#include #include #include #include #include #include #include #include namespace { TEST(PhysicsWorld_Test, DefaultWorldStartsUninitialized) { XCEngine::Physics::PhysicsWorld world; EXPECT_FALSE(world.IsInitialized()); EXPECT_EQ(world.GetNativeActorCount(), 0u); EXPECT_EQ(world.GetNativeShapeCount(), 0u); } TEST(PhysicsWorld_Test, InitializeStoresCreateInfoWithoutMarkingWorldReadyYet) { XCEngine::Components::Scene scene("PhysicsScene"); XCEngine::Physics::PhysicsWorld world; XCEngine::Physics::PhysicsWorldCreateInfo createInfo; createInfo.scene = &scene; createInfo.gravity = XCEngine::Math::Vector3(0.0f, -3.5f, 0.0f); const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable(); EXPECT_EQ(world.Initialize(createInfo), expectedInitialized); EXPECT_EQ(world.IsInitialized(), expectedInitialized); EXPECT_EQ(world.GetCreateInfo().scene, &scene); EXPECT_EQ(world.GetCreateInfo().gravity, XCEngine::Math::Vector3(0.0f, -3.5f, 0.0f)); } TEST(PhysicsWorld_Test, StepWithoutInitializationIsNoOp) { XCEngine::Physics::PhysicsWorld world; world.Step(0.016f); EXPECT_FALSE(world.IsInitialized()); } TEST(PhysicsWorld_Test, InitializeBuildsNativeActorsFromSceneComponents) { using namespace XCEngine::Components; Scene scene("PhysicsScene"); GameObject* ground = scene.CreateGameObject("Ground"); ground->AddComponent(); GameObject* player = scene.CreateGameObject("Player"); player->AddComponent(); player->AddComponent(); GameObject* childTrigger = scene.CreateGameObject("ChildTrigger", player); childTrigger->AddComponent(); XCEngine::Physics::PhysicsWorld world; XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {}; createInfo.scene = &scene; const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable(); ASSERT_EQ(world.Initialize(createInfo), expectedInitialized); EXPECT_EQ(world.GetTrackedRigidbodyCount(), 1u); EXPECT_EQ(world.GetTrackedColliderCount(), 3u); if (!expectedInitialized) { EXPECT_EQ(world.GetNativeActorCount(), 0u); EXPECT_EQ(world.GetNativeShapeCount(), 0u); return; } EXPECT_EQ(world.GetNativeActorCount(), 2u); EXPECT_EQ(world.GetNativeShapeCount(), 3u); } TEST(PhysicsWorld_Test, ComponentChangesRebuildNativeActorOwnership) { using namespace XCEngine::Components; Scene scene("PhysicsScene"); GameObject* player = scene.CreateGameObject("Player"); player->AddComponent(); SphereColliderComponent* playerSphere = player->AddComponent(); BoxColliderComponent* playerBox = player->AddComponent(); GameObject* child = scene.CreateGameObject("Child", player); child->AddComponent(); XCEngine::Physics::PhysicsWorld world; XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {}; createInfo.scene = &scene; const bool expectedInitialized = XCEngine::Physics::PhysicsWorld::IsPhysXAvailable(); ASSERT_EQ(world.Initialize(createInfo), expectedInitialized); EXPECT_EQ(world.GetTrackedRigidbodyCount(), 1u); EXPECT_EQ(world.GetTrackedColliderCount(), 3u); if (!expectedInitialized) { return; } EXPECT_EQ(world.GetNativeActorCount(), 1u); EXPECT_EQ(world.GetNativeShapeCount(), 3u); ASSERT_TRUE(player->RemoveComponent(playerBox)); EXPECT_EQ(world.GetTrackedRigidbodyCount(), 1u); EXPECT_EQ(world.GetTrackedColliderCount(), 2u); EXPECT_EQ(world.GetNativeActorCount(), 1u); EXPECT_EQ(world.GetNativeShapeCount(), 2u); child->AddComponent(); EXPECT_EQ(world.GetTrackedRigidbodyCount(), 2u); EXPECT_EQ(world.GetTrackedColliderCount(), 2u); EXPECT_EQ(world.GetNativeActorCount(), 2u); EXPECT_EQ(world.GetNativeShapeCount(), 2u); scene.DestroyGameObject(player); EXPECT_EQ(world.GetTrackedRigidbodyCount(), 0u); EXPECT_EQ(world.GetTrackedColliderCount(), 0u); EXPECT_EQ(world.GetNativeActorCount(), 0u); EXPECT_EQ(world.GetNativeShapeCount(), 0u); (void)playerSphere; } TEST(PhysicsWorld_Test, DynamicSimulationWritesBackTransform) { using namespace XCEngine::Components; if (!XCEngine::Physics::PhysicsWorld::IsPhysXAvailable()) { GTEST_SKIP() << "PhysX backend is not available in this build."; } Scene scene("PhysicsScene"); GameObject* ground = scene.CreateGameObject("Ground"); ground->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, -0.5f, 0.0f)); BoxColliderComponent* groundCollider = ground->AddComponent(); groundCollider->SetSize(XCEngine::Math::Vector3(20.0f, 1.0f, 20.0f)); GameObject* ball = scene.CreateGameObject("Ball"); ball->GetTransform()->SetPosition(XCEngine::Math::Vector3(0.0f, 4.0f, 0.0f)); RigidbodyComponent* rigidbody = ball->AddComponent(); rigidbody->SetBodyType(XCEngine::Physics::PhysicsBodyType::Dynamic); rigidbody->SetMass(1.0f); rigidbody->SetUseGravity(true); SphereColliderComponent* sphere = ball->AddComponent(); sphere->SetRadius(0.5f); XCEngine::Physics::PhysicsWorld world; XCEngine::Physics::PhysicsWorldCreateInfo createInfo = {}; createInfo.scene = &scene; ASSERT_TRUE(world.Initialize(createInfo)); const float initialY = ball->GetTransform()->GetPosition().y; for (int index = 0; index < 30; ++index) { world.Step(1.0f / 60.0f); } EXPECT_LT(ball->GetTransform()->GetPosition().y, initialY - 0.1f); } } // namespace