Add physics test

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Maas Lalani 2021-08-08 14:00:02 -04:00
parent 4a50fe07a2
commit b52c6ee718
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132
physics/physics_test.go Normal file
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package physics_test
import (
"testing"
. "github.com/maaslalani/confetty/physics"
)
func TestNew(t *testing.T) {
x := 8
y := 20
physics := New(Point{float64(x), float64(y)}, Vector{1, 1}, Vector(Gravity), 60)
if x != physics.PosX() {
t.Fatal("x coordinate unexpected")
}
if y != physics.PosY() {
t.Fatal("y coordinate unexpected")
}
}
func TestUpdate(t *testing.T) {
fps := 60
physics := New(Point{0, 0}, Vector{5, 5}, Vector(Gravity), float64(fps))
// coordinates is the location at which the object should be
// after i+1 seconds of simulation.
coordinates := []Point{
{5, 10},
{10, 29},
{15, 59},
{20, 98},
{25, 147},
{30, 206},
{35, 275},
}
for _, c := range coordinates {
// 1 second of simulation
for i := 0; i < fps; i++ {
physics.Update()
}
x := physics.PosX()
y := physics.PosY()
if x != int(c.X) {
t.Logf("Want: %d, Got: %d", x, int(c.X))
t.Fatal("x coordinate unexpected")
}
if y != int(c.Y) {
t.Logf("Want: %d, Got: %d", y, int(c.Y))
t.Fatal("y coordinate unexpected")
}
}
}
func TestDisplacement(t *testing.T) {
tt := []struct {
x int
y int
vel Vector
d float64
}{
{x: 5, y: 5, vel: Vector{5, 10}, d: 11.180339887498933},
{x: 0, y: 0, vel: Vector{1, 1}, d: 1.414213562373097},
}
fps := 60
for _, tc := range tt {
physics := New(Point{float64(tc.x), float64(tc.y)}, tc.vel, Vector{}, float64(fps))
// 1 second of simulation
for i := 0; i < fps; i++ {
physics.Update()
}
if physics.Displacement() != tc.d {
t.Log(physics.Displacement())
t.Fatal("expected displacement to be 15")
}
}
}
func TestReset(t *testing.T) {
x := 5
y := 10
vel := Vector{20, 20}
fps := 60
physics := New(Point{float64(x), float64(y)}, vel, Vector(Gravity), float64(fps))
// 1 second of simulation
for i := 0; i < fps; i++ {
physics.Update()
}
// store the current position after 1 second of simulation we will simulate 1
// second again and ensure that the object reaches the same position, we
// don't care what the position is but if the object reaches the same
// position again then we ensure that the velocity and acceleration was reset
cx := physics.PosX()
cy := physics.PosY()
physics.Reset()
if physics.PosX() != x {
t.Fatal("expected x to be reset")
}
if physics.PosY() != y {
t.Fatal("expected y to be reset")
}
// 1 second of simulation
// here we are simply checking that the object reaches the same position
// after being reset in the same amount of time. This ensures velocity and
// acceleration were reset without checking them explicitly
for i := 0; i < fps; i++ {
physics.Update()
}
if physics.PosX() != cx {
t.Fatal("expected simulation to be repeatable")
}
if physics.PosY() != cy {
t.Fatal("expected simulation to be repeatable")
}
}