], 'check set category')
|
|
|
- test:assertEquals(false, shape1:isSensor(), 'check sensor def')
|
|
|
+
|
|
|
+ -- check sensor prop
|
|
|
+ test:assertFalse(shape1:isSensor(), 'check sensor def')
|
|
|
shape1:setSensor(true)
|
|
|
- test:assertEquals(true, shape1:isSensor(), 'check set sensor')
|
|
|
+ test:assertTrue(shape1:isSensor(), 'check set sensor')
|
|
|
shape1:setSensor(false)
|
|
|
- test:assertEquals(false, shape1:isDestroyed(), 'check not destroyed')
|
|
|
+
|
|
|
+ -- check not destroyed
|
|
|
+ test:assertFalse(shape1:isDestroyed(), 'check not destroyed')
|
|
|
+
|
|
|
+ -- check user data
|
|
|
test:assertEquals(nil, shape1:getUserData(), 'check no user data')
|
|
|
shape1:setUserData({ test = 14 })
|
|
|
test:assertEquals(14, shape1:getUserData().test, 'check user data set')
|
|
|
+
|
|
|
-- check bounding box
|
|
|
-- polygons have an additional skin radius to help with collisions
|
|
|
-- so this wont be 0, 0, 10, 10 as you'd think but has an additional 0.3 padding
|
|
@@ -290,41 +387,53 @@ love.test.physics.Shape = function(test)
|
|
|
test:assertEquals(bottomRightX, brx, 'check bbox methods match brx')
|
|
|
test:assertEquals(bottomRightY, bry, 'check bbox methods match bry')
|
|
|
test:assertEquals(topLeftX, topLeftY, 'check bbox tl 1')
|
|
|
- test:assertEquals(-3, math.floor(topLeftY*10), 'check bbox tl 2')
|
|
|
+ test:assertRange(topLeftY, -0.3, -0.2, 'check bbox tl 2')
|
|
|
test:assertEquals(bottomRightX, bottomRightY, 'check bbox br 1')
|
|
|
- test:assertEquals(10, math.floor(bottomRightX), 'check bbox br 2')
|
|
|
- -- check physics props
|
|
|
+ test:assertRange(bottomRightX, 10.3, 10.4, 'check bbox br 2')
|
|
|
+
|
|
|
+ -- check density
|
|
|
test:assertEquals(1, shape1:getDensity(), 'check def density')
|
|
|
shape1:setDensity(5)
|
|
|
test:assertEquals(5, shape1:getDensity(), 'check set density')
|
|
|
- local x, y, mass, inertia = shape1:getMassData()
|
|
|
- test:assertEquals(5, math.floor(x), 'check shape mass pos x')
|
|
|
- test:assertEquals(5, math.floor(y), 'check shape mass pos y')
|
|
|
- test:assertEquals(5, math.floor(mass*10), 'check mass at 1 density')
|
|
|
- test:assertEquals(0, math.floor(inertia*10), 'check intertia at 1 density')
|
|
|
- x, y, mass, inertia = shape1:computeMass(1000)
|
|
|
- test:assertEquals(111, math.floor(mass), 'check mass at 1000 density')
|
|
|
- test:assertEquals(7407, math.floor(inertia), 'check intertia at 1000 density')
|
|
|
- test:assertEquals(2, math.floor(shape1:getFriction()*10), 'check def friction')
|
|
|
+
|
|
|
+ -- check mass
|
|
|
+ local x1, y1, mass1, inertia1 = shape1:getMassData()
|
|
|
+ test:assertRange(x1, 5, 5.1, 'check shape mass pos x')
|
|
|
+ test:assertRange(y1, 5, 5.1, 'check shape mass pos y')
|
|
|
+ test:assertRange(mass1, 0.5, 0.6, 'check mass at 1 density')
|
|
|
+ test:assertRange(inertia1, 0, 0.1, 'check intertia at 1 density')
|
|
|
+ local x2, y2, mass2, inertia2 = shape1:computeMass(1000)
|
|
|
+ test:assertRange(mass2, 111, 112, 'check mass at 1000 density')
|
|
|
+ test:assertRange(inertia2, 7407, 7408, 'check intertia at 1000 density')
|
|
|
+
|
|
|
+ -- check friction
|
|
|
+ test:assertRange(shape1:getFriction(), 0.2, 0.3, 'check def friction')
|
|
|
shape1:setFriction(1)
|
|
|
test:assertEquals(1, shape1:getFriction(), 'check set friction')
|
|
|
+
|
|
|
+ -- check restitution
|
|
|
test:assertEquals(0, shape1:getRestitution(), 'check def restitution')
|
|
|
shape1:setRestitution(0.5)
|
|
|
- test:assertEquals(5, math.floor(shape1:getRestitution()*10), 'check set restitution')
|
|
|
+ test:assertRange(shape1:getRestitution(), 0.5, 0.6, 'check set restitution')
|
|
|
+
|
|
|
-- check points
|
|
|
