fix: alot of stuff changed. Mostly bugfixxes / architechture changes
This commit is contained in:
@@ -0,0 +1,16 @@
|
||||
add_executable(destrum_tests
|
||||
destrum_tests.cpp
|
||||
)
|
||||
|
||||
set_target_properties(destrum_tests PROPERTIES
|
||||
CXX_STANDARD 20
|
||||
CXX_STANDARD_REQUIRED ON
|
||||
CXX_EXTENSIONS OFF
|
||||
)
|
||||
|
||||
target_compile_definitions(destrum_tests PRIVATE SDL_MAIN_HANDLED)
|
||||
target_link_libraries(destrum_tests PRIVATE destrum::destrum)
|
||||
|
||||
destrum_enable_warnings(destrum_tests)
|
||||
|
||||
add_test(NAME destrum_tests COMMAND destrum_tests)
|
||||
@@ -0,0 +1,363 @@
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include <destrum/Event.h>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
#include <destrum/Serialization/SceneSerializer.h>
|
||||
#include <destrum/Physics/SimplePhysicsWorld.h>
|
||||
#include <destrum/Physics/JoltPhysicsWorld.h>
|
||||
#include <destrum/Components/Physics/SphereCollider.h>
|
||||
#include <destrum/Components/Physics/BoxCollider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
|
||||
namespace {
|
||||
class TestComponent final : public Component {
|
||||
public:
|
||||
explicit TestComponent(GameObject& owner) : Component(owner, "TestComponent") {}
|
||||
|
||||
void Update() override {}
|
||||
std::string GetTypeName() const override { return "TestComponent"; }
|
||||
};
|
||||
|
||||
class RemovingListener final : public EventListener {
|
||||
public:
|
||||
explicit RemovingListener(std::unique_ptr<RemovingListener>* victim)
|
||||
: victim(victim) {}
|
||||
|
||||
void OnEvent(int) {
|
||||
if (victim != nullptr) {
|
||||
victim->reset();
|
||||
victim = nullptr;
|
||||
}
|
||||
++calls;
|
||||
}
|
||||
|
||||
int calls{0};
|
||||
|
||||
private:
|
||||
std::unique_ptr<RemovingListener>* victim;
|
||||
};
|
||||
|
||||
void check(bool condition, const char* message)
|
||||
{
|
||||
if (!condition) {
|
||||
std::cerr << "FAILED: " << message << '\n';
|
||||
std::exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
bool close(float a, float b)
|
||||
{
|
||||
return std::abs(a - b) < 0.001f;
|
||||
}
|
||||
|
||||
void testTransforms()
|
||||
{
|
||||
GameObject parent{"parent"};
|
||||
GameObject child{"child"};
|
||||
|
||||
parent.GetTransform().SetLocalPosition({10.f, 2.f, -4.f});
|
||||
parent.GetTransform().SetLocalRotation({0.f, 0.f, 90.f});
|
||||
parent.GetTransform().SetLocalScale({2.f, 2.f, 2.f});
|
||||
child.GetTransform().SetLocalPosition({1.f, 0.f, 0.f});
|
||||
|
||||
child.GetTransform().SetParent(&parent.GetTransform(), true);
|
||||
const auto worldPosition = child.GetTransform().GetWorldPosition();
|
||||
check(close(worldPosition.x, 1.f) && close(worldPosition.y, 0.f),
|
||||
"reparenting must preserve world position");
|
||||
|
||||
child.GetTransform().SetWorldPosition({20.f, 10.f, 0.f});
|
||||
const auto movedPosition = child.GetTransform().GetWorldPosition();
|
||||
check(close(movedPosition.x, 20.f) && close(movedPosition.y, 10.f),
|
||||
"world position must account for parent rotation and scale");
|
||||
|
||||
parent.Destroy();
|
||||
check(parent.IsBeingDestroyed() && child.IsBeingDestroyed(),
|
||||
"destroying a parent must mark descendants");
|
||||
}
|
||||
|
||||
void testSceneRoundTrip()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("round-trip");
|
||||
GameObject* parent = scene.CreateGameObject("parent");
|
||||
GameObject* child = scene.CreateGameObject("child");
|
||||
child->GetTransform().SetLocalPosition({1.f, 2.f, 3.f});
|
||||
child->GetTransform().SetParent(&parent->GetTransform(), false);
|
||||
scene.CommitPendingAdditions();
|
||||
|
||||
