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- /* eslint-disable no-shadow */
- var test = require('tap').test;
- var dimensions = 2;
- var Body = require('../lib/codeGenerators/generateCreateBody')(dimensions);
- var createSimulator = require('../lib/createPhysicsSimulator');
- test('Can step without bodies', function (t) {
- var simulator = createSimulator();
- t.equal(simulator.bodies.length, 0, 'There should be no bodies');
- t.equal(simulator.springs.length, 0, 'There should be no springs');
- simulator.step();
- t.end();
- });
- test('it has settings exposed', function(t) {
- var mySettings = { };
- var simulator = createSimulator(mySettings);
- t.ok(mySettings === simulator.settings, 'settings are exposed');
- t.end();
- });
- test('it gives amount of total movement', function(t) {
- var simulator = createSimulator();
- var body1 = new Body(-10, 0);
- var body2 = new Body(10, 0);
- simulator.addBody(body1);
- simulator.addBody(body2);
- simulator.step();
- var totalMoved = simulator.getTotalMovement();
- t.ok(!isNaN(totalMoved), 'Amount of total movement is returned');
- t.end();
- });
- test('it can add a body at given position', function(t) {
- var simulator = createSimulator();
- var pos1 = {x: -10, y: 0};
- var pos2 = {x: 10, y: 0};
- simulator.addBodyAt(pos1);
- simulator.addBodyAt(pos2);
- t.equal(simulator.bodies.length, 2, 'All bodies are added');
- var body1 = simulator.bodies[0];
- t.equal(body1.pos.x, -10, 'X is there');
- t.equal(body1.pos.y, 0, 'Y is there');
- var body2 = simulator.bodies[1];
- t.equal(body2.pos.x, 10, 'X is there');
- t.equal(body2.pos.y, 0, 'Y is there');
- t.end();
- });
- test('Does not update position of one body', function (t) {
- var simulator = createSimulator();
- var body = new Body(0, 0);
- simulator.addBody(body);
- simulator.step(1);
- t.equal(simulator.bodies.length, 1, 'Number of bodies is 1');
- t.equal(simulator.springs.length, 0, 'Number of springs is 0');
- t.equal(simulator.bodies[0], body, 'Body points to actual object');
- t.equal(body.pos.x, 0, 'X is not changed');
- t.equal(body.pos.y, 0, 'Y is not changed');
- t.end();
- });
- test('throws on no body or no pos', t => {
- var simulator = createSimulator();
- t.throws(() => simulator.addBody(), /Body is required/);
- t.throws(() => simulator.addBodyAt(), /Body position is required/);
- t.end();
- });
- test('throws on no spring', t => {
- var simulator = createSimulator();
- t.throws(() => simulator.addSpring(), /Cannot add null spring to force simulator/);
- t.end();
- });
- test('Can add and remove forces', function (t) {
- var simulator = createSimulator();
- var testForce = function () {};
- simulator.addForce('foo', testForce);
- t.equal(simulator.getForces().get('foo'), testForce);
- simulator.removeForce('foo');
- t.equal(simulator.getForces().get('foo'), undefined);
- simulator.removeForce('foo');
- // should still be good
- t.end();
- });
- test('Can configure forces', function (t) {
- t.test('Gravity', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(0, 0);
- var body2 = new Body(1, 0);
- simulator.addBody(body1);
- simulator.addBody(body2);
- simulator.step();
- // by default gravity is negative, bodies should repel each other:
- var x1 = body1.pos.x;
- var x2 = body2.pos.x;
- t.ok(x1 < 0, 'Body 1 moves away from body 2');
- t.ok(x2 > 1, 'Body 2 moves away from body 1');
- // now reverse gravity, and bodies should attract each other:
- simulator.gravity(100);
- simulator.step();
- t.ok(body1.pos.x > x1, 'Body 1 moved towards body 2');
- t.ok(body2.pos.x < x2, 'Body 2 moved towards body 1');
- t.end();
- });
- t.test('Drag', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(0, 0);
- body1.velocity.x = -1; // give it small impulse
- simulator.addBody(body1);
- simulator.step();
- var x1 = body1.velocity.x;
- // by default drag force will slow down entire system:
- t.ok(x1 > -1, 'Body 1 moves at reduced speed');
- // Restore original velocity, but now set drag force to 0
- body1.velocity.x = -1;
- simulator.dragCoefficient(0);
- simulator.step();
- t.ok(body1.velocity.x === -1, 'Velocity should remain unchanged');
- t.end();
- });
- t.end();
- });
- test('Can remove bodies', function (t) {
- var simulator = createSimulator();
- var body = new Body(0, 0);
- simulator.addBody(body);
- t.equal(simulator.bodies.length, 1, 'Number of bodies is 1');
- var result = simulator.removeBody(body);
- t.equal(result, true, 'body successfully removed');
- t.equal(simulator.bodies.length, 0, 'Number of bodies is 0');
- t.end();
- });
- test('Updates position for two bodies', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(-1, 0);
- var body2 = new Body(1, 0);
- simulator.addBody(body1);
- simulator.addBody(body2);
- simulator.step();
- t.equal(simulator.bodies.length, 2, 'Number of bodies is 2');
- t.ok(body1.pos.x !== 0, 'Body1.X has changed');
- t.ok(body2.pos.x !== 0, 'Body2.X has changed');
- t.equal(body1.pos.y, 0, 'Body1.Y has not changed');
- t.equal(body2.pos.y, 0, 'Body2.Y has not changed');