- local shape2 = love.physics.newRectangleShape(body1, 5, 5, 10, 10)
|
|
|
+ local bodyp = love.physics.newBody(world, 0, 0, 'dynamic')
|
|
|
+ local shape2 = love.physics.newRectangleShape(bodyp, 5, 5, 10, 10)
|
|
|
tlx, tly, brx, bry = shape2:getBoundingBox(1)
|
|
|
- test:assertEquals(true, shape2:testPoint(5, 5), 'check point 5,5')
|
|
|
- test:assertEquals(true, shape2:testPoint(15, 15, 10, 10, 0), 'check point 15,15 after translate 10,10')
|
|
|
- test:assertEquals(true, shape2:testPoint(15, 15, 10, 10, 90), 'check point 15,15 after translate 10,10,90')
|
|
|
- test:assertEquals(false, shape2:testPoint(5, 5, 10, 10, 90), 'check point 5,5 after translate 10,10,90')
|
|
|
- test:assertEquals(false, shape2:testPoint(15, 15), 'check point 15,15')
|
|
|
- local xn, yn, fraction = shape2:rayCast(-20, -20, 20, 20, 100, 0, 0, 0, 1)
|
|
|
- test:assertNotEquals(nil, xn, 'check ray 1 x')
|
|
|
- test:assertNotEquals(nil, xn, 'check ray 1 y')
|
|
|
- xn, yn, fraction = shape2:rayCast(10, 10, -150, -150, 100, 0, 0, 0, 1)
|
|
|
- test:assertEquals(nil, xn, 'check ray 2 x')
|
|
|
- test:assertEquals(nil, xn, 'check ray 2 y')
|
|
|
+ test:assertTrue(shape2:testPoint(5, 5), 'check point 5,5')
|
|
|
+ test:assertTrue(shape2:testPoint(10, 10, 0, 15, 15), 'check point 15,15 after translate 10,10')
|
|
|
+ test:assertFalse(shape2:testPoint(5, 5, 90, 10, 10), 'check point 10,10 after translate 5,5,90')
|
|
|
+ test:assertFalse(shape2:testPoint(10, 10, 90, 5, 5), 'check point 5,5 after translate 10,10,90')
|
|
|
+ test:assertFalse(shape2:testPoint(15, 15), 'check point 15,15')
|
|
|
+
|
|
|
+ -- check ray cast
|
|
|
+ local xn1, yn1, fraction1 = shape2:rayCast(-20, -20, 20, 20, 100, 0, 0, 0, 1)
|
|
|
+ test:assertNotEquals(nil, xn1, 'check ray 1 x')
|
|
|
+ test:assertNotEquals(nil, xn1, 'check ray 1 y')
|
|
|
+ local xn2, yn2, fraction2 = shape2:rayCast(10, 10, -150, -150, 100, 0, 0, 0, 1)
|
|
|
+ test:assertEquals(nil, xn2, 'check ray 2 x')
|
|
|
+ test:assertEquals(nil, yn2, 'check ray 2 y')
|
|
|
+
|
|
|
-- check filtering
|
|
|
test:assertEquals(nil, shape2:getMask(), 'check no mask')
|
|
|
shape2:setMask(1, 2, 3)
|
|
@@ -336,10 +445,13 @@ love.test.physics.Shape = function(test)
|
|
|
test:assertEquals(1, cat, 'check filter cat')
|
|
|
test:assertEquals(65528, mask, 'check filter mask')
|
|
|
test:assertEquals(-1, group, 'check filter group')
|
|
|
- -- run some collision checks using filters
|
|
|
+
|
|
|
+ -- check destroyed
|
|
|
shape1:destroy()
|
|
|
- test:assertEquals(true, shape1:isDestroyed(), 'check destroyed')
|
|
|
+ test:assertTrue(shape1:isDestroyed(), 'check destroyed')
|
|
|
shape2:destroy()
|
|
|
+
|
|
|
+ -- run some collision checks using filters, setup new shapes
|
|
|
local body2 = love.physics.newBody(world, 5, 5, 'dynamic')
|
|
|
local shape3 = love.physics.newRectangleShape(body1, 0, 0, 10, 10)
|
|
|
local shape4 = love.physics.newRectangleShape(body2, 0, 0, 10, 10)
|
|
@@ -350,54 +462,67 @@ love.test.physics.Shape = function(test)
|
|
|
function() end,
|
|
|
function() end
|
|
|
)
|
|
|
- -- same group will always collide if the group is positive or never collide if it's negative
|
|
|
+
|
|
|
+ -- same positive group do collide
|
|
|
shape3:setGroupIndex(1)
|
|
|
shape4:setGroupIndex(1)
|
|
|
world:update(1)
|
|
|
test:assertEquals(1, collisions, 'check positive group collide')
|
|
|
+
|
|
|
+ -- check negative group dont collide
|
|
|
shape3:setGroupIndex(-1)
|
|
|
shape4:setGroupIndex(-1)
|
|
|
body2:setPosition(20, 20); world:update(1); body2:setPosition(0, 0); world:update(1)
|
|
|
test:assertEquals(1, collisions, 'check negative group collide')
|
|
|
- -- mask sets which categories this fixture should NOT collide with.
