#include "Game/T5/PhysPreset/RawLoaderPhysPresetT5.h" #include "Game/T5/ObjConstantsT5.h" #include "SearchPath/MockSearchPath.h" #include #include using namespace T5; using namespace Catch; namespace { TEST_CASE("PhysPreset loader restores stock raw fields (T5)", "[t5][physpreset][system]") { constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1250\bounce\0.25\friction\0.5\isFrictionInfinity\1)" R"(\bulletForceScale\0.5\explosiveForceScale\0.75)" R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)" R"(\canFloat\1\gravityScale\2)" R"(\massOffsetX\1\massOffsetY\2\massOffsetZ\3)" R"(\buoyancyMinX\3\buoyancyMinY\4\buoyancyMinZ\5)" R"(\buoyancyMaxX\6\buoyancyMaxY\7\buoyancyMaxZ\8)"; MockSearchPath loadingSearchPath; loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET); Zone loadingZone("LoadingZone", 0, GameId::T5, GamePlatform::PC); AssetCreatorCollection creatorCollection(loadingZone); IgnoredAssetLookup ignoredAssetLookup; AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup); const auto loader = phys_preset::CreateRawLoaderT5(loadingZone.Memory(), loadingSearchPath, loadingZone); const auto result = loader->CreateAsset("test_phys_preset", loadingContext); REQUIRE(result.HasBeenSuccessful()); const auto* loadedAssetInfo = reinterpret_cast*>(result.GetAssetInfo()); const auto* loadedPhysPreset = loadedAssetInfo->Asset(); REQUIRE(std::string(loadedPhysPreset->name) == "test_phys_preset"); REQUIRE(loadedPhysPreset->mass == Approx(1.25f)); REQUIRE(loadedPhysPreset->bounce == Approx(0.25f)); REQUIRE(loadedPhysPreset->friction == Approx(PHYS_PRESET_MAX_FRICTION)); REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f)); REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f)); REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f)); REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f)); REQUIRE(loadedPhysPreset->canFloat == 1); REQUIRE(loadedPhysPreset->gravityScale == Approx(2.0f)); REQUIRE(loadedPhysPreset->centerOfMassOffset.x == Approx(1.0f)); REQUIRE(loadedPhysPreset->centerOfMassOffset.y == Approx(2.0f)); REQUIRE(loadedPhysPreset->centerOfMassOffset.z == Approx(3.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMin.x == Approx(3.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMin.y == Approx(4.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMin.z == Approx(5.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMax.x == Approx(6.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMax.y == Approx(7.0f)); REQUIRE(loadedPhysPreset->buoyancyBoxMax.z == Approx(8.0f)); } } // namespace