// // Created by orange-cpp // #ifdef OMATH_ENABLE_PHYSX #include #include #include #include #include #include using namespace omath::collision; using omath::Vector3; // ─── PhysXBoxCollider ──────────────────────────────────────────────────────── TEST(PhysXBoxCollider, DefaultOriginIsZero) { PhysXBoxCollider box({1.f, 1.f, 1.f}); EXPECT_EQ(box.get_origin(), Vector3(0.f, 0.f, 0.f)); } TEST(PhysXBoxCollider, SetAndGetOrigin) { PhysXBoxCollider box({1.f, 1.f, 1.f}, {3.f, 4.f, 5.f}); EXPECT_EQ(box.get_origin(), Vector3(3.f, 4.f, 5.f)); box.set_origin({-1.f, 0.f, 2.f}); EXPECT_EQ(box.get_origin(), Vector3(-1.f, 0.f, 2.f)); } TEST(PhysXBoxCollider, FurthestPointPositiveDirection) { // Box centred at origin with half-extents (2, 3, 4). // Direction (+x, +y, +z) → furthest corner is (+2, +3, +4). PhysXBoxCollider box({2.f, 3.f, 4.f}); const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f}); EXPECT_FLOAT_EQ(p.x, 2.f); EXPECT_FLOAT_EQ(p.y, 3.f); EXPECT_FLOAT_EQ(p.z, 4.f); } TEST(PhysXBoxCollider, FurthestPointNegativeDirection) { // Direction (-x, -y, -z) → furthest corner is (-2, -3, -4). PhysXBoxCollider box({2.f, 3.f, 4.f}); const auto p = box.find_abs_furthest_vertex_position({-1.f, -1.f, -1.f}); EXPECT_FLOAT_EQ(p.x, -2.f); EXPECT_FLOAT_EQ(p.y, -3.f); EXPECT_FLOAT_EQ(p.z, -4.f); } TEST(PhysXBoxCollider, FurthestPointMixedDirection) { // Direction (+x, -y, +z) → furthest corner is (+2, -3, +4). PhysXBoxCollider box({2.f, 3.f, 4.f}); const auto p = box.find_abs_furthest_vertex_position({1.f, -1.f, 1.f}); EXPECT_FLOAT_EQ(p.x, 2.f); EXPECT_FLOAT_EQ(p.y, -3.f); EXPECT_FLOAT_EQ(p.z, 4.f); } TEST(PhysXBoxCollider, FurthestPointWithNonZeroOrigin) { // Box at (10, 0, 0), half-extents (1, 1, 1). Direction +x → (11, 1, 1). PhysXBoxCollider box({1.f, 1.f, 1.f}, {10.f, 0.f, 0.f}); const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f}); EXPECT_FLOAT_EQ(p.x, 11.f); EXPECT_FLOAT_EQ(p.y, 1.f); EXPECT_FLOAT_EQ(p.z, 1.f); } TEST(PhysXBoxCollider, SetHalfExtentsUpdatesGeometry) { PhysXBoxCollider box({1.f, 1.f, 1.f}); box.set_half_extents({5.f, 6.f, 7.f}); const auto& he = box.get_geometry().halfExtents; EXPECT_FLOAT_EQ(he.x, 5.f); EXPECT_FLOAT_EQ(he.y, 6.f); EXPECT_FLOAT_EQ(he.z, 7.f); // Furthest vertex must reflect the new extents. const auto p = box.find_abs_furthest_vertex_position({1.f, 1.f, 1.f}); EXPECT_FLOAT_EQ(p.x, 5.f); EXPECT_FLOAT_EQ(p.y, 6.f); EXPECT_FLOAT_EQ(p.z, 7.f); } // ─── PhysXSphereCollider ───────────────────────────────────────────────────── TEST(PhysXSphereCollider, DefaultOriginIsZero) { PhysXSphereCollider sphere(1.f); EXPECT_EQ(sphere.get_origin(), Vector3(0.f, 0.f, 0.f)); } TEST(PhysXSphereCollider, SetAndGetOrigin) { PhysXSphereCollider sphere(1.f, {1.f, 2.f, 3.f}); EXPECT_EQ(sphere.get_origin(), Vector3(1.f, 2.f, 3.f)); sphere.set_origin({-5.f, 0.f, 0.f}); EXPECT_EQ(sphere.get_origin(), Vector3(-5.f, 0.f, 0.f)); } TEST(PhysXSphereCollider, FurthestPointAlongPureXAxis) { // Direction (1,0,0), radius 3 → furthest point is (3, 0, 0). PhysXSphereCollider sphere(3.f); const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f}); EXPECT_FLOAT_EQ(p.x, 3.f); EXPECT_FLOAT_EQ(p.y, 0.f); EXPECT_FLOAT_EQ(p.z, 0.f); } TEST(PhysXSphereCollider, FurthestPointAlongDiagonal) { // Direction (1,1,0), radius 1 → furthest point at distance 1 from origin. PhysXSphereCollider