|
|
|
+
|
|
|
+ -- check masks do collide
|
|
|
shape3:setGroupIndex(0)
|
|
|
shape4:setGroupIndex(0)
|
|
|
shape3:setCategory(2)
|
|
|
shape4:setMask(3)
|
|
|
body2:setPosition(20, 20); world:update(1); body2:setPosition(0, 0); world:update(1)
|
|
|
test:assertEquals(2, collisions, 'check mask collide')
|
|
|
+
|
|
|
+ -- check masks not colliding
|
|
|
shape3:setCategory(2)
|
|
|
shape4:setMask(2, 4, 6)
|
|
|
body2:setPosition(20, 20); world:update(1); body2:setPosition(0, 0); world:update(1)
|
|
|
test:assertEquals(2, collisions, 'check mask not collide')
|
|
|
+
|
|
|
end
|
|
|
|
|
|
|
|
|
-- World (love.physics.newWorld)
|
|
|
love.test.physics.World = function(test)
|
|
|
+
|
|
|
-- create new world
|
|
|
local world = love.physics.newWorld(0, 0, false)
|
|
|
local body1 = love.physics.newBody(world, 0, 0, 'dynamic')
|
|
|
local rectangle1 = love.physics.newRectangleShape(body1, 0, 0, 10, 10)
|
|
|
test:assertObject(world)
|
|
|
- -- check defaults
|
|
|
+
|
|
|
+ -- check bodies in world
|
|
|
test:assertEquals(1, #world:getBodies(), 'check 1 body')
|
|
|
test:assertEquals(0, world:getBodies()[1]:getX(), 'check body prop x')
|
|
|
test:assertEquals(0, world:getBodies()[1]:getY(), 'check body prop y')
|
|
|
- world:translateOrigin(-10, -10)
|
|
|
- test:assertEquals(10, math.floor(world:getBodies()[1]:getX()), 'check body prop change x')
|
|
|
- test:assertEquals(10, math.floor(world:getBodies()[1]:getY()), 'check body prop change y')
|
|
|
+ world:translateOrigin(-10, -10) -- check affects bodies
|
|
|
+ test:assertRange(world:getBodies()[1]:getX(), 9, 11, 'check body prop change x')
|
|
|
+ test:assertRange(world:getBodies()[1]:getY(), 9, 11, 'check body prop change y')
|
|
|
test:assertEquals(1, world:getBodyCount(), 'check 1 body count')
|
|
|
- test:assertEquals(false, world:isDestroyed(), 'check not destroyed')
|
|
|
- test:assertEquals(false, world:isLocked(), 'check not updating')
|
|
|
+
|
|
|
+ -- check world status
|
|
|
+ test:assertFalse(world:isLocked(), 'check not updating')
|
|
|
+ test:assertFalse(world:isSleepingAllowed(), 'check no sleep (till brooklyn)')
|
|
|
+ world:setSleepingAllowed(true)
|
|
|
+ test:assertTrue(world:isSleepingAllowed(), 'check can sleep')
|
|
|
+
|
|
|
+ -- check world objects
|
|
|
test:assertEquals(0, #world:getJoints(), 'check no joints')
|
|
|
test:assertEquals(0, world:getJointCount(), 'check no joints count')
|
|
|
test:assertEquals(0, world:getGravity(), 'check def gravity')
|
|
|
test:assertEquals(0, #world:getContacts(), 'check no contacts')
|
|
|
test:assertEquals(0, world:getContactCount(), 'check no contact count')
|
|
|
- test:assertEquals(false, world:isSleepingAllowed(), 'check no sleep (till brooklyn)')
|
|
|
- world:setSleepingAllowed(true)
|
|
|
- test:assertEquals(true, world:isSleepingAllowed(), 'check can sleep')
|
|
|
+
|
|
|
-- check callbacks are called
|
|
|
local beginContact, endContact, preSolve, postSolve = world:getCallbacks()
|
|
|
test:assertEquals(nil, beginContact, 'check no begin contact callback')
|
|
@@ -415,27 +540,33 @@ love.test.physics.World = function(test)
|
|
|
function() preSolveCheck = true end,
|
|
|
function() postSolveCheck = true end
|
|
|
)
|
|
|
+
|
|
|
+ -- setup so we can collide stuff to call the callbacks
|
|
|
local body2 = love.physics.newBody(world, 10, 10, 'dynamic')
|
|
|
