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- -- love.physics
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- ----------------------------------OBJECTS---------------------------------------
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- -- Body (love.physics.newBody)
- love.test.physics.Body = function(test)
- -- create body
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 0, 0, 'static')
- local body2 = love.physics.newBody(world, 30, 30, 'dynamic')
- love.physics.newRectangleShape(body1, 5, 5, 10, 10)
- love.physics.newRectangleShape(body2, 5, 5, 10, 10)
- test:assertObject(body1)
- -- check body active
- test:assertTrue(body1:isActive(), 'check active by def')
- -- check body bullet
- test:assertFalse(body1:isBullet(), 'check not bullet by def')
- body1:setBullet(true)
- test:assertTrue(body1:isBullet(), 'check set bullet')
- -- check fixed rotation
- test:assertFalse(body1:isFixedRotation(), 'check fix rot def')
- body1:setFixedRotation(true)
- test:assertTrue(body1:isFixedRotation(), 'check set fix rot')
- -- check sleeping/waking
- test:assertTrue(body1:isSleepingAllowed(), 'check sleep def')
- body1:setSleepingAllowed(false)
- test:assertFalse(body1:isSleepingAllowed(), 'check set sleep')
- body1:setSleepingAllowed(true)
- world:update(1)
- test:assertFalse(body1:isAwake(), 'check fell asleep')
- body1:setSleepingAllowed(false)
- body1:setType('dynamic')
- test:assertTrue(body1:isAwake(), 'check waking up')
- -- check touching
- test:assertFalse(body1:isTouching(body2))
- body2:setPosition(5, 5)
- world:update(1)
- test:assertTrue(body1:isTouching(body2))
- -- check children lists
- test:assertEquals(1, #body1:getContacts(), 'check contact list')
- test:assertEquals(0, #body1:getJoints(), 'check joints list')
- love.physics.newDistanceJoint(body1, body2, 5, 5, 10, 10, true)
- test:assertEquals(1, #body1:getJoints(), 'check joints list')
- -- check local points
- local x, y = body1:getLocalCenter()
- test:assertRange(x, 5, 6, 'check local center x')
- test:assertRange(y, 5, 6, 'check local center y')
- local lx, ly = body1:getLocalPoint(10, 10)
- test:assertRange(lx, 10, 11, 'check local point x')
- test:assertRange(ly, 9, 10, 'check local point y')
- local lx1, ly1, lx2, ly2 = body1:getLocalPoints(0, 5, 5, 10)
- test:assertRange(lx1, 0, 1, 'check local points x 1')
- test:assertRange(ly1, 3, 4, 'check local points y 1')
- test:assertRange(lx2, 5, 6, 'check local points x 2')
- test:assertRange(ly2, 9, 10, 'check local points y 2')
- -- check world points
- local wx, wy = body1:getWorldPoint(10.4, 9)
- test:assertRange(wx, 10, 11, 'check world point x')
- test:assertRange(wy, 10, 11, 'check world point y')
- local wx1, wy1, wx2, wy2 = body1:getWorldPoints(0.4, 4, 5.4, 9)
- test:assertRange(wx1, 0, 1, 'check world points x 1')
- test:assertRange(wy1, 5, 6, 'check world points y 1')
- test:assertRange(wx2, 5, 6, 'check world points x 2')
- test:assertRange(wy2, 10, 11, 'check world points y 2')
- -- check angular damping + velocity
- test:assertEquals(0, body1:getAngularDamping(), 'check angular damping')
- test:assertEquals(0, body1:getAngularVelocity(), 'check angular velocity')
- -- check world props
- test:assertObject(body1:getWorld())
- test:assertEquals(2, body1:getWorld():getBodyCount(), 'check world count')
- local cx, cy = body1:getWorldCenter()
- test:assertRange(cx, 4, 5, 'check world center x')
- test:assertRange(cy, 6, 7, 'check world center y')
- local vx, vy = body1:getWorldVector(5, 10)
- test:assertEquals(5, vx, 'check vector x')
- test:assertEquals(10, vy, 'check vector y')
- -- check inertia
- test:assertRange(body1:getInertia(), 5, 6, 'check inertia')
- -- check angle
- test:assertEquals(0, body1:getAngle(), 'check def angle')
- body1:setAngle(90 * (math.pi/180))
- test:assertEquals(math.floor(math.pi/2*100), math.floor(body1:getAngle()*100), 'check set angle')
- -- check gravity scale
- test:assertEquals(1, body1:getGravityScale(), 'check def grav')
- body1:setGravityScale(2)
- test:assertEquals(2, body1:getGravityScale(), 'check change grav')
- -- check damping
- test:assertEquals(0, body1:getLinearDamping(), 'check def lin damping')
