Files
cocos-engine/tests/physics/dynamic.ts

138 lines
5.9 KiB
TypeScript

import { Quat, Vec3 } from '@base/math';
import { director } from '../../cocos/game';
import { Node } from '../../cocos/scene-graph';
import { ICollisionEvent, physics } from '../../exports/physics-framework';
import { PhysicsTestEnv } from './physics.test';
/**
* This function is used to test the api of the RigidBody
*/
export default function (env: PhysicsTestEnv) {
describe(`Rigid body`, () => {
test(`Basic api`, () => {
const { rootNode: parent } = env;
const nodeDynamic = new Node('Dynamic');
parent.addChild(nodeDynamic);
const initPos = new Vec3(0, 10, 0);
nodeDynamic.worldPosition = initPos;
const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
body.type = physics.RigidBody.Type.STATIC;
expect(body.isStatic).toBe(true);
body.type = physics.RigidBody.Type.KINEMATIC;
expect(body.isKinematic).toBe(true);
body.type = physics.RigidBody.Type.DYNAMIC;
expect(body.isDynamic).toBe(true);
const massA = 2;
body.mass = massA;
expect(body.mass).toBe(massA);
const v3_0 = Vec3.negate(new Vec3(), physics.PhysicsSystem.instance.gravity);
v3_0.multiplyScalar(massA);
body.applyForce(v3_0);
const dt = physics.PhysicsSystem.instance.fixedTimeStep;
director.tick(dt);
expect(Vec3.equals(nodeDynamic.worldPosition, initPos)).toBe(true);
v3_0.set(1, 2, 3); const v3_1 = new Vec3();
body.setLinearVelocity(v3_0);
body.getLinearVelocity(v3_1);
expect(Vec3.equals(v3_0, v3_1)).toBe(true);
v3_0.set(3, 2, 1); v3_1.set(0, 0, 0);
body.setAngularVelocity(v3_0);
body.getAngularVelocity(v3_1);
expect(Vec3.equals(v3_0, v3_1)).toBe(true);
body.linearDamping = 0.001;
expect(body.linearDamping === 0.001).toBe(true);
body.angularDamping = 0.001;
expect(body.angularDamping === 0.001).toBe(true);
body.clearForces();
body.clearVelocity();
body.clearState();
body.getLinearVelocity(v3_0);
body.getAngularVelocity(v3_1);
expect(Vec3.equals(v3_0, Vec3.ZERO)).toBe(true);
expect(Vec3.equals(v3_1, Vec3.ZERO)).toBe(true);
});
test(`Local inertia`, () => {
const { rootNode: parent } = env;
const nodeDynamic = new Node('Dynamic');
parent.addChild(nodeDynamic);
const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
body.type = physics.RigidBody.Type.DYNAMIC;
const v3_0 = new Vec3(1, 1, 1);
body.setAngularVelocity(v3_0);
expect(Quat.equals(nodeDynamic.worldRotation, Quat.IDENTITY)).toBe(true);
const dt = physics.PhysicsSystem.instance.fixedTimeStep;
director.tick(dt);
expect(!Quat.equals(nodeDynamic.worldRotation, Quat.IDENTITY)).toBe(true);
});
test (`Use gravity`, () => {
const { rootNode: parent } = env;
const nodeDynamic = new Node('Dynamic');
parent.addChild(nodeDynamic);
const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
body.useGravity = false;
body.type = physics.RigidBody.Type.DYNAMIC;
expect(Vec3.equals(nodeDynamic.worldPosition, Vec3.ZERO)).toBe(true);
const dt = physics.PhysicsSystem.instance.fixedTimeStep;
for (let i = 0; i < 200; i++)director.tick(dt);
expect(Vec3.equals(nodeDynamic.worldPosition, Vec3.ZERO)).toBe(true);
expect(body.isSleeping).toBe(true);
});
test(`CCD`, () => {
const { rootNode: parent } = env;
const nodeDynamic = new Node('Dynamic');
parent.addChild(nodeDynamic);
const sphere = nodeDynamic.addComponent(physics.SphereCollider) as physics.SphereCollider;
const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
body.useCCD = true;
body.useGravity = false;
body.setLinearVelocity(new Vec3(500, 0, 0));
let isDispatched = false;
sphere.on('onCollisionEnter', (event: ICollisionEvent) => {
isDispatched = true;
expect(event.selfCollider.uuid).toBe(sphere.uuid);
expect(event.otherCollider.uuid).toBe(box.uuid);
})
const nodeStatic = new Node('Static');
parent.addChild(nodeStatic);
const box = nodeStatic.addComponent(physics.BoxCollider) as physics.BoxCollider;
nodeStatic.worldPosition = new Vec3(10, 0, 0);
nodeStatic.worldRotation = Quat.fromEuler(new Quat(), 10, 20, 30);
// PhysX/Cannon/Bullet Not enough support currently
// const nodeTrigger = new Node('Static');
// parent.addChild(nodeTrigger);
// const sphereTrigger = nodeTrigger.addComponent(physics.SphereCollider) as physics.SphereCollider;
// sphereTrigger.isTrigger = true;
// nodeTrigger.worldPosition = new Vec3(5, 0, 0);
// nodeTrigger.worldRotation = Quat.fromEuler(new Quat(), -10, 50, 30);
// let isTriggered = false;
// sphereTrigger.on('onTriggerEnter', (event: ITriggerEvent) => {
// isTriggered = true;
// expect(event.selfCollider.uuid).toBe(sphereTrigger.uuid);
// expect(event.otherCollider.uuid).toBe(sphere.uuid);
// })
const dt = physics.PhysicsSystem.instance.fixedTimeStep;
for (let i = 0; i < 100; i++)director.tick(dt);
expect(isDispatched).toBe(true);
// expect(isTriggered).toBe(true);
});
});
}