- t.end();
- });
- test('add spring should not add bodies', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(-1, 0);
- var body2 = new Body(1, 0);
- simulator.addSpring(body1, body2, 10);
- t.equal(simulator.bodies.length, 0, 'Should not add two bodies');
- t.equal(simulator.bodies.length, 0, 'Should not add two bodies');
- t.equal(simulator.springs.length, 1, 'Should have a spring');
- t.end();
- });
- test('Spring affects bodies positions', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(-10, 0);
- var body2 = new Body(10, 0);
- simulator.addBody(body1);
- simulator.addBody(body2);
- // If you take this out, bodies will repel each other:
- simulator.addSpring(body1, body2, 1);
- simulator.step();
- t.ok(body1.pos.x > -10, 'Body 1 should move towards body 2');
- t.ok(body2.pos.x < 10, 'Body 2 should move towards body 1');
- t.end();
- });
- test('Can remove springs', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(-10, 0);
- var body2 = new Body(10, 0);
- simulator.addBody(body1);
- simulator.addBody(body2);
- var spring = simulator.addSpring(body1, body2, 1);
- simulator.removeSpring(spring);
- simulator.step();
- t.ok(body1.pos.x < -10, 'Body 1 should move away from body 2');
- t.ok(body2.pos.x > 10, 'Body 2 should move away from body 1');
- t.end();
- });
- test('Get bounding box', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(0, 0);
- var body2 = new Body(10, 10);
- simulator.addBody(body1);
- simulator.addBody(body2);
- simulator.step(); // this will move bodies farther away
- var bbox = simulator.getBBox();
- t.ok(bbox.min_x <= 0, 'Left is 0');
- t.ok(bbox.min_y <= 0, 'Top is 0');
- t.ok(bbox.max_x >= 10, 'right is 10');
- t.ok(bbox.max_y >= 10, 'bottom is 10');
- t.end();
- });
- test('it updates bounding box', function (t) {
- var simulator = createSimulator();
- var body1 = new Body(0, 0);
- var body2 = new Body(10, 10);
- simulator.addBody(body1);
- simulator.addBody(body2);
- var bbox = simulator.getBBox();
- t.ok(bbox.min_x === 0, 'Left is 0');
- t.ok(bbox.min_y === 0, 'Top is 0');
- t.ok(bbox.max_x === 10, 'right is 10');
- t.ok(bbox.max_y === 10, 'bottom is 10');
- body1.setPosition(15, 15);
- simulator.invalidateBBox();
- bbox = simulator.getBBox();
- t.ok(bbox.min_x === 10, 'Left is 10');
- t.ok(bbox.min_y === 10, 'Top is 10');
- t.ok(bbox.max_x === 15, 'right is 15');
- t.ok(bbox.max_y === 15, 'bottom is 15');
- t.end();
- });
- test('Get best position', function (t) {
- t.test('can get with empty simulator', function (t) {
- var simulator = createSimulator();
- var empty = simulator.getBestNewBodyPosition([]);
- t.ok(typeof empty.x === 'number', 'Has X');
- t.ok(typeof empty.y === 'number', 'Has Y');
- t.end();
- });
- t.end();
- });
- test('it can change settings', function(t) {
- var simulator = createSimulator();
- var currentTheta = simulator.theta();
- t.ok(typeof currentTheta === 'number', 'theta is here');
- simulator.theta(1.2);
- t.equal(simulator.theta(), 1.2, 'theta is changed');
- var currentSpringCoefficient = simulator.springCoefficient();
- t.ok(typeof currentSpringCoefficient === 'number', 'springCoefficient is here');
- simulator.springCoefficient(0.8);
- t.equal(simulator.springCoefficient(), 0.8, 'springCoefficient is changed');
- var gravity = simulator.gravity();
- t.ok(typeof gravity === 'number', 'gravity is here');
- simulator.gravity(-0.8);
- t.equal(simulator.gravity(), -0.8, 'gravity is changed');
- var springLength = simulator.springLength();
- t.ok(typeof springLength === 'number', 'springLength is here');
- simulator.springLength(80);
- t.equal(simulator.springLength(), 80, 'springLength is changed');
- var dragCoefficient = simulator.dragCoefficient();
- t.ok(typeof dragCoefficient === 'number', 'dragCoefficient is here');
- simulator.dragCoefficient(0.8);
- t.equal(simulator.dragCoefficient(), 0.8, 'dragCoefficient is changed');
- var timeStep = simulator.timeStep();
- t.ok(typeof timeStep === 'number', 'timeStep is here');
- simulator.timeStep(8);
- t.equal(simulator.timeStep(), 8, 'timeStep is changed');
- t.end();
- });
- test('it can augment string setter values', function (t) {
- var simulator = createSimulator({
- name: 'John'
- });
- simulator.name('Alisa');
- t.equal(simulator.name(), 'Alisa', 'name is Alisa');
- t.end();
- });
- test('it ignores body that does not exist', function(t) {
- var simulator = createSimulator();
- var body = new Body(0, 0);
- simulator.addBody(body);
- simulator.removeBody({});
- t.equal(simulator.bodies.length, 1, 'Should ignore body that does not exist');
- t.end();
- });
- test('it throws on springCoeff', function (t) {
- t.throws(function () {
- createSimulator({springCoeff: 1});
- }, 'springCoeff was renamed to springCoefficient');
- t.end();
- });
- test('it throws on dragCoeff', function (t) {
- t.throws(function () {
- createSimulator({dragCoeff: 1});
- }, 'dragCoeff was renamed to dragCoefficient');
- t.end();
- });
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