sphere(1.f); const auto p = sphere.find_abs_furthest_vertex_position({1.f, 1.f, 0.f}); const float dist = std::sqrt(p.x * p.x + p.y * p.y + p.z * p.z); EXPECT_NEAR(dist, 1.f, 1e-5f); } TEST(PhysXSphereCollider, FurthestPointWithNonZeroOrigin) { // Sphere at (5, 0, 0), radius 2. Direction +x → (7, 0, 0). PhysXSphereCollider sphere(2.f, {5.f, 0.f, 0.f}); const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f}); EXPECT_FLOAT_EQ(p.x, 7.f); EXPECT_FLOAT_EQ(p.y, 0.f); EXPECT_FLOAT_EQ(p.z, 0.f); } TEST(PhysXSphereCollider, ZeroDirectionReturnsOrigin) { PhysXSphereCollider sphere(5.f, {1.f, 2.f, 3.f}); const auto p = sphere.find_abs_furthest_vertex_position({0.f, 0.f, 0.f}); EXPECT_EQ(p, sphere.get_origin()); } TEST(PhysXSphereCollider, SetRadiusUpdatesGeometry) { PhysXSphereCollider sphere(1.f); sphere.set_radius(10.f); EXPECT_FLOAT_EQ(sphere.get_radius(), 10.f); // Furthest point along +x should now be at x = 10. const auto p = sphere.find_abs_furthest_vertex_position({1.f, 0.f, 0.f}); EXPECT_FLOAT_EQ(p.x, 10.f); } // ─── GJK: Box vs Box ───────────────────────────────────────────────────────── using GjkBox = omath::collision::GjkAlgorithm; using GjkSphere = omath::collision::GjkAlgorithm; TEST(PhysXBoxGjk, CollidingOverlap) { // Two unit boxes: A at origin, B shifted by 0.5 — clearly overlapping. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}, {0.5f, 0.f, 0.f}); EXPECT_TRUE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, NotCollidingTouching) { // Boxes exactly touching on the +X face: A[-1,1] and B[1,3] along X. // GJK treats boundary contact (Minkowski difference passes through origin) as non-collision. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}, {2.f, 0.f, 0.f}); EXPECT_FALSE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, CollidingSlightOverlap) { // Boxes overlapping by 0.1 along X: A[-1,1] and B[0.9,2.9]. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}, {1.9f, 0.f, 0.f}); EXPECT_TRUE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, NotCollidingSeparated) { // Boxes separated by a gap: A[-1,1] and B[3,5] along X. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}, {4.f, 0.f, 0.f}); EXPECT_FALSE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, CollidingSameOrigin) { // Same position — fully overlapping. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}); EXPECT_TRUE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, NotCollidingDiagonalSeparation) { // Boxes separated along a diagonal so no axis-aligned faces overlap. const PhysXBoxCollider a({1.f, 1.f, 1.f}); const PhysXBoxCollider b({1.f, 1.f, 1.f}, {3.f, 3.f, 3.f}); EXPECT_FALSE(GjkBox::is_collide(a, b)); } TEST(PhysXBoxGjk, DifferentSizesColliding) { // Large box vs small box inside it. const PhysXBoxCollider large({5.f, 5.f, 5.f}); const PhysXBoxCollider small_box({1.f, 1.f, 1.f}, {2.f, 0.f, 0.f}); EXPECT_TRUE(GjkBox::is_collide(large, small_box)); } // ─── GJK: Sphere vs Sphere ─────────────────────────────────────────────────── TEST(PhysXSphereGjk, CollidingOverlap) { // Radii 1 each, centres 1 apart — overlapping. const PhysXSphereCollider a(1.f); const PhysXSphereCollider b(1.f, {1.f, 0.f, 0.f}); EXPECT_TRUE(GjkSphere::is_collide(a, b)); } TEST(PhysXSphereGjk, CollidingSameOrigin) { const PhysXSphereCollider a(1.f); const PhysXSphereCollider