local rectangle2 = love.physics.newRectangleShape(body2, 0, 0, 10, 10)
|
|
|
- test:assertEquals(false, beginContactCheck, 'check world didnt update after adding body')
|
|
|
+ test:assertFalse(beginContactCheck, 'check world didnt update after adding body')
|
|
|
world:update(1)
|
|
|
- test:assertEquals(true, beginContactCheck, 'check contact start')
|
|
|
- test:assertEquals(true, preSolveCheck, 'check pre solve')
|
|
|
- test:assertEquals(true, postSolveCheck, 'check post solve')
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+ test:assertTrue(beginContactCheck, 'check contact start')
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+ test:assertTrue(preSolveCheck, 'check pre solve')
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+ test:assertTrue(postSolveCheck, 'check post solve')
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body2:setPosition(100, 100)
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world:update(1)
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- test:assertEquals(true, endContactCheck, 'check contact end')
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+ test:assertTrue(endContactCheck, 'check contact end')
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+
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-- check point checking
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local shapes = 0
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world:queryShapesInArea(0, 0, 10, 10, function(x)
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shapes = shapes + 1
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end)
|
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test:assertEquals(1, shapes, 'check shapes in area')
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+
|
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+ -- check raycast
|
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world:rayCast(0, 0, 200, 200, function(x)
|
|
|
shapes = shapes + 1
|
|
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return 1
|
|
|
end)
|
|
|
test:assertEquals(3, shapes, 'check shapes in raycast')
|
|
|
+
|
|
|
-- change collision logic
|
|
|
test:assertEquals(nil, world:getContactFilter(), 'check def filter')
|
|
|
world:update(1)
|
|
@@ -445,11 +576,16 @@ love.test.physics.World = function(test)
|
|
|
body2:setPosition(10, 10)
|
|
|
world:update(1)
|
|
|
test:assertEquals(1, collisions, 'check collision logic change')
|
|
|
- -- final bits
|
|
|
+
|
|
|
+ -- check gravity
|
|
|
world:setGravity(1, 1)
|
|
|
test:assertEquals(1, world:getGravity(), 'check grav change')
|
|
|
+
|
|
|
+ -- check destruction
|
|
|
+ test:assertFalse(world:isDestroyed(), 'check not destroyed')
|
|
|
world:destroy()
|
|
|
- test:assertEquals(true, world:isDestroyed(), 'check world destroyed')
|
|
|
+ test:assertTrue(world:isDestroyed(), 'check world destroyed')
|
|
|
+
|
|
|
end
|
|
|
|
|
|
|
|
@@ -468,7 +604,7 @@ love.test.physics.getDistance = function(test)
|
|
|
local shape1 = love.physics.newEdgeShape(body, 0, 0, 5, 5)
|
|
|
local shape2 = love.physics.newEdgeShape(body, 10, 10, 15, 15)
|
|
|
-- check distance between them
|
|
|
- test:assertEquals(647106, math.floor(love.physics.getDistance(shape1, shape2)*100000), 'check distance matches')
|
|
|
+ test:assertRange(love.physics.getDistance(shape1, shape2), 6, 7, 'check distance matches')
|
|
|
end
|
|
|
|
|
|
|