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62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
#include <boost/test/unit_test.hpp>
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#include "test_globals.hpp"
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#include <objects/VehicleObject.hpp>
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BOOST_AUTO_TEST_SUITE(BuoyancyTests)
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BOOST_AUTO_TEST_CASE(test_vehicle_buoyancy)
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{
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glm::vec2 tpos(-WATER_WORLD_SIZE/2.f + 10.f);
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{
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VehicleObject* vehicle = Global::get().e->createVehicle(90u, glm::vec3(tpos, 100.f), glm::quat());
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->info != nullptr);
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BOOST_REQUIRE(vehicle->vehicle != nullptr);
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// Relies on tile 0,0 being watered...
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BOOST_CHECK( ! vehicle->isInWater() );
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// Move it under the water
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vehicle->setPosition(glm::vec3(tpos, -5.f));
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// Allow the object to update
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( vehicle->isInWater() );
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// Ensure that the in water state sticks
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( vehicle->isInWater() );
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vehicle->setPosition(glm::vec3(tpos, 5.f));
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( ! vehicle->isInWater() );
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// TODO: fix magic numbers
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auto orgval = Global::get().e->gameData.realWater[0];
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Global::get().e->gameData.realWater[0] = NO_WATER_INDEX;
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( ! vehicle->isInWater() );
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vehicle->setPosition(glm::vec3(tpos, -5.f));
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( ! vehicle->isInWater() );
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Global::get().e->gameData.realWater[0] = orgval;
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vehicle->tickPhysics(0.0016f);
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BOOST_CHECK( ! vehicle->isInWater() );
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Global::get().e->destroyObject(vehicle);
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}
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}
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BOOST_AUTO_TEST_SUITE_END()
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