const auto path = std::filesystem::temp_directory_path() / "destrum_scene_test.json";
|
||||
check(SceneSerializer::Save(scene, path), "scene save must succeed");
|
||||
check(SceneSerializer::Load(scene, path), "scene load must succeed");
|
||||
std::filesystem::remove(path);
|
||||
|
||||
check(scene.GetObjects().size() == 2, "scene round-trip must preserve objects");
|
||||
const auto* loadedChild = scene.GetObjects().at(1).get();
|
||||
check(loadedChild->GetTransform().GetParent() != nullptr,
|
||||
"scene round-trip must preserve hierarchy");
|
||||
check(close(loadedChild->GetTransform().GetLocalPosition().x, 1.f),
|
||||
"scene round-trip must preserve local transforms");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
void testEventMutation()
|
||||
{
|
||||
Event<int> event;
|
||||
int calls = 0;
|
||||
event.AddListener([&](int) { ++calls; });
|
||||
event.AddListener([&](int) {
|
||||
++calls;
|
||||
event.AddListener([&](int) { ++calls; });
|
||||
});
|
||||
|
||||
event.Invoke(1);
|
||||
check(calls == 2, "event mutation must not invalidate the current invocation");
|
||||
event.Invoke(1);
|
||||
check(calls == 5, "new event listeners must run on subsequent invocations");
|
||||
}
|
||||
|
||||
void testEventRemoval()
|
||||
{
|
||||
Event<int> event;
|
||||
std::unique_ptr<RemovingListener> victim;
|
||||
RemovingListener remover{&victim};
|
||||
victim = std::make_unique<RemovingListener>(nullptr);
|
||||
|
||||
event.AddListener(&remover, &RemovingListener::OnEvent);
|
||||
event.AddListener(victim.get(), &RemovingListener::OnEvent);
|
||||
event.Invoke(1);
|
||||
|
||||
check(remover.calls == 1, "event remover must run once");
|
||||
check(victim == nullptr, "event listener must be removable during invocation");
|
||||
}
|
||||
|
||||
void testComponentRemoval()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("component-removal");
|
||||
GameObject* object = scene.CreateGameObject("object");
|
||||
object->AddComponent<TestComponent>();
|
||||
scene.CommitPendingAdditions();
|
||||
|
||||
check(object->GetComponent<TestComponent>() != nullptr,
|
||||
"test component must be discoverable before removal");
|
||||
check(object->DestroyComponent<TestComponent>() != nullptr,
|
||||
"destroying a component must find it");
|
||||
scene.CleanupDestroyedGameObjects();
|
||||
check(object->GetComponent<TestComponent>() == nullptr,
|
||||
"destroyed components must be removed at the scene boundary");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
void testAssetPathValidation()
|
||||
{
|
||||
const auto root = std::filesystem::temp_directory_path() / "destrum_asset_test";
|
||||
std::filesystem::create_directories(root / "assets" / "engine");
|
||||
std::filesystem::create_directories(root / "assets" / "game");
|
||||
std::ofstream{root / "assets" / "engine" / "asset.txt"} << "asset";
|
||||
std::ofstream{root / "assets" / "engine" / "cooked.asset"} << "cooked";
|
||||
std::ofstream{root / "assets" / "engine" / "manifest.json"}
|
||||
<< R"({"version":1,"assets":[{"src":"asset.txt","out":"cooked.asset","type":"raw","mtime_epoch_ns":-5020137004799419216,"size_bytes":355972}]})";
|
||||
|
||||
auto& assetFs = AssetFS::GetInstance();
|
||||
assetFs.Init(root);
|
||||
check(std::filesystem::exists(assetFs.GetFullPath("engine://asset.txt")),
|
||||
"valid virtual asset paths must resolve");
|
||||
check(assetFs.GetCookedPathForFile("engine://asset.txt").filename() == "cooked.asset",
|
||||
"manifest output paths must resolve to cooked assets");
|
||||
|
||||
bool rejected = false;
|
||||
try {
|
||||
(void)assetFs.GetFullPath("engine://../outside.txt");
|
||||
} catch (const std::exception&) {
|
||||
rejected = true;
|
||||
}
|
||||
check(rejected, "asset traversal must be rejected");
