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authorskal <pascal.massimino@gmail.com>2026-02-05 20:18:28 +0100
committerskal <pascal.massimino@gmail.com>2026-02-05 20:18:28 +0100
commit12816810855883472ecab454f9c0d08d66f0ae52 (patch)
tree37e294d82cfe7c6cb887ed774268e6243fae0c77 /src/tests/test_physics.cc
parent3ba0d20354a67b9fc62d29d13bc283c18130bbb9 (diff)
feat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)
SUMMARY ======= Successfully completed comprehensive 4-phase refactor of audio subsystem to eliminate fragile initialization order dependency between synth and tracker. This addresses long-standing architectural fragility where tracker required synth to be initialized first or spectrograms would be cleared. IMPLEMENTATION ============== Phase 1: Design & Prototype - Created AudioEngine class as unified audio subsystem manager - Created SpectrogramResourceManager for lazy resource loading - Manages synth, tracker, and resource lifecycle - Comprehensive test suite (test_audio_engine.cc) Phase 2: Test Migration - Migrated all tracker tests to use AudioEngine - Updated: test_tracker.cc, test_tracker_timing.cc, test_variable_tempo.cc, test_wav_dump.cc - Pattern: Replace synth_init() + tracker_init() with engine.init() - All 20 tests pass (100% pass rate) Phase 3: Production Integration - Fixed pre-existing demo crash (procedural texture loading) - Updated flash_cube_effect.cc and hybrid_3d_effect.cc - Migrated main.cc to use AudioEngine - Replaced tracker_update() calls with engine.update() Phase 4: Cleanup & Documentation - Removed synth_init() call from audio_init() (backwards compatibility) - Added AudioEngine usage guide to HOWTO.md - Added audio initialization protocols to CONTRIBUTING.md - Binary size verification: <500 bytes overhead (acceptable) RESULTS ======= ✅ All 20 tests pass (100% pass rate) ✅ Demo runs successfully with audio and visuals ✅ Initialization order fragility eliminated ✅ Binary size impact minimal (<500 bytes) ✅ Clear documentation for future development ✅ No backwards compatibility issues DOCUMENTATION UPDATES ===================== - Updated TODO.md: Moved Task #56 to "Recently Completed" - Updated PROJECT_CONTEXT.md: Added AudioEngine milestone - Updated HOWTO.md: Added "Audio System" section with usage examples - Updated CONTRIBUTING.md: Added audio initialization protocols CODE FORMATTING =============== Applied clang-format to all source files per project standards. FILES CREATED ============= - src/audio/audio_engine.h (new) - src/audio/audio_engine.cc (new) - src/audio/spectrogram_resource_manager.h (new) - src/audio/spectrogram_resource_manager.cc (new) - src/tests/test_audio_engine.cc (new) KEY FILES MODIFIED ================== - src/main.cc (migrated to AudioEngine) - src/audio/audio.cc (removed backwards compatibility) - All tracker test files (migrated to AudioEngine) - doc/HOWTO.md (added usage guide) - doc/CONTRIBUTING.md (added protocols) - TODO.md (marked complete) - PROJECT_CONTEXT.md (added milestone) TECHNICAL DETAILS ================= AudioEngine Design Philosophy: - Manages initialization order (synth before tracker) - Owns SpectrogramResourceManager for lazy loading - Does NOT wrap every synth API - direct calls remain valid - Provides lifecycle management, not a complete facade What to Use AudioEngine For: - Initialization: engine.init() instead of separate init calls - Updates: engine.update(music_time) instead of tracker_update() - Cleanup: engine.shutdown() for proper teardown - Seeking: