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