mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-07-26 18:00:38 +00:00
refactor: physpreset codestyle (#928)
* chore: adjust phys preset code to use similar code style * fix: infinity friction for t6 * fix: t6 phys preset canFloat qboolean * chore: move iw5 phys preset enum strings to enum strings header * chore: add phys preset tests for all games * chore: rename PhysPresetFields headers
This commit is contained in:
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#include "Game/IW3/PhysPreset/RawLoaderPhysPresetIW3.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace IW3;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (IW3)", "[iw3][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1.25\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\sndAliasPrefix\physics_metal)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\tempDefaultToCylinder\1)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::IW3, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderIW3(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(std::numeric_limits<float>::max()));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == "physics_metal");
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->tempDefaultToCylinder == true);
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}
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} // namespace
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#include "Game/IW4/PhysPreset/RawLoaderPhysPresetIW4.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace IW4;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (IW4)", "[iw4][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1.25\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\sndAliasPrefix\physics_metal)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\tempDefaultToCylinder\1\perSurfaceSndAlias\1)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::IW4, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderIW4(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(std::numeric_limits<float>::max()));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == "physics_metal");
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->tempDefaultToCylinder == true);
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REQUIRE(loadedPhysPreset->perSurfaceSndAlias == true);
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}
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} // namespace
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#include "Game/IW5/PhysPreset/RawLoaderPhysPresetIW5.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace IW5;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (IW5)", "[iw5][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1.25\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\sndAliasPrefix\physics_metal)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\minMomentum\1.0\maxMomentum\2.0)"
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R"(\minPitch\3.0\maxPitch\4.0)"
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R"(\volumeType\linear\pitchType\quadratic)"
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R"(\tempDefaultToCylinder\1\perSurfaceSndAlias\1)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::IW5, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderIW5(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(std::numeric_limits<float>::max()));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == "physics_metal");
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->minMomentum == Approx(1.0f));
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REQUIRE(loadedPhysPreset->maxMomentum == Approx(2.0f));
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REQUIRE(loadedPhysPreset->minPitch == Approx(3.0f));
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REQUIRE(loadedPhysPreset->maxPitch == Approx(4.0f));
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REQUIRE(loadedPhysPreset->volumeType == PHYSPRESET_SCALING_LINEAR);
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REQUIRE(loadedPhysPreset->pitchType == PHYSPRESET_SCALING_QUADRATIC);
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REQUIRE(loadedPhysPreset->tempDefaultToCylinder == true);
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REQUIRE(loadedPhysPreset->perSurfaceSndAlias == true);
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}
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} // namespace
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#include "Game/T4/PhysPreset/RawLoaderPhysPresetT4.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace T4;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (T4)", "[t4][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\sndAliasPrefix\physics_metal)"
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R"(\mass\1250\friction\0.5\isFrictionInfinity\1\bounce\0.25)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\tempDefaultToCylinder\1\canFloat\1\gravityScale\2)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::T4, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderT4(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(PHYS_PRESET_MAX_FRICTION));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == "physics_metal");
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->canFloat == 1);
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REQUIRE(loadedPhysPreset->gravityScale == Approx(2.0f));
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}
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} // namespace
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#include "Game/T5/PhysPreset/RawLoaderPhysPresetT5.h"
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#include "Game/T5/ObjConstantsT5.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace T5;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (T5)", "[t5][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1250\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\canFloat\1\gravityScale\2)"
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R"(\massOffsetX\1\massOffsetY\2\massOffsetZ\3)"
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R"(\buoyancyMinX\3\buoyancyMinY\4\buoyancyMinZ\5)"
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R"(\buoyancyMaxX\6\buoyancyMaxY\7\buoyancyMaxZ\8)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::T5, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderT5(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(PHYS_PRESET_MAX_FRICTION));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->canFloat == 1);
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REQUIRE(loadedPhysPreset->gravityScale == Approx(2.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.x == Approx(1.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.y == Approx(2.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.z == Approx(3.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.x == Approx(3.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.y == Approx(4.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.z == Approx(5.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.x == Approx(6.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.y == Approx(7.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.z == Approx(8.0f));
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}
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} // namespace
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@@ -0,0 +1,58 @@
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#include "Game/T6/PhysPreset/RawLoaderPhysPresetT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "SearchPath/MockSearchPath.h"
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#include <catch2/catch_approx.hpp>
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#include <catch2/catch_test_macros.hpp>
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using namespace T6;
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using namespace Catch;
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namespace
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{
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TEST_CASE("PhysPreset loader restores stock raw fields (T6)", "[t6][physpreset][system]")
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{
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constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1250\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
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R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
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R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
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R"(\canFloat\1\gravityScale\2)"
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R"(\massOffsetX\1\massOffsetY\2\massOffsetZ\3)"
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R"(\buoyancyMinX\3\buoyancyMinY\4\buoyancyMinZ\5)"
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R"(\buoyancyMaxX\6\buoyancyMaxY\7\buoyancyMaxZ\8)";
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MockSearchPath loadingSearchPath;
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loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
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Zone loadingZone("LoadingZone", 0, GameId::T6, GamePlatform::PC);
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AssetCreatorCollection creatorCollection(loadingZone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
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const auto loader = phys_preset::CreateRawLoaderT6(loadingZone.Memory(), loadingSearchPath, loadingZone);
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const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
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REQUIRE(result.HasBeenSuccessful());
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const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(result.GetAssetInfo());
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const auto* loadedPhysPreset = loadedAssetInfo->Asset();
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REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset");
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REQUIRE(loadedPhysPreset->mass == Approx(1.25f));
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REQUIRE(loadedPhysPreset->bounce == Approx(0.25f));
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REQUIRE(loadedPhysPreset->friction == Approx(PHYS_PRESET_MAX_FRICTION));
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REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
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REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
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REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
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REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
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REQUIRE(loadedPhysPreset->canFloat == 1);
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REQUIRE(loadedPhysPreset->gravityScale == Approx(2.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.x == Approx(1.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.y == Approx(2.0f));
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REQUIRE(loadedPhysPreset->centerOfMassOffset.z == Approx(3.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.x == Approx(3.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.y == Approx(4.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMin.z == Approx(5.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.x == Approx(6.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.y == Approx(7.0f));
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REQUIRE(loadedPhysPreset->buoyancyBoxMax.z == Approx(8.0f));
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}
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} // namespace
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