A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using System;
using Xunit;
namespace SemiColinGames.Tests {
public class GeometryTests {
private void AssertVectorsEqual(Vector2 v1, Vector2 v2) {
Assert.Equal(v1.X, v2.X, 5);
Assert.Equal(v1.Y, v2.Y, 5);
}
[Fact]
public void TestVector2Rotate() {
Vector2 v = new Vector2(10, 0);
AssertVectorsEqual(new Vector2(10, 0), v.Rotate(FMath.DegToRad(0)));
AssertVectorsEqual(new Vector2(0, 10), v.Rotate(FMath.DegToRad(90)));
AssertVectorsEqual(new Vector2(-10, 0), v.Rotate(FMath.DegToRad(180)));
AssertVectorsEqual(new Vector2(0, -10), v.Rotate(FMath.DegToRad(270)));
AssertVectorsEqual(new Vector2(10, 0), v.Rotate(FMath.DegToRad(360)));
AssertVectorsEqual(new Vector2(0, 10), v.Rotate(FMath.DegToRad(450)));
AssertVectorsEqual(new Vector2(0, -10), v.Rotate(FMath.DegToRad(-90)));
AssertVectorsEqual(new Vector2(-10, 0), v.Rotate(FMath.DegToRad(-180)));
AssertVectorsEqual(new Vector2(0, 10), v.Rotate(FMath.DegToRad(-270)));
AssertVectorsEqual(new Vector2(10, 0), v.Rotate(FMath.DegToRad(-360)));
AssertVectorsEqual(new Vector2(0, -10), v.Rotate(FMath.DegToRad(-450)));
AssertVectorsEqual(new Vector2(7.0710678f, 7.0710678f), v.Rotate(FMath.DegToRad(45)));
AssertVectorsEqual(new Vector2(8.6602540f, 5f), v.Rotate(FMath.DegToRad(30)));
AssertVectorsEqual(new Vector2(5f, 8.6602540f), v.Rotate(FMath.DegToRad(60)));
AssertVectorsEqual(new Vector2(-5f, 8.6602540f), v.Rotate(FMath.DegToRad(120)));
AssertVectorsEqual(new Vector2(-8.6602540f, 5f), v.Rotate(FMath.DegToRad(150)));
AssertVectorsEqual(new Vector2(7.0710678f, -7.0710678f), v.Rotate(FMath.DegToRad(-45)));
AssertVectorsEqual(new Vector2(8.6602540f, -5f), v.Rotate(FMath.DegToRad(-30)));
AssertVectorsEqual(new Vector2(5f, -8.6602540f), v.Rotate(FMath.DegToRad(-60)));
AssertVectorsEqual(new Vector2(-5f, -8.6602540f), v.Rotate(FMath.DegToRad(-120)));
AssertVectorsEqual(new Vector2(-8.6602540f, -5f), v.Rotate(FMath.DegToRad(-150)));
}
[Fact]
public void TestIntersectSegmentNotColliding() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(8, 8));
Assert.Null(box.IntersectSegment(new Vector2(-16, -16), new Vector2(32, 0)));
}
[Fact]
public void TestIntersectSegmentHit() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(8, 8));
var point = new Vector2(-16, 4);
var delta = new Vector2(32, 0);
Hit? maybeHit = box.IntersectSegment(point, delta);
Assert.NotNull(maybeHit);
Hit hit = (Hit) maybeHit;
Assert.Equal(box, hit.Collider);
Assert.Equal(0.25, hit.Time);
Assert.Equal(point.X + delta.X * hit.Time, hit.Position.X);
Assert.Equal(point.Y + delta.Y * hit.Time, hit.Position.Y);
Assert.Equal((1.0f - hit.Time) * -delta.X, hit.Delta.X);
Assert.Equal((1.0f - hit.Time) * -delta.Y, hit.Delta.Y);
Assert.Equal(-1, hit.Normal.X);
Assert.Equal(0, hit.Normal.Y);
}
[Fact]
public void TestIntersectSegmentFromInsideBox() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(8, 8));
var point = new Vector2(-4, 4);
var delta = new Vector2(32, 0);
Hit? maybeHit = box.IntersectSegment(point, delta);
Assert.NotNull(maybeHit);
Hit hit = (Hit) maybeHit;
Assert.Equal(box, hit.Collider);
Assert.Equal(0.0, hit.Time);
Assert.Equal(-4, hit.Position.X);
Assert.Equal(4, hit.Position.Y);
Assert.Equal(-delta.X, hit.Delta.X);
Assert.Equal(-delta.Y, hit.Delta.Y);
Assert.Equal(-1, hit.Normal.X);
Assert.Equal(0, hit.Normal.Y);
}
[Fact]
public void TestIntersectSegmentWithPadding() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(8, 8));
var point = new Vector2(-16, 4);
var delta = new Vector2(32, 0);
int padding = 4;
Hit? maybeHit = box.IntersectSegment(point, delta, new Vector2(padding, padding));
Assert.NotNull(maybeHit);
Hit hit = (Hit) maybeHit;
Assert.Equal(box, hit.Collider);
Assert.Equal(0.125, hit.Time);
Assert.Equal(point.X + delta.X * hit.Time, hit.Position.X);
Assert.Equal(point.Y + delta.Y * hit.Time, hit.Position.Y);
Assert.Equal((1.0f - hit.Time) * -delta.X, hit.Delta.X);
Assert.Equal((1.0f - hit.Time) * -delta.Y, hit.Delta.Y);
Assert.Equal(-1, hit.Normal.X);
Assert.Equal(0, hit.Normal.Y);
}
[Fact]
public void TestIntersectSegmentFromTwoDirections() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(32, 32));
var farPos = new Vector2(64, 0);
var farToNearDelta = new Vector2(-32, 0);
Assert.Null(box.IntersectSegment(farPos, farToNearDelta));
var nearPos = new Vector2(32, 0);
var nearToFarDelta = new Vector2(32, 0);
Assert.Null(box.IntersectSegment(nearPos, nearToFarDelta));
}
[Fact]
public void TestIntersectSegmentXAxisAligned() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(16, 16));
var pos = new Vector2(-32, 0);
var delta = new Vector2(64, 0);
Hit? maybeHit = box.IntersectSegment(pos, delta);
Assert.NotNull(maybeHit);
Hit hit = (Hit) maybeHit;
Assert.Equal(0.25, hit.Time);
Assert.Equal(-1, hit.Normal.X);
Assert.Equal(0, hit.Normal.Y);
}
[Fact]
public void TestIntersectSegmentYAxisAligned() {
AABB box = new AABB(new Vector2(0, 0), new Vector2(16, 16));
var pos = new Vector2(0, -32);
var delta = new Vector2(0, 64);
Hit? maybeHit = box.IntersectSegment(pos, delta);
Assert.NotNull(maybeHit);
Hit hit = (Hit) maybeHit;
Assert.Equal(0.25, hit.Time);
Assert.Equal(0, hit.Normal.X);
Assert.Equal(-1, hit.Normal.Y);
}
}
}