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diff --git a/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Collisions.Tests/CollisionComponentTests.cs b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Collisions.Tests/CollisionComponentTests.cs
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+++ b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Collisions.Tests/CollisionComponentTests.cs
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+using System;
+using Microsoft.Xna.Framework;
+using Xunit;
+
+namespace MonoGame.Extended.Collisions.Tests
+{
+ using MonoGame.Extended.Collisions.Layers;
+
+ /// <summary>
+ /// Test collision of actors with various shapes.
+ /// </summary>
+ /// <remarks>
+ /// Uses the fact that <see cref="BasicActor"/> moves itself away from
+ /// <see cref="BasicWall"/> on collision.
+ /// </remarks>
+ public class CollisionComponentTests
+ {
+ private readonly CollisionComponent _collisionComponent;
+ private readonly GameTime _gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromMilliseconds(16));
+
+ public CollisionComponentTests()
+ {
+ _collisionComponent = new CollisionComponent(new RectangleF(Point2.Zero, new Point2(10, 10)));
+ }
+
+ #region Circle Circle
+
+ [Fact]
+ public void PenetrationVectorSameCircleTest()
+ {
+ Point2 pos1 = Point2.Zero;
+ Point2 pos2 = Point2.Zero;
+
+ IShapeF shape1 = new CircleF(pos1, 2.0f);
+ IShapeF shape2 = new CircleF(pos2, 2.0f);
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.Y - -4f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationVectorSlightlyOverlappingCircleTest()
+ {
+ Point2 pos1 = new Point2(0, 1.5f);
+ Point2 pos2 = Point2.Zero;
+
+ IShapeF shape1 = new CircleF(pos1, 2.0f);
+ IShapeF shape2 = new CircleF(pos2, 2.0f);
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ // Actor should have moved up because the distance is shorter.
+ Assert.True(actor1.Position.Y > actor2.Position.Y);
+ // The circle centers should be about 4 units away after moving
+ Assert.True(Math.Abs(actor1.Position.Y - 4.0f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationVectorSlightlyOverlappingOffAxisTest()
+ {
+ Point2 pos1 = new Point2(2, 2.5f);
+ Point2 pos2 = new Point2(2, 1);
+
+ IShapeF shape1 = new CircleF(pos1, 2.0f);
+ IShapeF shape2 = new CircleF(pos2, 2.0f);
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ // Actor should have moved up because the distance is shorter.
+ Assert.True(actor1.Position.Y > actor2.Position.Y);
+ // The circle centers should be about 4 units away after moving
+ Assert.True(Math.Abs(actor1.Position.Y - 5.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.X - 2.0f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationZeroRadiusCircleCircleTest()
+ {
+ Point2 pos1 = new Point2(0, 1.5f);
+ Point2 pos2 = Point2.Zero;
+
+ IShapeF shape1 = new CircleF(pos1, 0);
+ IShapeF shape2 = new CircleF(pos2, 2.0f);
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ // Actor should have moved up because the distance is shorter.
+ Assert.True(actor1.Position.Y > actor2.Position.Y);
+ // The circle centers should be about 4 units away after moving
+ // Assert.True(Math.Abs(actor1.Position.Y - 2.0f) < float.Epsilon);
+ }
+
+ #endregion
+
+ #region Circle Rectangle
+
+ [Fact]
+ public void PenetrationVectorCircleRectangleTest()
+ {
+ Point2 pos1 = new Point2(0, 1);
+ Point2 pos2 = new Point2(-2, -1);
+
+ IShapeF shape1 = new CircleF(pos1, 2.0f);
+ IShapeF shape2 = new RectangleF(pos2, new Size2(4, 2));
+
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.X - 0.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.Y - 3.0f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationVectorCircleContainedInRectangleTest()
+ {
+ Point2 pos1 = new Point2(0, 0);
+ Point2 pos2 = new Point2(-2, -1);
+
+ IShapeF shape1 = new CircleF(pos1, 1.0f);
+ IShapeF shape2 = new RectangleF(pos2, new Size2(4, 2));
+
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.X - 0.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.Y - -2.0f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationVectorCircleOffAxisRectangleTest()
+ {
+ Point2 pos1 = new Point2(2, 1);
+ Point2 pos2 = new Point2(-2, -1);
+
+ IShapeF shape1 = new CircleF(pos1, 2.0f);
+ IShapeF shape2 = new RectangleF(pos2, new Size2(4, 2));
+
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.X - 2.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.Y - 3.0f) < float.Epsilon);
+ }
+
+ #endregion
+
+ #region Rectangle Rectangle
+
+ [Fact]
+ public void PenetrationVectorRectangleRectangleTest()
+ {
+ Point2 pos1 = new Point2(0, 0);
+ Point2 pos2 = new Point2(-2, -1);
