Physics
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "dusktest.h"
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#include "util/memory.h"
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#include "entity/entitymanager.h"
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#include "entity/component/display/entityposition.h"
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#include "entity/component/physics/entityphysics.h"
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#include "physics/physicsworld.h"
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static void test_entityPhysicsGettersAndSetters(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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entityid_t entity = entityManagerAdd(&mgr);
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componentid_t phys = entityAddComponent(&mgr, entity, COMPONENT_TYPE_PHYSICS);
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// Defaults: dynamic 1x1x1 cube, zero velocity, not on ground.
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assert_int_equal(
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entityPhysicsGetBodyType(&mgr, entity, phys), PHYSICS_BODY_DYNAMIC
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);
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assert_false(entityPhysicsIsOnGround(&mgr, entity, phys));
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vec3 velocity;
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entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
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assert_float_equal(velocity[0], 0.0f, 0.0001f);
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assert_float_equal(velocity[1], 0.0f, 0.0001f);
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assert_float_equal(velocity[2], 0.0f, 0.0001f);
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vec3 setVel = { 1.0f, 2.0f, 3.0f };
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entityPhysicsSetVelocity(&mgr, entity, phys, setVel);
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entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
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assert_float_equal(velocity[0], 1.0f, 0.0001f);
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assert_float_equal(velocity[1], 2.0f, 0.0001f);
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assert_float_equal(velocity[2], 3.0f, 0.0001f);
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vec3 impulse = { 1.0f, 0.0f, 0.0f };
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entityPhysicsApplyImpulse(&mgr, entity, phys, impulse);
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entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
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assert_float_equal(velocity[0], 2.0f, 0.0001f);
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// Impulses are a no-op on static bodies.
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entityPhysicsSetBodyType(&mgr, entity, phys, PHYSICS_BODY_STATIC);
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entityPhysicsApplyImpulse(&mgr, entity, phys, impulse);
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entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
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assert_float_equal(velocity[0], 2.0f, 0.0001f);
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assert_int_equal(
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entityPhysicsGetBodyType(&mgr, entity, phys), PHYSICS_BODY_STATIC
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);
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physicsshape_t sphere = {
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.type = PHYSICS_SHAPE_SPHERE,
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.data.sphere.radius = 2.0f
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};
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entityPhysicsSetShape(&mgr, entity, phys, sphere);
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physicsshape_t got = entityPhysicsGetShape(&mgr, entity, phys);
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assert_int_equal(got.type, PHYSICS_SHAPE_SPHERE);
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assert_float_equal(got.data.sphere.radius, 2.0f, 0.0001f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_physicsWorldGravityIntegratesDynamicBody(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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physicsworld_t world;
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physicsWorldInit(&world);
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entityid_t entity = entityManagerAdd(&mgr);
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componentid_t posComp = entityAddComponent(
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&mgr, entity, COMPONENT_TYPE_POSITION
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);
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entityAddComponent(&mgr, entity, COMPONENT_TYPE_PHYSICS);
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const float_t dt = 1.0f / 60.0f;
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physicsWorldStep(&world, &mgr, dt);
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vec3 pos;
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entityPositionGetWorldPosition(&mgr, entity, posComp, pos);
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// One step of gravity: velocity.y = gravity.y * dt, position integrates
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// that same-step velocity (semi-implicit Euler).
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float_t expectedVelY = world.gravity[1] * dt;
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float_t expectedPosY = expectedVelY * dt;
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assert_float_equal(pos[1], expectedPosY, 0.0001f);
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assert_true(pos[1] < 0.0f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_physicsWorldRestsOnStaticFloor(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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physicsworld_t world;
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physicsWorldInit(&world);
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// Static floor: a wide, thin platform centered at y=0 (top face at 0.5).
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entityid_t floorEntity = entityManagerAdd(&mgr);
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componentid_t floorPosComp = entityAddComponent(
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&mgr, floorEntity, COMPONENT_TYPE_POSITION
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);
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componentid_t floorPhysComp = entityAddComponent(
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&mgr, floorEntity, COMPONENT_TYPE_PHYSICS
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);
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entityPhysicsSetBodyType(&mgr, floorEntity, floorPhysComp, PHYSICS_BODY_STATIC);
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physicsshape_t floorShape = {
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.type = PHYSICS_SHAPE_CUBE,
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.data.cube.halfExtents = { 5.0f, 0.5f, 5.0f }
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};
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entityPhysicsSetShape(&mgr, floorEntity, floorPhysComp, floorShape);
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vec3 floorPos = { 0.0f, 0.0f, 0.0f };
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entityPositionSetLocalPosition(&mgr, floorEntity, floorPosComp, floorPos);
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// Dynamic body (default 1x1x1 cube) starting 4 units above the floor.
