setting bound as public and add velocity with a if instead of a try/catch

This commit is contained in:
Bluub
2021-05-31 17:36:48 +02:00
parent 4d0621a987
commit e1b1f0a5a4
5 changed files with 23 additions and 74 deletions
+3 -3
View File
@@ -33,9 +33,9 @@ TEST_CASE("Collsion test", "[Component][System]")
Entity &entity = wal.scene->getEntities()[0];
REQUIRE(entity.getComponent<PositionComponent>().position == Vector3f());
entity.getComponent<CollisionComponent>()._bound.x = 5;
entity.getComponent<CollisionComponent>()._bound.y = 5;
entity.getComponent<CollisionComponent>()._bound.z = 5;
entity.getComponent<CollisionComponent>().bound.x = 5;
entity.getComponent<CollisionComponent>().bound.y = 5;
entity.getComponent<CollisionComponent>().bound.z = 5;
collision.onUpdate(entity, std::chrono::nanoseconds(1));
collision.onFixedUpdate(entity);