Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
750 lines
29 KiB
C
750 lines
29 KiB
C
/**
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* @file physics.c
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* @brief Unit tests for the physics backends and the simulation loop.
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*
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* None of these tests need a renderer or a window. The simulation loop walks
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* akgl_heap_actors directly, so each test rebuilds the actor heap rather than relying
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* on state left behind by an earlier one.
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*/
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#include <SDL3/SDL.h>
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#include <string.h>
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#include <akerror.h>
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#include <akgl/error.h>
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#include <akgl/physics.h>
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#include <akgl/actor.h>
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#include <akgl/character.h>
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include "testutil.h"
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/** @brief Records whether the stub movement logic ran, and with what dt. */
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static int stub_movement_calls = 0;
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static float32_t stub_movement_last_dt = 0;
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/** @brief Movement logic stub that records its invocation and does nothing else. */
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static akerr_ErrorContext *stub_movement_noop(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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stub_movement_calls += 1;
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stub_movement_last_dt = dt;
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SUCCEED_RETURN(e);
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}
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/** @brief Movement logic stub that raises the interrupt the simulator must swallow. */
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static akerr_ErrorContext *stub_movement_interrupt(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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stub_movement_calls += 1;
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FAIL_RETURN(e, AKGL_ERR_LOGICINTERRUPT, "deliberate interrupt from test stub");
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}
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/** @brief Movement logic stub that raises an error the simulator must propagate. */
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static akerr_ErrorContext *stub_movement_error(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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stub_movement_calls += 1;
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FAIL_RETURN(e, AKERR_VALUE, "deliberate error from test stub");
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}
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/**
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* @brief Build a character and an actor bound to it, ready for simulation.
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*
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* The actor is placed on the heap with a nonzero refcount and a movement logic
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* stub, which is the minimum the simulation loop requires to process it.
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*/
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static akerr_ErrorContext *make_sim_actor(akgl_Actor **actor, akgl_Character **basechar, char *name)
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{
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PREPARE_ERROR(e);
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ATTEMPT {
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CATCH(e, akgl_heap_next_character(basechar));
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CATCH(e, akgl_character_initialize(*basechar, name));
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CATCH(e, akgl_heap_next_actor(actor));
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CATCH(e, akgl_actor_initialize(*actor, name));
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(*actor)->basechar = *basechar;
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(*actor)->movementlogicfunc = &stub_movement_noop;
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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/** @brief Reset the actor heap so each simulation test starts from a clean slate. */
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static akerr_ErrorContext *reset_sim_heap(void)
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{
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PREPARE_ERROR(e);
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ATTEMPT {
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CATCH(e, akgl_registry_init_actor());
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CATCH(e, akgl_registry_init_character());
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CATCH(e, akgl_heap_init());
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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stub_movement_calls = 0;
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stub_movement_last_dt = 0;
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_init_null(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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TEST_EXPECT_OK(e, akgl_physics_init_null(&backend), "akgl_physics_init_null");
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TEST_ASSERT(e, backend.gravity == &akgl_physics_null_gravity,
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"init_null did not install the null gravity function");
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TEST_ASSERT(e, backend.collide == &akgl_physics_null_collide,
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"init_null did not install the null collide function");
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TEST_ASSERT(e, backend.move == &akgl_physics_null_move,
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"init_null did not install the null move function");
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TEST_ASSERT(e, backend.simulate == &akgl_physics_simulate,
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"init_null did not install the shared simulate function");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_init_null(NULL),
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"akgl_physics_init_null(NULL)");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_null_backend_is_inert(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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akgl_Actor actor;
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akgl_Actor reference;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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memset(&actor, 0x00, sizeof(akgl_Actor));
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TEST_EXPECT_OK(e, akgl_physics_init_null(&backend), "akgl_physics_init_null");
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actor.x = 3.0f; actor.y = 5.0f; actor.z = 7.0f;