b(1.f); EXPECT_TRUE(GjkSphere::is_collide(a, b)); } TEST(PhysXSphereGjk, NotCollidingSeparated) { // Radii 1 each, centres 3 apart — gap of 1. const PhysXSphereCollider a(1.f); const PhysXSphereCollider b(1.f, {3.f, 0.f, 0.f}); EXPECT_FALSE(GjkSphere::is_collide(a, b)); } TEST(PhysXSphereGjk, DifferentRadiiColliding) { // r=2 and r=1, centres 2.5 apart — still overlapping. const PhysXSphereCollider a(2.f); const PhysXSphereCollider b(1.f, {2.5f, 0.f, 0.f}); EXPECT_TRUE(GjkSphere::is_collide(a, b)); } TEST(PhysXSphereGjk, DifferentRadiiNotColliding) { // r=1 and r=1, centres 5 apart — separated. const PhysXSphereCollider a(1.f); const PhysXSphereCollider b(1.f, {5.f, 0.f, 0.f}); EXPECT_FALSE(GjkSphere::is_collide(a, b)); } // ─── PhysX simulation-based collision resolution ───────────────────────────── // Helper: step the world N times with a fixed dt. static void step_n(omath::collision::PhysXWorld& world, int n, float dt = 1.f / 60.f) { for (int i = 0; i < n; ++i) world.step(dt); } TEST(PhysXSimulation, BoxFallsAndStopsOnGround) { // A box dropped from y=5 should come to rest at y≈0.5 (half-extent) above the ground plane. omath::collision::PhysXWorld world; world.add_ground_plane(0.f); omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), {0.f, 5.f, 0.f}); step_n(world, 300); // ~5 simulated seconds EXPECT_NEAR(box.get_origin().y, 0.5f, 0.05f); } TEST(PhysXSimulation, SphereFallsAndStopsOnGround) { // A sphere of radius 1 dropped from y=5 should rest at y≈1. omath::collision::PhysXWorld world; world.add_ground_plane(0.f); omath::collision::PhysXRigidBody sphere(world, physx::PxSphereGeometry(1.f), {0.f, 5.f, 0.f}); step_n(world, 300); EXPECT_NEAR(sphere.get_origin().y, 1.f, 0.05f); } TEST(PhysXSimulation, TwoBoxesCollideSeparate) { // Two boxes launched toward each other — after collision they must be // further apart than their combined half-extents (no overlap). omath::collision::PhysXWorld world({0.f, 0.f, 0.f}); // no gravity omath::collision::PhysXRigidBody left (world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), {-3.f, 0.f, 0.f}); omath::collision::PhysXRigidBody right(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), { 3.f, 0.f, 0.f}); left.set_linear_velocity({ 5.f, 0.f, 0.f}); right.set_linear_velocity({-5.f, 0.f, 0.f}); step_n(world, 120); // 2 simulated seconds const float distance = right.get_origin().x - left.get_origin().x; // Boxes must not be overlapping (combined extents = 1.0). EXPECT_GE(distance, 1.0f); } TEST(PhysXSimulation, BoxGetOriginMatchesSetOrigin) { // Kinematic teleport — set_origin must immediately reflect in get_origin. omath::collision::PhysXWorld world; omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(1.f, 1.f, 1.f)); box.set_kinematic(true); box.set_origin({7.f, 3.f, -2.f}); EXPECT_NEAR(box.get_origin().x, 7.f, 1e-4f); EXPECT_NEAR(box.get_origin().y, 3.f, 1e-4f); EXPECT_NEAR(box.get_origin().z, -2.f, 1e-4f); } TEST(PhysXSimulation, BoxFallsUnderGravity) { // Without a floor, a box should be lower after simulation than its start. omath::collision::PhysXWorld world; // default gravity -9.81 Y omath::collision::PhysXRigidBody box(world, physx::PxBoxGeometry(0.5f, 0.5f, 0.5f), {0.f, 10.f, 0.f}); const float y_start = box.get_origin().y; step_n(world, 60); // 1 simulated second EXPECT_LT(box.get_origin().y, y_start); } #endif // OMATH_ENABLE_PHYSX