Files
OpenAssetTools/test/ObjLoadingTests/Game/IW3/PhysPreset/RawLoaderPhysPresetIW3Test.cpp
T
Jan LaupetinandGitHub 04b6b5b4bf 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
2026-07-22 21:08:36 +02:00

47 lines
2.3 KiB
C++

#include "Game/IW3/PhysPreset/RawLoaderPhysPresetIW3.h"
#include "SearchPath/MockSearchPath.h"
#include <catch2/catch_approx.hpp>
#include <catch2/catch_test_macros.hpp>
using namespace IW3;
using namespace Catch;
namespace
{
TEST_CASE("PhysPreset loader restores stock raw fields (IW3)", "[iw3][physpreset][system]")
{
constexpr auto RAW_PHYS_PRESET = R"(PHYSIC\mass\1.25\bounce\0.25\friction\0.5\isFrictionInfinity\1)"
R"(\bulletForceScale\0.5\explosiveForceScale\0.75)"
R"(\sndAliasPrefix\physics_metal)"
R"(\piecesSpreadFraction\0.125\piecesUpwardVelocity\64)"
R"(\tempDefaultToCylinder\1)";
MockSearchPath loadingSearchPath;
loadingSearchPath.AddFileData("physic/test_phys_preset", RAW_PHYS_PRESET);
Zone loadingZone("LoadingZone", 0, GameId::IW3, GamePlatform::PC);
AssetCreatorCollection creatorCollection(loadingZone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext loadingContext(loadingZone, &creatorCollection, &ignoredAssetLookup);
const auto loader = phys_preset::CreateRawLoaderIW3(loadingZone.Memory(), loadingSearchPath, loadingZone);
const auto result = loader->CreateAsset("test_phys_preset", loadingContext);
REQUIRE(result.HasBeenSuccessful());
const auto* loadedAssetInfo = reinterpret_cast<XAssetInfo<PhysPreset>*>(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(std::numeric_limits<float>::max()));
REQUIRE(loadedPhysPreset->bulletForceScale == Approx(0.5f));
REQUIRE(loadedPhysPreset->explosiveForceScale == Approx(0.75f));
REQUIRE(std::string(loadedPhysPreset->sndAliasPrefix) == "physics_metal");
REQUIRE(loadedPhysPreset->piecesSpreadFraction == Approx(0.125f));
REQUIRE(loadedPhysPreset->piecesUpwardVelocity == Approx(64.0f));
REQUIRE(loadedPhysPreset->tempDefaultToCylinder == true);
}
} // namespace