|
||||
|
||||
const auto outside = root / "outside";
|
||||
const auto link = root / "assets" / "engine" / "link";
|
||||
std::filesystem::create_directories(outside);
|
||||
std::error_code symlinkError;
|
||||
std::filesystem::create_directory_symlink(outside, link, symlinkError);
|
||||
if (!symlinkError) {
|
||||
bool symlinkEscapeRejected = false;
|
||||
try {
|
||||
(void)assetFs.GetFullPath("engine://link/missing.txt");
|
||||
} catch (const std::exception&) {
|
||||
symlinkEscapeRejected = true;
|
||||
}
|
||||
check(symlinkEscapeRejected,
|
||||
"symlink traversal must be rejected for missing targets");
|
||||
}
|
||||
|
||||
std::filesystem::remove_all(root);
|
||||
assetFs.Reset();
|
||||
}
|
||||
|
||||
void testLegacySceneLoad()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("legacy");
|
||||
const auto path = std::filesystem::temp_directory_path() / "destrum_legacy_scene.json";
|
||||
std::ofstream{path}
|
||||
<< R"({"version":1,"name":"legacy","objects":[{"id":9001,"name":"object","active":true,"transform":{},"parent":0,"components":[]}]})";
|
||||
|
||||
check(SceneSerializer::Load(scene, path),
|
||||
"version 1 placeholder transforms must remain loadable");
|
||||
check(scene.GetObjects().size() == 1,
|
||||
"legacy scene load must create its object");
|
||||
|
||||
std::filesystem::remove(path);
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
void testSceneLoadRollback()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("rollback");
|
||||
scene.CreateGameObject("original");
|
||||
scene.CommitPendingAdditions();
|
||||
|
||||
const auto path = std::filesystem::temp_directory_path() / "destrum_bad_scene.json";
|
||||
std::ofstream{path}
|
||||
<< R"({"version":2,"name":"bad","objects":[{"id":9101,"name":"bad","transform":{"position":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1]},"parent":0,"components":[{"type":"Rigidbody","enabled":true,"data":{}}]}]})";
|
||||
|
||||
check(!SceneSerializer::Load(scene, path),
|
||||
"scene loading must reject a rigidbody without a collider");
|
||||
check(scene.GetObjects().size() == 1 && scene.GetObjects().at(0)->GetName() == "original",
|
||||
"failed scene loading must preserve the live scene");
|
||||
|
||||
std::filesystem::remove(path);
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
|
||||
void testPhysicsWorldUnits()
|
||||
{
|
||||
SimplePhysicsWorld world{glm::vec3{0.0f}};
|
||||
GameObject object{"scaled-physics"};
|
||||
object.GetTransform().SetLocalScale(glm::vec3{0.5f});
|
||||
object.AddComponent<SphereCollider>(1.0f);
|
||||
Rigidbody* rigidbody = object.AddComponent<Rigidbody>();
|
||||
world.RegisterRigidbody(*rigidbody);
|
||||
|
||||
PhysicsRaycastHit hit;
|
||||
check(world.Raycast({-2.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 5.0f, hit),
|
||||
"scaled physics bodies must remain raycastable");
|
||||
check(close(hit.distance, 1.0f),
|
||||
"physics collider dimensions must remain in world units");
|
||||
|
||||
object.GetTransform().SetLocalPosition({10.0f, 0.0f, 0.0f});
|
||||
world.RefreshRigidbody(*rigidbody);
|
||||
check(world.Raycast({8.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 5.0f, hit),
|
||||
"refreshing a physics body must use the current transform position");
|
||||
check(close(hit.distance, 1.0f),
|
||||
"refreshed physics bodies must remain aligned with rendered transforms");
|
||||
}
|
||||
|
||||
void testJoltSphereCollisions()
|
||||
{
|
||||
JoltPhysicsWorld world{{
|
||||
.workerThreadCount = 1,
|
||||
.gravity = {0.0f, -9.81f, 0.0f}
|
||||
}};
|
||||
|
||||
GameObject floor{"floor"};
|
||||
floor.GetTransform().SetLocalPosition({0.0f, -1.0f, 0.0f});
|
||||
