feat(physics): add rigidbody velocity control
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@@ -398,4 +398,70 @@ TEST(PhysicsWorld_Test, RuntimeBodyTypeChangesRebuildActorAndEnableSimulation) {
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EXPECT_LT(body->GetTransform()->GetPosition().y, initialY - 0.1f);
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}
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TEST(PhysicsWorld_Test, RuntimeLinearVelocityMovesDynamicBody) {
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using namespace XCEngine::Components;
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if (!XCEngine::Physics::PhysicsWorld::IsPhysXAvailable()) {
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GTEST_SKIP() << "PhysX backend is not available in this build.";
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}
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Scene scene("PhysicsScene");
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GameObject* body = scene.CreateGameObject("Body");
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body->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, 1.0f, 0.0f));
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RigidbodyComponent* rigidbody = body->AddComponent<RigidbodyComponent>();
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rigidbody->SetBodyType(XCEngine::Physics::PhysicsBodyType::Dynamic);
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rigidbody->SetUseGravity(false);
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rigidbody->SetLinearVelocity(XCEngine::Math::Vector3(0.0f, 2.0f, 0.0f));
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SphereColliderComponent* sphereCollider = body->AddComponent<SphereColliderComponent>();
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sphereCollider->SetRadius(0.5f);
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XCEngine::Physics::PhysicsWorld world;
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XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {};
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createInfo.scene = &scene;
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ASSERT_TRUE(world.Initialize(createInfo));
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const float initialY = body->GetTransform()->GetPosition().y;
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for (int index = 0; index < 30; ++index) {
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world.Step(1.0f / 60.0f);
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}
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EXPECT_GT(body->GetTransform()->GetPosition().y, initialY + 0.9f);
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EXPECT_NEAR(rigidbody->GetLinearVelocity().y, 2.0f, 0.02f);
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}
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TEST(PhysicsWorld_Test, AddForceImpulseMovesDynamicBody) {
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using namespace XCEngine::Components;
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if (!XCEngine::Physics::PhysicsWorld::IsPhysXAvailable()) {
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GTEST_SKIP() << "PhysX backend is not available in this build.";
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}
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Scene scene("PhysicsScene");
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GameObject* body = scene.CreateGameObject("Body");
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body->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, 1.0f, 0.0f));
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RigidbodyComponent* rigidbody = body->AddComponent<RigidbodyComponent>();
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rigidbody->SetBodyType(XCEngine::Physics::PhysicsBodyType::Dynamic);
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rigidbody->SetUseGravity(false);
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rigidbody->SetMass(1.0f);
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SphereColliderComponent* sphereCollider = body->AddComponent<SphereColliderComponent>();
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sphereCollider->SetRadius(0.5f);
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XCEngine::Physics::PhysicsWorld world;
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XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {};
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createInfo.scene = &scene;
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ASSERT_TRUE(world.Initialize(createInfo));
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const float initialY = body->GetTransform()->GetPosition().y;
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rigidbody->AddForce(
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XCEngine::Math::Vector3(0.0f, 3.0f, 0.0f),
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XCEngine::Physics::PhysicsForceMode::Impulse);
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for (int index = 0; index < 10; ++index) {
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world.Step(1.0f / 60.0f);
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}
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EXPECT_GT(body->GetTransform()->GetPosition().y, initialY + 0.35f);
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EXPECT_NEAR(rigidbody->GetLinearVelocity().y, 3.0f, 0.02f);
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}
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} // namespace
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