Files
omath/tests/general/unit_test_physx_colliders.cpp
2026-03-13 03:23:02 +03:00

342 lines
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C++

//
// Created by orange-cpp
//
#ifdef OMATH_ENABLE_PHYSX
#include <gtest/gtest.h>
#include <omath/collision/gjk_algorithm.hpp>
#include <omath/collision/physx_box_collider.hpp>
#include <omath/collision/physx_rigid_body.hpp>
#include <omath/collision/physx_sphere_collider.hpp>
#include <omath/collision/physx_world.hpp>
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<float>(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<float>(3.f, 4.f, 5.f));
box.set_origin({-1.f, 0.f, 2.f});
EXPECT_EQ(box.get_origin(), Vector3<float>(-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<float>(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<float>(1.f, 2.f, 3.f));
sphere.set_origin({-5.f, 0.f, 0.f});
EXPECT_EQ(sphere.get_origin(), Vector3<float>(-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<PhysXBoxCollider>;
using GjkSphere = omath::collision::GjkAlgorithm<PhysXSphereCollider>;
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