- body1:setLinearDamping(0.1)
- test:assertRange(body1:getLinearDamping(), 0, 0.2, 'check change lin damping')
- -- check velocity
- local x2, y2 = body1:getLinearVelocity()
- test:assertEquals(1, x2, 'check def lin velocity x')
- test:assertEquals(1, y2, 'check def lin velocity y')
- body1:setLinearVelocity(4, 5)
- local x3, y3 = body1:getLinearVelocity()
- test:assertEquals(4, x3, 'check change lin velocity x')
- test:assertEquals(5, y3, 'check change lin velocity y')
- -- check mass
- test:assertRange(body1:getMass(), 0.1, 0.2, 'check def mass')
- body1:setMass(10)
- test:assertEquals(10, body1:getMass(), 'check change mass')
- body1:setMassData(3, 5, 10, 1)
- local x4, y4, mass4, inertia4 = body1:getMassData()
- test:assertEquals(3, x4, 'check mass data change x')
- test:assertEquals(5, y4, 'check mass data change y')
- test:assertEquals(10, mass4, 'check mass data change mass')
- test:assertRange(inertia4, 340, 341, 'check mass data change inertia')
- body1:resetMassData()
- local x5, y5, mass5, inertia5 = body1:getMassData()
- test:assertRange(x5, 5, 6, 'check mass data reset x')
- test:assertRange(y5, 5, 6, 'check mass data reset y')
- test:assertRange(mass5, 0.1, 0.2, 'check mass data reset mass')
- test:assertRange(inertia5, 5, 6, 'check mass data reset inertia')
- -- check position
- local x6, y6 = body1:getPosition()
- test:assertRange(x6, -1, 0, 'check position x')
- test:assertRange(y6, 0, 1, 'check position y')
- body1:setPosition(10, 4)
- local x7, y7 = body1:getPosition()
- test:assertEquals(x7, 10, 'check set position x')
- test:assertEquals(y7, 4, 'check set position y')
- -- check type
- test:assertEquals('dynamic', body1:getType(), 'check type match')
- body1:setType('kinematic')
- body1:setType('static')
- test:assertEquals('static', body1:getType(), 'check type change')
- -- check userdata
- test:assertEquals(nil, body1:getUserData(), 'check user data')
- body1:setUserData({ love = 'cool' })
- test:assertEquals('cool', body1:getUserData().love, 'check set user data')
- -- check x/y direct
- test:assertEquals(10, math.floor(body1:getX()), 'check get x')
- test:assertEquals(4, math.floor(body1:getY()), 'check get y')
- body1:setX(0)
- body1:setY(0)
- test:assertEquals(0, body1:getX(), 'check get x')
- test:assertEquals(0, body1:getY(), 'check get y')
- -- apply angular impulse
- local vel = body2:getAngularVelocity()
- test:assertRange(vel, 0, 0, 'check velocity before')
- body2:applyAngularImpulse(10)
- local vel1 = body2:getAngularVelocity()
- test:assertRange(vel1, 5, 6, 'check velocity after 1')
- -- apply standard force
- local ang1 = body2:getAngle()
- test:assertRange(ang1, 0.1, 0.2, 'check initial angle 1')
- body2:applyForce(2, 3)
- world:update(2)
- local vel2 = body2:getAngularVelocity()
- local ang2 = body2:getAngle()
- test:assertRange(ang2, -0.1, 0, 'check angle after 2')
- test:assertRange(vel2, 1, 2, 'check velocity after 2')
- -- apply linear impulse
- body2:applyLinearImpulse(-4, -59)
- world:update(1)
- local ang3 = body2:getAngle()
- local vel3 = body2:getAngularVelocity()
- test:assertRange(ang3, -2, -1, 'check angle after 3')
- test:assertRange(vel3, 0, 1, 'check velocity after 3')
- -- apply torque
- body2:applyTorque(4)
- world:update(2)
- local ang4 = body2:getAngle()
- local vel4 = body2:getAngularVelocity()
- test:assertRange(ang4, -1, 0, 'check angle after 4')
- test:assertRange(vel4, 0, 1, 'check velocity after 4')
- -- check destroy
- test:assertFalse(body1:isDestroyed(), 'check not destroyed')
- body1:destroy()
- test:assertTrue(body1:isDestroyed(), 'check destroyed')
- end
- -- Contact (love.physics.World:getContacts)
- love.test.physics.Contact = function(test)
- -- create a setup so we can access some contact objects
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 0, 0, 'dynamic')
- local body2 = love.physics.newBody(world, 10, 10, 'dynamic')
- local rectangle1 = love.physics.newRectangleShape(body1, 0, 0, 10, 10)
- local rectangle2 = love.physics.newRectangleShape(body2, 0, 0, 10, 10)
- rectangle1:setUserData('rec1')
- rectangle2:setUserData('rec2')
- -- used to check for collisions + no. of collisions
- local collided = false
