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ad003634f4
* Make serialize actually virtual yep * Abstract to PhysicsComponent Move shared functionality of all physics related classes to a base class. Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race. Tested that 2 players were able to see each other in the above scenarios just fine as well. * Update PhantomPhysicsComponent.cpp * Add SimplePhysicsTest * Add construction test * Update SimplePhysicsComponentTests.cpp * remove flags and fix override * Update VendorComponent.h
155 lines
5.7 KiB
C++
155 lines
5.7 KiB
C++
#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "BitStream.h"
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#include "SimplePhysicsComponent.h"
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#include "Entity.h"
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#include "eReplicaComponentType.h"
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#include "eStateChangeType.h"
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class SimplePhysicsTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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SimplePhysicsComponent* simplePhysicsComponent;
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CBITSTREAM;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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simplePhysicsComponent = new SimplePhysicsComponent(1, baseEntity.get());
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baseEntity->AddComponent(SimplePhysicsComponent::ComponentType, simplePhysicsComponent);
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simplePhysicsComponent->SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
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simplePhysicsComponent->SetPosition(NiPoint3(1.0f, 2.0f, 3.0f));
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simplePhysicsComponent->SetRotation(NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
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simplePhysicsComponent->SetVelocity(NiPoint3(5.0f, 6.0f, 7.0f));
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simplePhysicsComponent->SetAngularVelocity(NiPoint3(5.0f, 6.0f, 7.0f));
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simplePhysicsComponent->SetPhysicsMotionState(2);
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}
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void TearDown() override {
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TearDownDependencies();
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}
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};
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TEST_F(SimplePhysicsTest, SimplePhysicsSerializeTest) {
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simplePhysicsComponent->Serialize(&bitStream, false);
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constexpr uint32_t sizeOfStream = 3 + BYTES_TO_BITS(3 * sizeof(NiPoint3)) + BYTES_TO_BITS(1 * sizeof(NiQuaternion)) + 1 * BYTES_TO_BITS(sizeof(uint32_t));
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), sizeOfStream);
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bool dirtyVelocityFlag;
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bitStream.Read(dirtyVelocityFlag);
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ASSERT_EQ(dirtyVelocityFlag, true);
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NiPoint3 velocity;
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bitStream.Read(velocity.x);
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bitStream.Read(velocity.y);
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bitStream.Read(velocity.z);
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ASSERT_EQ(velocity, NiPoint3(5.0f, 6.0f, 7.0f));
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NiPoint3 angularVelocity;
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bitStream.Read(angularVelocity.x);
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bitStream.Read(angularVelocity.y);
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bitStream.Read(angularVelocity.z);
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ASSERT_EQ(angularVelocity, NiPoint3(5.0f, 6.0f, 7.0f));
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bool dirtyPhysicsMotionStateFlag;
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bitStream.Read(dirtyPhysicsMotionStateFlag);
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ASSERT_EQ(dirtyPhysicsMotionStateFlag, true);
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uint32_t physicsMotionState;
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bitStream.Read(physicsMotionState);
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ASSERT_EQ(physicsMotionState, 2.0f);
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bool dirtyPositionFlag;
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bitStream.Read(dirtyPositionFlag);
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ASSERT_EQ(dirtyPositionFlag, true);
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NiPoint3 position;
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bitStream.Read(position.x);
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bitStream.Read(position.y);
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bitStream.Read(position.z);
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ASSERT_EQ(position, NiPoint3(1.0f, 2.0f, 3.0f));
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NiQuaternion rotation;
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bitStream.Read(rotation.x);
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bitStream.Read(rotation.y);
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bitStream.Read(rotation.z);
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bitStream.Read(rotation.w);
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ASSERT_EQ(rotation, NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
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}
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TEST_F(SimplePhysicsTest, SimplePhysicsConstructionTest) {
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simplePhysicsComponent->Serialize(&bitStream, true);