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actor.vx = 11.0f; actor.vy = 13.0f; actor.vz = 17.0f;
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actor.ex = 19.0f; actor.ey = 23.0f; actor.ez = 29.0f;
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memcpy(&reference, &actor, sizeof(akgl_Actor));
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TEST_EXPECT_OK(e, backend.gravity(&backend, &actor, 1.0f), "null gravity");
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TEST_EXPECT_OK(e, backend.move(&backend, &actor, 1.0f), "null move");
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TEST_EXPECT_OK(e, backend.collide(&backend, &actor, &reference), "null collide");
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TEST_ASSERT(e, memcmp(&actor, &reference, sizeof(akgl_Actor)) == 0,
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"the null backend modified the actor");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_gravity(NULL, &actor, 1.0f),
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"null gravity with NULL self");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_move(NULL, &actor, 1.0f),
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"null move with NULL self");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_collide(NULL, &actor, &reference),
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"null collide with NULL self");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_arcade_gravity(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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akgl_Actor actor;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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// X gravity subtracts, because the X origin is screen-left.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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backend.gravity_x = 10.0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.5f), "arcade gravity x");
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TEST_ASSERT_FEQ(e, actor.ex, -5.0f, "gravity_x 10 over dt 0.5 gave ex %f, expected -5", actor.ex);
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TEST_ASSERT_FEQ(e, actor.ey, 0.0f, "gravity_x leaked into ey (%f)", actor.ey);
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TEST_ASSERT_FEQ(e, actor.ez, 0.0f, "gravity_x leaked into ez (%f)", actor.ez);
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// Y gravity adds, because the Y origin is down-screen.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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backend.gravity_x = 0;
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backend.gravity_y = 10.0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.5f), "arcade gravity y");
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TEST_ASSERT_FEQ(e, actor.ey, 5.0f, "gravity_y 10 over dt 0.5 gave ey %f, expected 5", actor.ey);
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TEST_ASSERT_FEQ(e, actor.ex, 0.0f, "gravity_y leaked into ex (%f)", actor.ex);
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// Z gravity subtracts, because the Z origin is behind the camera.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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backend.gravity_y = 0;
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backend.gravity_z = 4.0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.25f), "arcade gravity z");
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TEST_ASSERT_FEQ(e, actor.ez, -1.0f, "gravity_z 4 over dt 0.25 gave ez %f, expected -1", actor.ez);
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// Negative gravity reverses each axis.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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backend.gravity_x = -10.0;
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backend.gravity_y = -10.0;
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backend.gravity_z = -10.0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 1.0f), "arcade gravity negative");
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TEST_ASSERT_FEQ(e, actor.ex, 10.0f, "negative gravity_x gave ex %f, expected 10", actor.ex);
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TEST_ASSERT_FEQ(e, actor.ey, -10.0f, "negative gravity_y gave ey %f, expected -10", actor.ey);
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TEST_ASSERT_FEQ(e, actor.ez, 10.0f, "negative gravity_z gave ez %f, expected 10", actor.ez);
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// A zero dt applies no force even when gravity is set.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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backend.gravity_x = 10.0;
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backend.gravity_y = 10.0;
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backend.gravity_z = 10.0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.0f), "arcade gravity dt 0");
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TEST_ASSERT_FEQ(e, actor.ex, 0.0f, "dt 0 still moved ex (%f)", actor.ex);
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TEST_ASSERT_FEQ(e, actor.ey, 0.0f, "dt 0 still moved ey (%f)", actor.ey);
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TEST_ASSERT_FEQ(e, actor.ez, 0.0f, "dt 0 still moved ez (%f)", actor.ez);
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// All-zero gravity leaves every axis alone.
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memset(&actor, 0x00, sizeof(akgl_Actor));
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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actor.ex = 1.0f; actor.ey = 2.0f; actor.ez = 3.0f;
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TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 1.0f), "arcade gravity all zero");
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TEST_ASSERT_FEQ(e, actor.ex, 1.0f, "zero gravity_x changed ex (%f)", actor.ex);
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TEST_ASSERT_FEQ(e, actor.ey, 2.0f, "zero gravity_y changed ey (%f)", actor.ey);
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TEST_ASSERT_FEQ(e, actor.ez, 3.0f, "zero gravity_z changed ez (%f)", actor.ez);
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_gravity(NULL, &actor, 1.0f),
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"arcade gravity with NULL self");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_gravity(&backend, NULL, 1.0f),
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"arcade gravity with NULL actor");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_arcade_move(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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akgl_Actor actor;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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memset(&actor, 0x00, sizeof(akgl_Actor));
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actor.x = 100.0f; actor.y = 200.0f; actor.z = 300.0f;
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actor.vx = 10.0f; actor.vy = -20.0f; actor.vz = 30.0f;
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TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 0.5f), "arcade move");
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TEST_ASSERT_FEQ(e, actor.x, 105.0f, "x moved to %f, expected 105", actor.x);
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TEST_ASSERT_FEQ(e, actor.y, 190.0f, "y moved to %f, expected 190", actor.y);
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TEST_ASSERT_FEQ(e, actor.z, 315.0f, "z moved to %f, expected 315", actor.z);
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// dt of zero is a no-op regardless of velocity.