- local pass = 1
- -- set callback for contact start
- world:setCallbacks(
- function(shape_a, shape_b, contact)
- collided = true
- -- check contact object
- test:assertObject(contact)
- -- check child indices
- local indexA, indexB = contact:getChildren()
- test:assertEquals(1, indexA, 'check child indice a')
- test:assertEquals(1, indexB, 'check child indice b')
- -- check shapes match using userdata
- local shapeA, shapeB = contact:getShapes()
- test:assertEquals(shape_a:getUserData(), shapeA:getUserData(), 'check shape a matches')
- test:assertEquals(shape_b:getUserData(), shapeB:getUserData(), 'check shape b matches')
- -- check normal pos
- local nx, ny = contact:getNormal()
- test:assertEquals(1, nx, 'check normal x')
- test:assertEquals(0, ny, 'check normal y')
- -- check actual pos
- local px1, py1, px2, py2 = contact:getPositions()
- test:assertRange(px1, 5, 6, 'check collide x 1')
- test:assertRange(py1, 5, 6, 'check collide y 1')
- test:assertRange(px2, 5, 6, 'check collide x 2')
- test:assertRange(py2, 5, 6, 'check collide y 2')
- -- check touching
- test:assertTrue(contact:isTouching(), 'check touching')
- -- check enabled (we pass through twice to test on/off)
- test:assertEquals(pass == 1, contact:isEnabled(), 'check enabled for pass ' .. tostring(pass))
- -- check friction
- test:assertRange(contact:getFriction(), 0.2, 0.3, 'check def friction')
- contact:setFriction(0.1)
- test:assertRange(contact:getFriction(), 0.1, 0.2, 'check set friction')
- contact:resetFriction()
- 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: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 type
- test:assertEquals('distance', joint:getType(), 'check joint type')
- -- check not destroyed
- test:assertFalse(joint:isDestroyed(), 'check not destroyed')
- -- check reaction props (sometimes nil on linux runners)
- if joint:getReactionForce(1) ~= nil and joint:getReactionForce(1) ~= 0/0 then
- test:assertEquals(0, joint:getReactionForce(1), 'check reaction force')
- end
- if joint:getReactionTorque(1) ~= nil and joint:getReactionTorque(1) ~= 0/0 then
- test:assertEquals(0, joint:getReactionTorque(1), 'check reaction torque')
- end
- -- 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: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:assertTrue(joint:isDestroyed(), 'check destroyed')
- 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 child count
- test:assertEquals(1, shape1:getChildCount(), 'check child count')
- -- 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')
- -- check sensor prop
- test:assertFalse(shape1:isSensor(), 'check sensor def')
- shape1:setSensor(true)
- test:assertTrue(shape1:isSensor(), 'check set sensor')
- shape1:setSensor(false)
- -- 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
- local topLeftX, topLeftY, bottomRightX, bottomRightY = shape1:computeAABB(0, 0, 0, 1)
- local tlx, tly, brx, bry = shape1:getBoundingBox(1)
- test:assertEquals(topLeftX, tlx, 'check bbox methods match tlx')
- test:assertEquals(topLeftY, tly, 'check bbox methods match tly')
- 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:assertRange(topLeftY, -0.3, -0.2, 'check bbox tl 2')
- test:assertEquals(bottomRightX, bottomRightY, 'check bbox br 1')
- 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')
- -- 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:assertRange(shape1:getRestitution(), 0.5, 0.6, 'check set restitution')
- -- check points
- local bodyp = love.physics.newBody(world, 0, 0, 'dynamic')
- local shape2 = love.physics.newRectangleShape(bodyp, 5, 5, 10, 10)
- 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)
- test:assertEquals(3, #{shape2:getMask()}, 'check set mask')
- test:assertEquals(0, shape2:getGroupIndex(), 'check no index')
- shape2:setGroupIndex(-1)
- test:assertEquals(-1, shape2:getGroupIndex(), 'check set index')
- local cat, mask, group = shape2:getFilterData()
- test:assertEquals(1, cat, 'check filter cat')
- test:assertEquals(65528, mask, 'check filter mask')
- test:assertEquals(-1, group, 'check filter group')
- -- check destroyed
- shape1:destroy()
- 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)
