/**************************************************************************/ /* test_physics_material.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef TEST_PHYSICS_MATERIAL_H #define TEST_PHYSICS_MATERIAL_H #include "scene/resources/physics_material.h" #include "tests/test_macros.h" namespace TestPhysics_material { TEST_CASE("[Physics_material] Defaults") { Ref physics_material; physics_material.instantiate(); CHECK(physics_material->get_friction() == 1.); CHECK(physics_material->is_rough() == false); CHECK(physics_material->get_bounce() == 0.); CHECK(physics_material->is_absorbent() == false); } TEST_CASE("[Physics_material] Friction") { Ref physics_material; physics_material.instantiate(); real_t friction = 0.314; physics_material->set_friction(friction); CHECK(physics_material->get_friction() == friction); } TEST_CASE("[Physics_material] Rough") { Ref physics_material; physics_material.instantiate(); bool rough = true; physics_material->set_rough(rough); CHECK(physics_material->is_rough() == rough); real_t friction = 0.314; physics_material->set_friction(friction); CHECK(physics_material->computed_friction() == -friction); rough = false; physics_material->set_rough(rough); CHECK(physics_material->is_rough() == rough); CHECK(physics_material->computed_friction() == friction); } TEST_CASE("[Physics_material] Bounce") { Ref physics_material; physics_material.instantiate(); real_t bounce = 0.271; physics_material->set_bounce(bounce); CHECK(physics_material->get_bounce() == bounce); } TEST_CASE("[Physics_material] Absorbent") { Ref physics_material; physics_material.instantiate(); bool absorbent = true; physics_material->set_absorbent(absorbent); CHECK(physics_material->is_absorbent() == absorbent); real_t bounce = 0.271; physics_material->set_bounce(bounce); CHECK(physics_material->computed_bounce() == -bounce); absorbent = false; physics_material->set_absorbent(absorbent); CHECK(physics_material->is_absorbent() == absorbent); CHECK(physics_material->computed_bounce() == bounce); } } // namespace TestPhysics_material #endif // TEST_PHYSICS_MATERIAL_H