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TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 0.0f), "arcade move dt 0");
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TEST_ASSERT_FEQ(e, actor.x, 105.0f, "dt 0 moved x to %f", actor.x);
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TEST_ASSERT_FEQ(e, actor.y, 190.0f, "dt 0 moved y to %f", actor.y);
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TEST_ASSERT_FEQ(e, actor.z, 315.0f, "dt 0 moved z to %f", actor.z);
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// Zero velocity is a no-op regardless of dt.
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actor.vx = 0; actor.vy = 0; actor.vz = 0;
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TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 10.0f), "arcade move zero velocity");
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TEST_ASSERT_FEQ(e, actor.x, 105.0f, "zero velocity moved x to %f", actor.x);
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_move(NULL, &actor, 1.0f),
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"arcade move with NULL self");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_move(&backend, NULL, 1.0f),
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"arcade move with NULL actor");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_arcade_collide_unimplemented(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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akgl_Actor a1;
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akgl_Actor a2;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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memset(&a1, 0x00, sizeof(akgl_Actor));
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memset(&a2, 0x00, sizeof(akgl_Actor));
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// Pins the stub so that implementing collision has to update this test.
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TEST_EXPECT_STATUS(e, AKERR_API, akgl_physics_arcade_collide(&backend, &a1, &a2),
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"arcade collide is still a stub");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_collide(NULL, &a1, &a2),
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"arcade collide with NULL self");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_factory(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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akgl_String typestr;
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ATTEMPT {
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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CATCH(e, akgl_string_initialize(&typestr, "null"));
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TEST_EXPECT_OK(e, akgl_physics_factory(&backend, &typestr), "factory(\"null\")");
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TEST_ASSERT(e, backend.move == &akgl_physics_null_move,
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"factory(\"null\") did not install the null backend");
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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CATCH(e, akgl_string_initialize(&typestr, "arcade"));
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TEST_EXPECT_OK(e, akgl_physics_factory(&backend, &typestr), "factory(\"arcade\")");
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TEST_ASSERT(e, backend.move == &akgl_physics_arcade_move,
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"factory(\"arcade\") did not install the arcade backend");
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CATCH(e, akgl_string_initialize(&typestr, "newtonian"));
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TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_physics_factory(&backend, &typestr),
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"factory with an unknown backend name");
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// An empty name must not match either prefix.
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CATCH(e, akgl_string_initialize(&typestr, ""));
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TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_physics_factory(&backend, &typestr),
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"factory with an empty backend name");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_factory(NULL, &typestr),
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"factory with NULL self");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_factory(&backend, NULL),
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"factory with NULL type");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_physics_init_arcade_properties(void)
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{
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PREPARE_ERROR(e);
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akgl_PhysicsBackend backend;
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ATTEMPT {
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CATCH(e, akgl_registry_init_properties());
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// With nothing configured, every environmental constant defaults to zero.
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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TEST_EXPECT_OK(e, akgl_physics_init_arcade(&backend), "init_arcade with no properties set");
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TEST_ASSERT_FEQ(e, backend.gravity_y, 0.0f,
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"unset physics.gravity.y defaulted to %f, expected 0", backend.gravity_y);
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TEST_ASSERT_FEQ(e, backend.drag_x, 0.0f,
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"unset physics.drag.x defaulted to %f, expected 0", backend.drag_x);
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TEST_ASSERT(e, backend.gravity == &akgl_physics_arcade_gravity,
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"init_arcade did not install the arcade gravity function");
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TEST_ASSERT(e, backend.simulate == &akgl_physics_simulate,
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"init_arcade did not install the shared simulate function");
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// Configured values are read out of the property registry.