- local collisions = 0
- world:setCallbacks(
- function() collisions = collisions + 1 end,
- function() end,
- function() end,
- function() end
- )
- -- 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')
- -- 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 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) -- 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')
- -- 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')
- -- check callbacks are called
- local beginContact, endContact, preSolve, postSolve = world:getCallbacks()
- test:assertEquals(nil, beginContact, 'check no begin contact callback')
- test:assertEquals(nil, endContact, 'check no end contact callback')
- test:assertEquals(nil, preSolve, 'check no pre solve callback')
- test:assertEquals(nil, postSolve, 'check no post solve callback')
- local beginContactCheck = false
- local endContactCheck = false
- local preSolveCheck = false
- local postSolveCheck = false
- local collisions = 0
- world:setCallbacks(
- function() beginContactCheck = true; collisions = collisions + 1 end,
- function() endContactCheck = true end,
- 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:assertFalse(beginContactCheck, 'check world didnt update after adding body')
- world:update(1)
- test:assertTrue(beginContactCheck, 'check contact start')
- test:assertTrue(preSolveCheck, 'check pre solve')
- test:assertTrue(postSolveCheck, 'check post solve')
- body2:setPosition(100, 100)
- world:update(1)
- test:assertTrue(endContactCheck, 'check contact end')
- -- check point checking
- local shapes = 0
- world:queryShapesInArea(0, 0, 10, 10, function(x)
- shapes = shapes + 1
- end)
- test:assertEquals(1, shapes, 'check shapes in area')
- -- check raycast
- world:rayCast(0, 0, 200, 200, function(x)
- shapes = shapes + 1
- 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)
- world:setContactFilter(function(s1, s2)
- return false -- nothing collides
- end)
- body2:setPosition(10, 10)
- world:update(1)
- test:assertEquals(1, collisions, 'check collision logic change')
- -- 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:assertTrue(world:isDestroyed(), 'check world destroyed')
- end
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- ------------------------------------METHODS-------------------------------------
- --------------------------------------------------------------------------------
- --------------------------------------------------------------------------------
- -- love.physics.getDistance
- love.test.physics.getDistance = function(test)
- -- setup two fixtues to check
- local world = love.physics.newWorld(0, 0, false)
- local body = love.physics.newBody(world, 10, 10, 'static')
- 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:assertRange(love.physics.getDistance(shape1, shape2), 6, 7, 'check distance matches')
- end
- -- love.physics.getMeter
- love.test.physics.getMeter = function(test)
- -- check value set is returned
- love.physics.setMeter(30)
- test:assertEquals(30, love.physics.getMeter(), 'check meter matches')
- end
- -- love.physics.newBody
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newBody = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- test:assertObject(body)
- end
- -- love.physics.newChainShape
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newChainShape = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- test:assertObject(love.physics.newChainShape(body, true, 0, 0, 1, 0, 1, 1, 0, 1))
- end
- -- love.physics.newCircleShape
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newCircleShape = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- test:assertObject(love.physics.newCircleShape(body, 10))
- end
- -- love.physics.newDistanceJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newDistanceJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newDistanceJoint(body1, body2, 10, 10, 20, 20, true)
- test:assertObject(obj)
- end
- -- love.physics.newEdgeShape
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newEdgeShape = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- local obj = love.physics.newEdgeShape(body, 0, 0, 10, 10)
- test:assertObject(obj)
