/**************************************************************************/
/* test_physics_material.h */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#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<PhysicsMaterial> 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<PhysicsMaterial> 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<PhysicsMaterial> 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<PhysicsMaterial> 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<PhysicsMaterial> 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