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CATCH(e, akgl_set_property("physics.gravity.x", "1.5"));
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CATCH(e, akgl_set_property("physics.gravity.y", "9.8"));
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CATCH(e, akgl_set_property("physics.gravity.z", "2.25"));
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CATCH(e, akgl_set_property("physics.drag.x", "0.5"));
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CATCH(e, akgl_set_property("physics.drag.y", "0.25"));
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CATCH(e, akgl_set_property("physics.drag.z", "0.125"));
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memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
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TEST_EXPECT_OK(e, akgl_physics_init_arcade(&backend), "init_arcade with properties set");
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TEST_ASSERT_FEQ(e, backend.gravity_x, 1.5f, "physics.gravity.x read as %f", backend.gravity_x);
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TEST_ASSERT_FEQ(e, backend.gravity_y, 9.8f, "physics.gravity.y read as %f", backend.gravity_y);
|
|
TEST_ASSERT_FEQ(e, backend.gravity_z, 2.25f, "physics.gravity.z read as %f", backend.gravity_z);
|
|
TEST_ASSERT_FEQ(e, backend.drag_x, 0.5f, "physics.drag.x read as %f", backend.drag_x);
|
|
TEST_ASSERT_FEQ(e, backend.drag_y, 0.25f, "physics.drag.y read as %f", backend.drag_y);
|
|
TEST_ASSERT_FEQ(e, backend.drag_z, 0.125f, "physics.drag.z read as %f", backend.drag_z);
|
|
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_init_arcade(NULL),
|
|
"init_arcade with NULL self");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_skips_inactive(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
|
|
// A released actor (refcount 0) is skipped entirely.
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "inactive"));
|
|
actor->refcount = 0;
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a released actor");
|
|
TEST_ASSERT(e, stub_movement_calls == 0,
|
|
"simulate ran movement logic for an actor with refcount 0 (%d calls)",
|
|
stub_movement_calls);
|
|
|
|
// An actor with no base character is skipped.
|
|
CATCH(e, reset_sim_heap());
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "nochar"));
|
|
actor->basechar = NULL;
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a character-less actor");
|
|
TEST_ASSERT(e, stub_movement_calls == 0,
|
|
"simulate ran movement logic for an actor with no base character (%d calls)",
|
|
stub_movement_calls);
|
|
|
|
// A fully wired actor is processed.
|
|
CATCH(e, reset_sim_heap());
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "active"));
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with an active actor");
|
|
TEST_ASSERT(e, stub_movement_calls == 1,
|
|
"simulate ran movement logic %d times for one active actor, expected 1",
|
|
stub_movement_calls);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_children_follow_parents(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *parent = NULL;
|
|
akgl_Actor *child = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
akgl_Character *childchar = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
|
|
CATCH(e, make_sim_actor(&parent, &basechar, "parent"));
|
|
CATCH(e, make_sim_actor(&child, &childchar, "child"));
|
|
|
|
parent->x = 100.0f; parent->y = 200.0f; parent->z = 300.0f;
|
|
// For a child, vx/vy/vz are read as a fixed offset from the parent.
|
|
child->vx = 5.0f; child->vy = -5.0f; child->vz = 2.0f;
|
|
child->x = -999.0f; child->y = -999.0f; child->z = -999.0f;
|
|
CATCH(e, akgl_actor_add_child(parent, child));
|
|
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a parented child");
|
|
|
|
TEST_ASSERT_FEQ(e, child->x, 105.0f, "child x resolved to %f, expected parent 100 + offset 5", child->x);
|
|
TEST_ASSERT_FEQ(e, child->y, 195.0f, "child y resolved to %f, expected parent 200 - offset 5", child->y);
|
|
TEST_ASSERT_FEQ(e, child->z, 302.0f, "child z resolved to %f, expected parent 300 + offset 2", child->z);
|
|
|
|
// Only the parent goes through the movement logic; the child is positional only.
