Files
cocos-engine/tests/physics/sleep.ts
jiaxin.lai 4cda45bfd9 physics unit-test and features base 3.3 (#9027)
* support ccd

* clearState after change type

* fix Instantiate rigid body with custom group

* add some extra functions

* update physics libs

* tweaks rigid body component

* add EVENT_UPDATE to PhysicsMaterial

* tweaks

* support switch physics backend

* remove redundant constants

* add config & min volume size

* update @cocos/physx to 1.0.4

* fix destroy cannon world

* correct init if manual construct physics system

* disable log info in test

* add some physics unit test

* add physics unit test

* make the config optional

* add runInEditor to selector

* pack physx js libs by default

* fix

* STASH

* stash

* tweaks

* rename

* update test

* support query trigger

* update @cocos/ammo to 1.1.6

* fix raycast with query trigger in physx

* raycast test with query trigger

* rename

* docs

* fix calculate local inertia (#8956)

* rename

* delete

* allow generate mesh/terrain collider at runtime

* tweaks

* use sap by default

* update @cocos/ammo to  1.1.8

* update @cocos/physx to 1.0.7

* update @cocos/cannon to 1.2.8

* update package-lock

* add ccd test

* remove config

* rename

* fix 2d phy sys typing

* support global allow sleep toggle for bullet

* tweaks

* use naive broadphase by default

* rename

* docs

* tweaks

* add missing jugement
2021-07-22 15:52:18 +08:00

49 lines
1.6 KiB
TypeScript

import { director, Node, Vec3 } from "../../cocos/core";
import { physics } from "../../exports/physics-framework";
/**
* This function is used to test automatic sleep
*/
export default function (parent: Node, steps = 300) {
const nodeDynamicA = new Node('DynamicA');
parent.addChild(nodeDynamicA);
nodeDynamicA.worldPosition = new Vec3(0, 10, 0);
nodeDynamicA.addComponent(physics.SphereCollider);
const bodyA = nodeDynamicA.addComponent(physics.RigidBody) as physics.RigidBody;
const nodeDynamicB = new Node('DynamicB');
parent.addChild(nodeDynamicB);
nodeDynamicB.worldPosition = new Vec3(0, 5, 0);
const bodyB = nodeDynamicB.addComponent(physics.RigidBody) as physics.RigidBody;
nodeDynamicB.addComponent(physics.BoxCollider);
const nodeStatic = new Node('StaticB');
parent.addChild(nodeStatic);
nodeStatic.addComponent(physics.BoxCollider);
nodeStatic.worldScale = new Vec3(10, 1, 10);
expect(bodyA.isSleeping).toBe(false);
expect(bodyB.isSleeping).toBe(false);
expect(bodyA.isAwake).toBe(true);
expect(bodyB.isAwake).toBe(true);
const dt = physics.PhysicsSystem.instance.fixedTimeStep;
const middle = Math.floor(steps / 2);
for (let i = 0; i < steps; i++) {
if (i === middle) {
bodyA.wakeUp();
expect(bodyA.isSleeping).toBe(false);
expect(bodyA.isAwake).toBe(true);
}
director.tick(dt);
}
expect(bodyA.isSleeping).toBe(true);
expect(bodyB.isSleeping).toBe(true);
expect(bodyA.isAwake).toBe(false);
expect(bodyB.isAwake).toBe(false);
parent.destroyAllChildren();
parent.removeAllChildren();
}