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constexpr uint32_t sizeOfStream = 4 + BYTES_TO_BITS(1 * sizeof(int32_t)) + BYTES_TO_BITS(3 * sizeof(NiPoint3)) + BYTES_TO_BITS(1 * sizeof(NiQuaternion)) + 1 * BYTES_TO_BITS(sizeof(uint32_t));
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ASSERT_EQ(bitStream.GetNumberOfBitsUsed(), sizeOfStream);
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bool dirtyClimbableTypeFlag;
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bitStream.Read(dirtyClimbableTypeFlag);
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ASSERT_EQ(dirtyClimbableTypeFlag, true);
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int32_t climbableType;
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bitStream.Read(climbableType);
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ASSERT_EQ(climbableType, 2);
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bool dirtyVelocityFlag;
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bitStream.Read(dirtyVelocityFlag);
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ASSERT_EQ(dirtyVelocityFlag, true);
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NiPoint3 velocity;
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bitStream.Read(velocity.x);
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bitStream.Read(velocity.y);
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bitStream.Read(velocity.z);
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ASSERT_EQ(velocity, NiPoint3(5.0f, 6.0f, 7.0f));
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NiPoint3 angularVelocity;
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bitStream.Read(angularVelocity.x);
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bitStream.Read(angularVelocity.y);
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bitStream.Read(angularVelocity.z);
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ASSERT_EQ(angularVelocity, NiPoint3(5.0f, 6.0f, 7.0f));
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bool dirtyPhysicsMotionStateFlag;
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bitStream.Read(dirtyPhysicsMotionStateFlag);
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ASSERT_EQ(dirtyPhysicsMotionStateFlag, true);
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uint32_t physicsMotionState;
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bitStream.Read(physicsMotionState);
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ASSERT_EQ(physicsMotionState, 2.0f);
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bool dirtyPositionFlag;
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bitStream.Read(dirtyPositionFlag);
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ASSERT_EQ(dirtyPositionFlag, true);
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NiPoint3 position;
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bitStream.Read(position.x);
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bitStream.Read(position.y);
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bitStream.Read(position.z);
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ASSERT_EQ(position, NiPoint3(1.0f, 2.0f, 3.0f));
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NiQuaternion rotation;
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bitStream.Read(rotation.x);
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bitStream.Read(rotation.y);
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bitStream.Read(rotation.z);
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bitStream.Read(rotation.w);
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ASSERT_EQ(rotation, NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
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}
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TEST_F(SimplePhysicsTest, SimplePhysicsGettersAndSettersTest) {
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ASSERT_EQ(simplePhysicsComponent->GetClimabbleType(), eClimbableType::CLIMBABLE_TYPE_WALL);
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ASSERT_EQ(simplePhysicsComponent->GetPosition(), NiPoint3(1.0f, 2.0f, 3.0f));
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ASSERT_EQ(simplePhysicsComponent->GetRotation(), NiQuaternion(1.0f, 2.0f, 3.0f, 4.0f));
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ASSERT_EQ(simplePhysicsComponent->GetVelocity(), NiPoint3(5.0f, 6.0f, 7.0f));
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ASSERT_EQ(simplePhysicsComponent->GetAngularVelocity(), NiPoint3(5.0f, 6.0f, 7.0f));
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ASSERT_EQ(simplePhysicsComponent->GetPhysicsMotionState(), 2);
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simplePhysicsComponent->SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
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simplePhysicsComponent->SetPosition(NiPoint3(4.0f, 5.0f, 6.0f));
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simplePhysicsComponent->SetRotation(NiQuaternion(4.0f, 5.0f, 6.0f, 7.0f));
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simplePhysicsComponent->SetVelocity(NiPoint3(6.0f, 7.0f, 8.0f));
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simplePhysicsComponent->SetAngularVelocity(NiPoint3(6.0f, 7.0f, 8.0f));
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simplePhysicsComponent->SetPhysicsMotionState(3);
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ASSERT_EQ(simplePhysicsComponent->GetClimabbleType(), eClimbableType::CLIMBABLE_TYPE_LADDER);
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ASSERT_EQ(simplePhysicsComponent->GetPosition(), NiPoint3(4.0f, 5.0f, 6.0f));
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ASSERT_EQ(simplePhysicsComponent->GetRotation(), NiQuaternion(4.0f, 5.0f, 6.0f, 7.0f));
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ASSERT_EQ(simplePhysicsComponent->GetVelocity(), NiPoint3(6.0f, 7.0f, 8.0f));
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ASSERT_EQ(simplePhysicsComponent->GetAngularVelocity(), NiPoint3(6.0f, 7.0f, 8.0f));
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ASSERT_EQ(simplePhysicsComponent->GetPhysicsMotionState(), 3);
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}
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