|
|
TEST_ASSERT(e, stub_movement_calls == 1,
|
|
"simulate ran movement logic %d times, expected 1 (parent only)",
|
|
stub_movement_calls);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_layer_mask(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *layer0 = NULL;
|
|
akgl_Actor *layer3 = NULL;
|
|
akgl_Character *char0 = NULL;
|
|
akgl_Character *char3 = NULL;
|
|
akgl_Iterator opflags;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
|
|
CATCH(e, make_sim_actor(&layer0, &char0, "onlayer0"));
|
|
CATCH(e, make_sim_actor(&layer3, &char3, "onlayer3"));
|
|
layer0->layer = 0;
|
|
layer3->layer = 3;
|
|
|
|
// Masking to layer 3 processes only the layer 3 actor.
|
|
opflags.flags = AKGL_ITERATOR_OP_LAYERMASK;
|
|
opflags.layerid = 3;
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate masked to layer 3");
|
|
TEST_ASSERT(e, stub_movement_calls == 1,
|
|
"layer mask 3 processed %d actors, expected 1", stub_movement_calls);
|
|
|
|
// Masking to a layer with no actors processes nothing.
|
|
opflags.layerid = 7;
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate masked to an empty layer");
|
|
TEST_ASSERT(e, stub_movement_calls == 0,
|
|
"empty layer mask processed %d actors, expected 0", stub_movement_calls);
|
|
|
|
// Without the mask flag, layerid is ignored and both actors are processed.
|
|
opflags.flags = 0;
|
|
opflags.layerid = 7;
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate with the layer mask off");
|
|
TEST_ASSERT(e, stub_movement_calls == 2,
|
|
"unmasked simulate processed %d actors, expected 2", stub_movement_calls);
|
|
|
|
// A NULL iterator selects the documented defaults, which mask nothing.
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with NULL opflags");
|
|
TEST_ASSERT(e, stub_movement_calls == 2,
|
|
"NULL opflags processed %d actors, expected 2", stub_movement_calls);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_thrust_and_clamp(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "thruster"));
|
|
|
|
// Thrust beyond the actor's max speed clamps to +sx, preserving sign.
|
|
actor->sx = 50.0f; actor->sy = 40.0f; actor->sz = 30.0f;
|
|
actor->tx = 500.0f; actor->ty = 400.0f; actor->tz = 300.0f;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with positive over-thrust");
|
|
TEST_ASSERT_FEQ(e, actor->tx, 50.0f, "tx clamped to %f, expected 50", actor->tx);
|
|
TEST_ASSERT_FEQ(e, actor->ty, 40.0f, "ty clamped to %f, expected 40", actor->ty);
|
|
TEST_ASSERT_FEQ(e, actor->tz, 30.0f, "tz clamped to %f, expected 30", actor->tz);
|
|
|
|
// Negative over-thrust clamps to -sx.
|
|
actor->tx = -500.0f; actor->ty = -400.0f; actor->tz = -300.0f;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with negative over-thrust");
|
|
TEST_ASSERT_FEQ(e, actor->tx, -50.0f, "tx clamped to %f, expected -50", actor->tx);
|
|
TEST_ASSERT_FEQ(e, actor->ty, -40.0f, "ty clamped to %f, expected -40", actor->ty);
|
|
TEST_ASSERT_FEQ(e, actor->tz, -30.0f, "tz clamped to %f, expected -30", actor->tz);
|
|
|
|
// Thrust inside the limit is left alone.
|
|
actor->tx = 10.0f; actor->ty = -10.0f; actor->tz = 5.0f;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with in-range thrust");
|
|
TEST_ASSERT_FEQ(e, actor->tx, 10.0f, "in-range tx changed to %f", actor->tx);
|
|
TEST_ASSERT_FEQ(e, actor->ty, -10.0f, "in-range ty changed to %f", actor->ty);
|
|
TEST_ASSERT_FEQ(e, actor->tz, 5.0f, "in-range tz changed to %f", actor->tz);
|
|
|
|
// Velocity is the sum of environmental force and thrust.
|
|
actor->ex = 3.0f; actor->ey = 4.0f; actor->ez = 5.0f;
|
|
actor->tx = 1.0f; actor->ty = 2.0f; actor->tz = 3.0f;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate velocity composition");
|
|
TEST_ASSERT_FEQ(e, actor->vx, 4.0f, "vx composed to %f, expected ex 3 + tx 1", actor->vx);
|
|
TEST_ASSERT_FEQ(e, actor->vy, 6.0f, "vy composed to %f, expected ey 4 + ty 2", actor->vy);
|
|
TEST_ASSERT_FEQ(e, actor->vz, 8.0f, "vz composed to %f, expected ez 5 + tz 3", actor->vz);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_drag(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "dragged"));
|
|
|
|
// Zero drag leaves environmental velocity untouched.
