virtualx-engine/tests/scene/test_physics_material.h
2024-10-04 10:09:03 +02:00

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/**************************************************************************/
/* test_physics_material.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#ifndef TEST_PHYSICS_MATERIAL_H
#define TEST_PHYSICS_MATERIAL_H
#include "scene/resources/physics_material.h"
#include "tests/test_macros.h"
namespace TestPhysics_material {
TEST_CASE("[Physics_material] Defaults") {
Ref<PhysicsMaterial> physics_material;
physics_material.instantiate();
CHECK(physics_material->get_friction() == 1.);
CHECK(physics_material->is_rough() == false);
CHECK(physics_material->get_bounce() == 0.);
CHECK(physics_material->is_absorbent() == false);
}
TEST_CASE("[Physics_material] Friction") {
Ref<PhysicsMaterial> physics_material;
physics_material.instantiate();
real_t friction = 0.314;
physics_material->set_friction(friction);
CHECK(physics_material->get_friction() == friction);
}
TEST_CASE("[Physics_material] Rough") {
Ref<PhysicsMaterial> physics_material;
physics_material.instantiate();
bool rough = true;
physics_material->set_rough(rough);
CHECK(physics_material->is_rough() == rough);
real_t friction = 0.314;
physics_material->set_friction(friction);
CHECK(physics_material->computed_friction() == -friction);
rough = false;
physics_material->set_rough(rough);
CHECK(physics_material->is_rough() == rough);
CHECK(physics_material->computed_friction() == friction);
}
TEST_CASE("[Physics_material] Bounce") {
Ref<PhysicsMaterial> physics_material;
physics_material.instantiate();
real_t bounce = 0.271;
physics_material->set_bounce(bounce);
CHECK(physics_material->get_bounce() == bounce);
}
TEST_CASE("[Physics_material] Absorbent") {
Ref<PhysicsMaterial> physics_material;
physics_material.instantiate();
bool absorbent = true;
physics_material->set_absorbent(absorbent);
CHECK(physics_material->is_absorbent() == absorbent);
real_t bounce = 0.271;
physics_material->set_bounce(bounce);
CHECK(physics_material->computed_bounce() == -bounce);
absorbent = false;
physics_material->set_absorbent(absorbent);
CHECK(physics_material->is_absorbent() == absorbent);
CHECK(physics_material->computed_bounce() == bounce);
}
} // namespace TestPhysics_material
#endif // TEST_PHYSICS_MATERIAL_H