Testing physics
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@@ -163,7 +163,7 @@ static void test_physicsShapeMeshCreateIntegratesWithDispatch(void **state) {
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// Landscape as B, matching physicsWorldStep's dynamic(A)-vs-static(B).
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vec3 normal; float_t depth;
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assert_true(physicsTestShapeVsShape(
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sphereCenter, sphere, meshPos, landscape, normal, &depth
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sphereCenter, &sphere, meshPos, &landscape, normal, &depth
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));
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assert_float_equal(depth, 0.2f, 0.0001f);
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assert_float_equal(normal[1], 1.0f, 0.0001f);
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@@ -91,12 +91,12 @@ static void test_dispatchSymmetryAndPlaneRouting(void **state) {
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vec3 normalAB; float_t depthAB;
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assert_true(physicsTestShapeVsShape(
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aPos, cubeA, bPos, sphereB, normalAB, &depthAB
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aPos, &cubeA, bPos, &sphereB, normalAB, &depthAB
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));
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vec3 normalBA; float_t depthBA;
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assert_true(physicsTestShapeVsShape(
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bPos, sphereB, aPos, cubeA, normalBA, &depthBA
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bPos, &sphereB, aPos, &cubeA, normalBA, &depthBA
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));
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// Swapping A/B should give the same depth and a negated normal.
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@@ -111,7 +111,7 @@ static void test_dispatchSymmetryAndPlaneRouting(void **state) {
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vec3 cubePos = { 0.0f, 0.4f, 0.0f };
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vec3 normal; float_t depth;
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assert_true(physicsTestShapeVsShape(
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cubePos, cubeA, bPos, plane, normal, &depth
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cubePos, &cubeA, bPos, &plane, normal, &depth
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));
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assert_float_equal(depth, 0.1f, 0.0001f);
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@@ -173,7 +173,7 @@ static void test_customShapeFlatLandscape(void **state) {
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// body as A, static/custom body as B).
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vec3 normal; float_t depth;
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assert_true(physicsTestShapeVsShape(
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spherePos, sphere, landscapePos, landscape, normal, &depth
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spherePos, &sphere, landscapePos, &landscape, normal, &depth
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));
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assert_float_equal(depth, 0.2f, 0.0001f);
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assert_float_equal(normal[0], 0.0f, 0.0001f);
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@@ -183,7 +183,7 @@ static void test_customShapeFlatLandscape(void **state) {
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// Landscape as A: same depth, negated normal.
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vec3 normalSwapped; float_t depthSwapped;
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assert_true(physicsTestShapeVsShape(
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landscapePos, landscape, spherePos, sphere, normalSwapped, &depthSwapped
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landscapePos, &landscape, spherePos, &sphere, normalSwapped, &depthSwapped
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));
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assert_float_equal(depthSwapped, depth, 0.0001f);
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assert_float_equal(normalSwapped[1], -normal[1], 0.0001f);
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@@ -191,7 +191,7 @@ static void test_customShapeFlatLandscape(void **state) {
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// Sphere far above the ground: no overlap.
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vec3 sphereFar = { 0.0f, 10.0f, 0.0f };
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assert_false(physicsTestShapeVsShape(
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sphereFar, sphere, landscapePos, landscape, normal, &depth
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sphereFar, &sphere, landscapePos, &landscape, normal, &depth
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));
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assert_int_equal(memoryGetAllocatedCount(), 0);
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@@ -208,7 +208,7 @@ static void test_customVsCustomAsserts(void **state) {
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vec3 normal; float_t depth;
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expect_assert_failure(physicsTestShapeVsShape(
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pos, landscapeA, pos, landscapeB, normal, &depth
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pos, &landscapeA, pos, &landscapeB, normal, &depth
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));
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}
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