|
|
actor->ex = 100.0f; actor->ey = 100.0f; actor->ez = 100.0f;
|
|
actor->sx = 1000.0f; actor->sy = 1000.0f; actor->sz = 1000.0f;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with zero drag");
|
|
TEST_ASSERT_FEQ(e, actor->ex, 100.0f, "zero drag changed ex to %f", actor->ex);
|
|
TEST_ASSERT_FEQ(e, actor->ey, 100.0f, "zero drag changed ey to %f", actor->ey);
|
|
TEST_ASSERT_FEQ(e, actor->ez, 100.0f, "zero drag changed ez to %f", actor->ez);
|
|
|
|
// Nonzero drag bleeds off environmental velocity in proportion to dt.
|
|
// The simulator derives dt from the wall clock, so assert the direction
|
|
// and bounds of the change rather than an exact figure.
|
|
backend.drag_x = 0.5;
|
|
backend.drag_y = 0.5;
|
|
backend.drag_z = 0.5;
|
|
backend.gravity_time = SDL_GetTicksNS();
|
|
SDL_Delay(20);
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with drag applied");
|
|
TEST_ASSERT(e, actor->ex < 100.0f && actor->ex > 0.0f,
|
|
"drag left ex at %f, expected a value between 0 and 100", actor->ex);
|
|
TEST_ASSERT(e, actor->ey < 100.0f && actor->ey > 0.0f,
|
|
"drag left ey at %f, expected a value between 0 and 100", actor->ey);
|
|
TEST_ASSERT(e, actor->ez < 100.0f && actor->ez > 0.0f,
|
|
"drag left ez at %f, expected a value between 0 and 100", actor->ez);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_movement_states(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *actor = NULL;
|
|
akgl_Character *basechar = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
CATCH(e, make_sim_actor(&actor, &basechar, "mover"));
|
|
|
|
actor->sx = 1000.0f; actor->sy = 1000.0f; actor->sz = 1000.0f;
|
|
actor->ax = 10.0f; actor->ay = 20.0f;
|
|
|
|
// An idle actor accumulates no thrust on either axis.
|
|
actor->state = 0;
|
|
actor->tx = 0; actor->ty = 0;
|
|
backend.gravity_time = SDL_GetTicksNS();
|
|
SDL_Delay(10);
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate an idle actor");
|
|
TEST_ASSERT_FEQ(e, actor->tx, 0.0f, "idle actor accumulated tx %f", actor->tx);
|
|
TEST_ASSERT_FEQ(e, actor->ty, 0.0f, "idle actor accumulated ty %f", actor->ty);
|
|
|
|
// Moving horizontally accumulates thrust on X only.
|
|
actor->state = AKGL_ACTOR_STATE_MOVING_LEFT;
|
|
actor->tx = 0; actor->ty = 0;
|
|
backend.gravity_time = SDL_GetTicksNS();
|
|
SDL_Delay(10);
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a horizontally moving actor");
|
|
TEST_ASSERT(e, actor->tx > 0.0f, "MOVING_LEFT accumulated tx %f, expected a positive value", actor->tx);
|
|
TEST_ASSERT_FEQ(e, actor->ty, 0.0f, "MOVING_LEFT leaked thrust into ty (%f)", actor->ty);
|
|
|
|
// Moving vertically accumulates thrust on Y only.
|
|
actor->state = AKGL_ACTOR_STATE_MOVING_DOWN;
|
|
actor->tx = 0; actor->ty = 0;
|
|
backend.gravity_time = SDL_GetTicksNS();
|
|
SDL_Delay(10);
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a vertically moving actor");
|
|
TEST_ASSERT(e, actor->ty > 0.0f, "MOVING_DOWN accumulated ty %f, expected a positive value", actor->ty);
|
|
TEST_ASSERT_FEQ(e, actor->tx, 0.0f, "MOVING_DOWN leaked thrust into tx (%f)", actor->tx);
|
|
|
|
// The right and up states drive the same accumulators.