+
+ IShapeF shape1 = new RectangleF(pos1, new Size2(4, 2));
+ IShapeF shape2 = new RectangleF(pos2, new Size2(4, 2));
+
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.X - 0.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.Y - 1.0f) < float.Epsilon);
+ }
+
+ [Fact]
+ public void PenetrationVectorRectangleRectangleOffAxisTest()
+ {
+ Point2 pos1 = new Point2(4, 2);
+ Point2 pos2 = new Point2(3, 1);
+
+ IShapeF shape1 = new RectangleF(pos1, new Size2(4, 2));
+ IShapeF shape2 = new RectangleF(pos2, new Size2(4, 2));
+
+
+ var actor1 = new BasicActor()
+ {
+ Position = pos1,
+ Bounds = shape1
+ };
+ var actor2 = new BasicWall()
+ {
+ Position = pos2,
+ Bounds = shape2
+ };
+
+ Assert.True(shape1.Intersects(shape2));
+ _collisionComponent.Insert(actor1);
+ _collisionComponent.Insert(actor2);
+ _collisionComponent.Update(_gameTime);
+ Assert.True(Math.Abs(actor1.Position.X - 4.0f) < float.Epsilon);
+ Assert.True(Math.Abs(actor1.Position.Y - 3.0f) < float.Epsilon);
+ }
+
+ #endregion
+
+ public class Behaviours : CollisionComponentTests
+ {
+ [Fact]
+ public void Actors_is_colliding()
+ {
+ var staticBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var anotherStaticBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var staticActor = new CollisionIndicatingActor(staticBounds);
+ var anotherStaticActor = new CollisionIndicatingActor(anotherStaticBounds);
+ _collisionComponent.Insert(staticActor);
+ _collisionComponent.Insert(anotherStaticActor);
+
+ _collisionComponent.Update(_gameTime);
+
+ Assert.True(staticActor.IsColliding);
+ Assert.True(anotherStaticActor.IsColliding);
+ }
+
+ [Fact]
+ public void Actors_is_not_colliding_when_dynamic_actor_is_moved_out_of_collision_bounds()
+ {
+ var staticBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var dynamicBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var staticActor = new CollisionIndicatingActor(staticBounds);
+ var dynamicActor = new CollisionIndicatingActor(dynamicBounds);
+ _collisionComponent.Insert(staticActor);
+ _collisionComponent.Insert(dynamicActor);
+ dynamicActor.MoveTo(new Point2(2, 2));
+
+ _collisionComponent.Update(_gameTime);
+
+ Assert.False(staticActor.IsColliding);
+ Assert.False(dynamicActor.IsColliding);
+ }
+
+ [Fact]
+ public void Actors_is_colliding_when_dynamic_actor_is_moved_after_update()
+ {
+ var staticBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var staticActor = new CollisionIndicatingActor(staticBounds);
+ _collisionComponent.Insert(staticActor);
+ for (int i = 0; i < QuadTree.QuadTree.DefaultMaxObjectsPerNode; i++)
+ {
+ var fillerBounds = new RectangleF(new Point2(0, 2), new Size2(.1f, .1f));
+ var fillerActor = new CollisionIndicatingActor(fillerBounds);
+ _collisionComponent.Insert(fillerActor);
+ }
+
+ var dynamicBounds = new RectangleF(new Point2(2, 2), new Size2(1, 1));
+ var dynamicActor = new CollisionIndicatingActor(dynamicBounds);
+ _collisionComponent.Insert(dynamicActor);
+
+ _collisionComponent.Update(_gameTime);
+ Assert.False(staticActor.IsColliding);
+ Assert.False(dynamicActor.IsColliding);
+
+ dynamicActor.MoveTo(new Point2(0, 0));
+
+ _collisionComponent.Update(_gameTime);
+ Assert.True(dynamicActor.IsColliding);
+ Assert.True(staticActor.IsColliding);
+ }
+
+ [Fact]
+ public void Actors_is_colliding_when_dynamic_actor_is_moved_into_collision_bounds()
+ {
+ var staticBounds = new RectangleF(new Point2(0, 0), new Size2(1, 1));
+ var dynamicBounds = new RectangleF(new Point2(2, 2), new Size2(1, 1));
+ var staticActor = new CollisionIndicatingActor(staticBounds);
+ var dynamicActor = new CollisionIndicatingActor(dynamicBounds);
+ _collisionComponent.Insert(staticActor);
+ _collisionComponent.Insert(dynamicActor);
+ dynamicActor.MoveTo(new Point2(0, 0));
+
+ _collisionComponent.Update(_gameTime);
+
+ Assert.True(staticActor.IsColliding);
+ Assert.True(dynamicActor.IsColliding);
+ }
+
+ [Fact]
+ public void InsertActor_ThrowsUndefinedLayerException_IfThereIsNoLayerDefined()
+ {
+ var sut = new CollisionComponent();
+
+ var act = () => sut.Insert(new CollisionIndicatingActor(RectangleF.Empty));
+
+ Assert.Throws<UndefinedLayerException>(act);
+ }
+
+ private class CollisionIndicatingActor : ICollisionActor
+ {
+ private RectangleF _bounds;
+
+ public CollisionIndicatingActor(RectangleF bounds)
+ {
+ _bounds = bounds;
+ }
+
+ public IShapeF Bounds => _bounds;
+
+ public void OnCollision(CollisionEventArgs collisionInfo)
+ {
+ IsColliding = true;
+ }
+
+ public bool IsColliding { get; private set; }
+
+ public void MoveTo(Point2 position)
+ {
+ _bounds = new RectangleF(position, _bounds.Size);
+ }
+ }
+ }
+ }
+}