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entityid_t entity = entityManagerAdd(&mgr);
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componentid_t posComp = entityAddComponent(
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&mgr, entity, COMPONENT_TYPE_POSITION
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);
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componentid_t physComp = entityAddComponent(
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&mgr, entity, COMPONENT_TYPE_PHYSICS
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);
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vec3 startPos = { 0.0f, 4.0f, 0.0f };
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entityPositionSetLocalPosition(&mgr, entity, posComp, startPos);
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const float_t dt = 1.0f / 60.0f;
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for(int32_t i = 0; i < 300; i++) {
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physicsWorldStep(&world, &mgr, dt);
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}
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vec3 pos;
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entityPositionGetWorldPosition(&mgr, entity, posComp, pos);
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// Resting height: floor top (0.5) + body half-extent (0.5).
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assert_float_equal(pos[1], 1.0f, 0.01f);
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assert_true(entityPhysicsIsOnGround(&mgr, entity, physComp));
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vec3 velocity;
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entityPhysicsGetVelocity(&mgr, entity, physComp, velocity);
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assert_float_equal(velocity[1], 0.0f, 0.01f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_physicsWorldDynamicVsDynamicSeparates(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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physicsworld_t world;
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physicsWorldInit(&world);
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entityid_t entityA = entityManagerAdd(&mgr);
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componentid_t posA = entityAddComponent(
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&mgr, entityA, COMPONENT_TYPE_POSITION
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);
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componentid_t physA = entityAddComponent(
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&mgr, entityA, COMPONENT_TYPE_PHYSICS
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);
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vec3 posAStart = { 0.0f, 0.0f, 0.3f };
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entityPositionSetLocalPosition(&mgr, entityA, posA, posAStart);
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entityPhysicsGet(&mgr, entityA, physA)->gravityScale = 0.0f;
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entityid_t entityB = entityManagerAdd(&mgr);
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componentid_t posB = entityAddComponent(
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&mgr, entityB, COMPONENT_TYPE_POSITION
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);
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componentid_t physB = entityAddComponent(
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&mgr, entityB, COMPONENT_TYPE_PHYSICS
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);
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vec3 posBStart = { 0.0f, 0.0f, -0.3f };
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entityPositionSetLocalPosition(&mgr, entityB, posB, posBStart);
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entityPhysicsGet(&mgr, entityB, physB)->gravityScale = 0.0f;
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// Both default to 1x1x1 cubes (half-extent 0.5), overlapping by 0.4 on Z.
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physicsWorldStep(&world, &mgr, 1.0f / 60.0f);
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vec3 finalA, finalB;
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entityPositionGetWorldPosition(&mgr, entityA, posA, finalA);
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entityPositionGetWorldPosition(&mgr, entityB, posB, finalB);
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assert_float_equal(finalA[2], 0.5f, 0.0001f);
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assert_float_equal(finalB[2], -0.5f, 0.0001f);
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// Fully separated: touching exactly, no remaining overlap.
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assert_float_equal(finalA[2] - finalB[2], 1.0f, 0.0001f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_physicsWorldStepNoPhysicsEntitiesIsNoop(void **state) {
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entitymanager_t mgr;
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entityManagerInit(&mgr);
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physicsworld_t world;
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physicsWorldInit(&world);
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entityManagerAdd(&mgr);
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physicsWorldStep(&world, &mgr, 1.0f / 60.0f);
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entityManagerDispose(&mgr);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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int main(int argc, char **argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_entityPhysicsGettersAndSetters),
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cmocka_unit_test(test_physicsWorldGravityIntegratesDynamicBody),
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cmocka_unit_test(test_physicsWorldRestsOnStaticFloor),
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cmocka_unit_test(test_physicsWorldDynamicVsDynamicSeparates),
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cmocka_unit_test(test_physicsWorldStepNoPhysicsEntitiesIsNoop),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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