- end
- -- love.physics.newFrictionJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newFrictionJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newFrictionJoint(body1, body2, 15, 15, true)
- test:assertObject(obj)
- end
- -- love.physics.newGearJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newGearJoint = function(test)
- 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 body3 = love.physics.newBody(world, 30, 30, 'dynamic')
- local body4 = love.physics.newBody(world, 40, 40, 'dynamic')
- local joint1 = love.physics.newPrismaticJoint(body1, body2, 10, 10, 20, 20, true)
- local joint2 = love.physics.newPrismaticJoint(body3, body4, 30, 30, 40, 40, true)
- local obj = love.physics.newGearJoint(joint1, joint2, 1, true)
- test:assertObject(obj)
- end
- -- love.physics.newMotorJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newMotorJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newMotorJoint(body1, body2, 1)
- test:assertObject(obj)
- end
- -- love.physics.newMouseJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newMouseJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- local obj = love.physics.newMouseJoint(body, 10, 10)
- test:assertObject(obj)
- end
- -- love.physics.newPolygonShape
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newPolygonShape = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- local obj = love.physics.newPolygonShape(body, {0, 0, 2, 3, 2, 1, 3, 1, 5, 1})
- test:assertObject(obj)
- end
- -- love.physics.newPrismaticJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newPrismaticJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newPrismaticJoint(body1, body2, 10, 10, 20, 20, true)
- test:assertObject(obj)
- end
- -- love.physics.newPulleyJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newPulleyJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newPulleyJoint(body1, body2, 10, 10, 20, 20, 15, 15, 25, 25, 1, true)
- test:assertObject(obj)
- end
- -- love.physics.newRectangleShape
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newRectangleShape = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body = love.physics.newBody(world, 10, 10, 'static')
- local shape1 = love.physics.newRectangleShape(body, 10, 20)
- local shape2 = love.physics.newRectangleShape(body, 10, 10, 40, 30, 10)
- test:assertObject(shape1)
- test:assertObject(shape2)
- end
- -- love.physics.newRevoluteJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newRevoluteJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newRevoluteJoint(body1, body2, 10, 10, true)
- test:assertObject(obj)
- end
- -- love.physics.newRopeJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newRopeJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newRopeJoint(body1, body2, 10, 10, 20, 20, 50, true)
- test:assertObject(obj)
- end
- -- love.physics.newWeldJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newWeldJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newWeldJoint(body1, body2, 10, 10, true)
- test:assertObject(obj)
- end
- -- love.physics.newWheelJoint
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newWheelJoint = function(test)
- local world = love.physics.newWorld(1, 1, true)
- local body1 = love.physics.newBody(world, 10, 10, 'static')
- local body2 = love.physics.newBody(world, 20, 20, 'static')
- local obj = love.physics.newWheelJoint(body1, body2, 10, 10, 5, 5, true)
- test:assertObject(obj)
- end
- -- love.physics.newWorld
- -- @NOTE this is just basic nil checking, objs have their own test method
- love.test.physics.newWorld = function(test)
- local world = love.physics.newWorld(1, 1, true)
- test:assertObject(world)
- end
- -- love.physics.setMeter
- love.test.physics.setMeter = function(test)
- -- set initial meter
- local world = love.physics.newWorld(1, 1, true)
- love.physics.setMeter(30)
- local body = love.physics.newBody(world, 300, 300, "dynamic")
- -- check changing meter changes pos value relatively
- love.physics.setMeter(10)
- local x, y = body:getPosition()
- test:assertEquals(100, x, 'check pos x')
- test:assertEquals(100, y, 'check pos y')
- end
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