Physics (#3485)
* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
This commit is contained in:
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Content.IntegrationTests/Tests/Physics/PhysicsTestBedTest.cs
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Content.IntegrationTests/Tests/Physics/PhysicsTestBedTest.cs
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/*
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MIT License
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Copyright (c) 2019 Erin Catto
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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These tests are derived from box2d's testbed tests but done in a way as to be automated and useful for CI.
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*/
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Dynamics.Shapes;
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using Robust.UnitTesting;
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namespace Content.IntegrationTests.Tests.Physics
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{
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[TestFixture]
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public class PhysicsTestBedTest : ContentIntegrationTest
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{
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[Test]
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public async Task TestBoxStack()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var physicsSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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MapId mapId;
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var columnCount = 1;
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var rowCount = 15;
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PhysicsComponent[] bodies = new PhysicsComponent[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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physicsSystem.Maps[mapId].Gravity = new Vector2(0, -9.8f);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// TODO: Need a blank entity we can spawn for testbed.
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var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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PolygonShape shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var box = entityManager.SpawnEntity("BlankEntity",
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PolygonShape(0.001f) {Vertices = new List<Vector2>()
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{
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new(0.5f, -0.5f),
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new(0.5f, 0.5f),
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new(-0.5f, 0.5f),
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new(-0.5f, -0.5f),
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}};
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box.FixedRotation = true;
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// TODO: Need to detect shape and work out if we need to use fixedrotation
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var fixture = new Fixture(box, shape)
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{
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CollisionMask = 1,
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CollisionLayer = 1,
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Hard = true,
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};
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box.AddFixture(fixture);
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bodies[j * rowCount + i] = box;
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}
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}
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firstPos = bodies[0].Owner.Transform.WorldPosition;
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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Assert.That(firstPos != bodies[0].Owner.Transform.WorldPosition);
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});
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// Assert
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await server.WaitRunTicks(150);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = body.Owner.Transform.WorldPosition;
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApprox(new Vector2(0.0f, i + 0.5f), 0.1f), $"Expected y-value of {i + 0.5f} but found {worldPos.Y}");
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}
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}
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});
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}
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[Test]
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public async Task TestCircleStack()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var physicsSystem = entitySystemManager.GetEntitySystem<SharedPhysicsSystem>();
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MapId mapId;
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var columnCount = 1;
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var rowCount = 15;
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PhysicsComponent[] bodies = new PhysicsComponent[columnCount * rowCount];
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Vector2 firstPos = Vector2.Zero;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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physicsSystem.Maps[mapId].Gravity = new Vector2(0, -9.8f);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// TODO: Need a blank entity we can spawn for testbed.
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var ground = entityManager.SpawnEntity("BlankEntity", new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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var horizontal = new EdgeShape(new Vector2(-20, 0), new Vector2(20, 0));
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var horizontalFixture = new Fixture(ground, horizontal)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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{
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CollisionLayer = 1,
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CollisionMask = 1,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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var xs = new[]
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{
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0.0f, -10.0f, -5.0f, 5.0f, 10.0f
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};
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PhysShapeCircle shape;
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < rowCount; i++)
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{
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var x = 0.0f;
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var circle = entityManager.SpawnEntity("BlankEntity",
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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circle.BodyType = BodyType.Dynamic;
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circle.SleepingAllowed = false;
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shape = new PhysShapeCircle {Radius = 0.5f};
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var fixture = new Fixture(circle, shape)
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{
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CollisionMask = 1,
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CollisionLayer = 1,
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Hard = true,
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};
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circle.AddFixture(fixture);
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bodies[j * rowCount + i] = circle;
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}
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}
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firstPos = bodies[0].Owner.Transform.WorldPosition;
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});
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await server.WaitRunTicks(1);
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// Check that gravity workin
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await server.WaitAssertion(() =>
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{
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Assert.That(firstPos != bodies[0].Owner.Transform.WorldPosition);
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});
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// Assert
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await server.WaitRunTicks(150);
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// Assert settled, none below 0, etc.
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await server.WaitAssertion(() =>
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{
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for (var j = 0; j < columnCount; j++)
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{
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for (var i = 0; i < bodies.Length; i++)
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{
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var body = bodies[j * columnCount + i];
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var worldPos = body.Owner.Transform.WorldPosition;
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// TODO: Multi-column support but I cbf right now
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// Can't be more exact as some level of sinking is allowed.
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Assert.That(worldPos.EqualsApprox(new Vector2(0.0f, i + 0.5f), 0.1f), $"Expected y-value of {i + 0.5f} but found {worldPos.Y}");
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}
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}
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});
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}
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}
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}
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