floor.AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
|
||||
auto* floorBody = floor.AddComponent<Rigidbody>();
|
||||
floorBody->SetType(RigidbodyType::Static);
|
||||
world.RegisterRigidbody(*floorBody);
|
||||
|
||||
GameObject first{"first"};
|
||||
first.AddComponent<SphereCollider>(1.5f);
|
||||
auto* firstBody = first.AddComponent<Rigidbody>();
|
||||
world.RegisterRigidbody(*firstBody);
|
||||
first.GetTransform().SetLocalPosition({0.0f, 100.0f, 0.0f});
|
||||
first.GetTransform().SetLocalScale(glm::vec3{0.015f});
|
||||
world.RefreshRigidbody(*firstBody);
|
||||
|
||||
GameObject second{"second"};
|
||||
second.AddComponent<SphereCollider>(1.5f);
|
||||
auto* secondBody = second.AddComponent<Rigidbody>();
|
||||
world.RegisterRigidbody(*secondBody);
|
||||
second.GetTransform().SetLocalPosition({0.0f, 100.0f, 0.0f});
|
||||
second.GetTransform().SetLocalScale(glm::vec3{0.015f});
|
||||
world.RefreshRigidbody(*secondBody);
|
||||
|
||||
for (int step = 0; step < 240; ++step) {
|
||||
world.Step(1.0f / 60.0f);
|
||||
world.SyncDynamicBodiesToTransforms();
|
||||
}
|
||||
|
||||
check(first.GetTransform().GetWorldPosition().y > 0.8f &&
|
||||
second.GetTransform().GetWorldPosition().y > 0.8f,
|
||||
"Jolt spheres must collide with the ground plane");
|
||||
check(glm::distance(first.GetTransform().GetWorldPosition(),
|
||||
second.GetTransform().GetWorldPosition()) > 2.5f,
|
||||
"Jolt spheres must collide with one another instead of occupying the same point");
|
||||
}
|
||||
|
||||
void testSceneJoltSphereCollisions()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("scene-physics");
|
||||
|
||||
GameObject* floor = scene.CreateGameObject("floor");
|
||||
floor->GetTransform().SetLocalPosition({0.0f, -1.0f, 0.0f});
|
||||
floor->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
|
||||
auto* floorBody = floor->AddComponent<Rigidbody>();
|
||||
floorBody->SetType(RigidbodyType::Static);
|
||||
|
||||
GameObject* first = scene.CreateGameObject("first");
|
||||
first->AddComponent<SphereCollider>(1.5f);
|
||||
first->AddComponent<Rigidbody>();
|
||||
first->GetTransform().SetWorldPosition({0.0f, 100.0f, 0.0f});
|
||||
first->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
|
||||
GameObject* second = scene.CreateGameObject("second");
|
||||
second->AddComponent<SphereCollider>(1.5f);
|
||||
second->AddComponent<Rigidbody>();
|
||||
second->GetTransform().SetWorldPosition({0.0f, 100.0f, 0.0f});
|
||||
second->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
|
||||
scene.CommitPendingAdditions();
|
||||
scene.GetPhysics().RefreshGameObject(*first);
|
||||
scene.GetPhysics().RefreshGameObject(*second);
|
||||
|
||||
for (int step = 0; step < 240; ++step) {
|
||||
scene.FixedUpdate(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
check(first->GetTransform().GetWorldPosition().y > 0.8f &&
|
||||
second->GetTransform().GetWorldPosition().y > 0.8f,
|
||||
"scene physics spheres must collide with the ground plane");
|
||||
check(glm::distance(first->GetTransform().GetWorldPosition(),
|
||||
second->GetTransform().GetWorldPosition()) > 2.5f,
|
||||
"scene physics spheres must not overlap after settling");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
testTransforms();
|
||||
testSceneRoundTrip();
|
||||
testEventMutation();
|
||||
testEventRemoval();
|
||||
testComponentRemoval();
|
||||
testAssetPathValidation();
|
||||
testLegacySceneLoad();
|
||||
testSceneLoadRollback();
|
||||
testPhysicsWorldUnits();
|
||||
testJoltSphereCollisions();
|
||||
testSceneJoltSphereCollisions();
|
||||
std::cout << "destrum tests passed\n";
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
Reference in New Issue
Block a user