|
|
actor->state = (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_MOVING_UP);
|
|
actor->tx = 0; actor->ty = 0;
|
|
backend.gravity_time = SDL_GetTicksNS();
|
|
SDL_Delay(10);
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a diagonally moving actor");
|
|
TEST_ASSERT(e, actor->tx > 0.0f, "MOVING_RIGHT accumulated tx %f, expected a positive value", actor->tx);
|
|
TEST_ASSERT(e, actor->ty > 0.0f, "MOVING_UP accumulated ty %f, expected a positive value", actor->ty);
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_logic_interrupt(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
akgl_Actor *first = NULL;
|
|
akgl_Actor *second = NULL;
|
|
akgl_Character *char1 = NULL;
|
|
akgl_Character *char2 = NULL;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
CATCH(e, akgl_physics_init_null(&backend));
|
|
|
|
CATCH(e, make_sim_actor(&first, &char1, "interrupter"));
|
|
CATCH(e, make_sim_actor(&second, &char2, "follower"));
|
|
first->movementlogicfunc = &stub_movement_interrupt;
|
|
|
|
// AKGL_ERR_LOGICINTERRUPT means "skip me this frame", not "abort the frame",
|
|
// so the second actor must still be reached.
|
|
stub_movement_calls = 0;
|
|
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL),
|
|
"simulate must swallow AKGL_ERR_LOGICINTERRUPT");
|
|
TEST_ASSERT(e, stub_movement_calls == 2,
|
|
"an interrupting actor stopped the loop after %d of 2 actors",
|
|
stub_movement_calls);
|
|
|
|
// An unrelated error is not swallowed.
|
|
CATCH(e, reset_sim_heap());
|
|
CATCH(e, make_sim_actor(&first, &char1, "failer"));
|
|
first->movementlogicfunc = &stub_movement_error;
|
|
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_physics_simulate(&backend, NULL),
|
|
"simulate must propagate a non-interrupt movement error");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
akerr_ErrorContext *test_physics_simulate_nullpointers(void)
|
|
{
|
|
PREPARE_ERROR(e);
|
|
akgl_PhysicsBackend backend;
|
|
|
|
ATTEMPT {
|
|
CATCH(e, reset_sim_heap());
|
|
|
|
// A backend with no move function cannot simulate.
|
|
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_simulate(&backend, NULL),
|
|
"simulate with no move function installed");
|
|
|
|
// A NULL backend must be reported, not dereferenced.
|
|
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_simulate(NULL, NULL),
|
|
"simulate with NULL self");
|
|
} CLEANUP {
|
|
} PROCESS(e) {
|
|
} FINISH(e, true);
|
|
SUCCEED_RETURN(e);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
|
|
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_error_init());
|
|
TEST_TRAP_UNHANDLED_ERRORS();
|
|
CATCH(errctx, akgl_heap_init());
|
|
CATCH(errctx, akgl_registry_init());
|
|
CATCH(errctx, akgl_registry_init_properties());
|
|
|
|
CATCH(errctx, test_physics_init_null());
|
|
CATCH(errctx, test_physics_null_backend_is_inert());
|
|
CATCH(errctx, test_physics_arcade_gravity());
|
|
CATCH(errctx, test_physics_arcade_move());
|
|
CATCH(errctx, test_physics_arcade_collide_unimplemented());
|
|
CATCH(errctx, test_physics_factory());
|
|
CATCH(errctx, test_physics_init_arcade_properties());
|
|
CATCH(errctx, test_physics_simulate_skips_inactive());
|
|
CATCH(errctx, test_physics_simulate_children_follow_parents());
|
|
CATCH(errctx, test_physics_simulate_layer_mask());
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CATCH(errctx, test_physics_simulate_thrust_and_clamp());
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CATCH(errctx, test_physics_simulate_drag());
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|
CATCH(errctx, test_physics_simulate_movement_states());
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CATCH(errctx, test_physics_simulate_logic_interrupt());
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|
CATCH(errctx, test_physics_simulate_nullpointers());
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} CLEANUP {
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} PROCESS(errctx) {
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|
} FINISH_NORETURN(errctx);
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|
}
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