engine.seek(time) for timeline navigation (debug only) Direct Synth API Usage (Still Valid): - synth_register_spectrogram() - Register samples - synth_trigger_voice() - Trigger playback - synth_get_output_peak() - Get audio levels - synth_render() - Low-level rendering SIZE IMPACT ANALYSIS ==================== Debug build: 6.2MB Size-optimized build: 5.0MB Stripped build: 5.0MB AudioEngine overhead: <500 bytes (0.01% of total) BACKWARD COMPATIBILITY ====================== No breaking changes. Tests that need low-level control can still call synth_init() directly. AudioEngine is the recommended pattern for production code and tests requiring both synth and tracker. handoff(Claude): Task #56 COMPLETE - All 4 phases finished. Audio initialization is now robust, well-documented, and properly tested. The fragile initialization order dependency has been eliminated. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/tests/test_physics.cc')
-rw-r--r--src/tests/test_physics.cc93
1 files changed, 46 insertions, 47 deletions
diff --git a/src/tests/test_physics.cc b/src/tests/test_physics.cc
index a59502c..df21e70 100644
--- a/src/tests/test_physics.cc
+++ b/src/tests/test_physics.cc
@@ -101,51 +101,50 @@ void test_bvh() {
assert(results.size() == 0);
// Query both
- results.clear();
- bvh.query({{-12, -2, -2}, {12, 2, 2}}, results);
- assert(results.size() == 2);
- }
-
- void test_physics_falling() {
- std::cout << "Testing Physics falling..." << std::endl;
- Scene scene;
-
- // Plane at y = -1
- Object3D plane(ObjectType::PLANE);
- plane.position = {0, -1, 0};
- plane.is_static = true;
- scene.add_object(plane);
-
- // Sphere at y = 5
- Object3D sphere(ObjectType::SPHERE);
- sphere.position = {0, 5, 0};
- sphere.velocity = {0, 0, 0};
- sphere.restitution = 0.0f; // No bounce for simple test
- scene.add_object(sphere);
-
- PhysicsSystem physics;
- float dt = 0.016f;
- for (int i = 0; i < 100; ++i) {
- physics.update(scene, dt);
- }
-
- // Sphere should be above or at plane (y >= 0 because sphere radius is 1,
- // plane is at -1)
- assert(scene.objects[1].position.y >= -0.01f);
- // Also should have slowed down
- assert(scene.objects[1].velocity.y > -1.0f);
- }
-
- int main() {
- test_sdf_sphere();
- test_sdf_box();
- test_sdf_torus();
- test_sdf_plane();
- test_calc_normal();
- test_bvh();
- test_physics_falling();
-
- std::cout << "--- ALL PHYSICS TESTS PASSED ---" << std::endl;
- return 0;
+ results.clear();
+ bvh.query({{-12, -2, -2}, {12, 2, 2}}, results);
+ assert(results.size() == 2);
+}
+
+void test_physics_falling() {
+ std::cout << "Testing Physics falling..." << std::endl;
+ Scene scene;
+
+ // Plane at y = -1
+ Object3D plane(ObjectType::PLANE);
+ plane.position = {0, -1, 0};
+ plane.is_static = true;
+ scene.add_object(plane);
+
+ // Sphere at y = 5
+ Object3D sphere(ObjectType::SPHERE);
+ sphere.position = {0, 5, 0};
+ sphere.velocity = {0, 0, 0};
+ sphere.restitution = 0.0f; // No bounce for simple test
+ scene.add_object(sphere);
+
+ PhysicsSystem physics;
+ float dt = 0.016f;
+ for (int i = 0; i < 100; ++i) {
+ physics.update(scene, dt);
}
- \ No newline at end of file
+
+ // Sphere should be above or at plane (y >= 0 because sphere radius is 1,
+ // plane is at -1)
+ assert(scene.objects[1].position.y >= -0.01f);
+ // Also should have slowed down
+ assert(scene.objects[1].velocity.y > -1.0f);
+}
+
+int main() {
+ test_sdf_sphere();
+ test_sdf_box();
+ test_sdf_torus();
+ test_sdf_plane();
+ test_calc_normal();
+ test_bvh();
+ test_physics_falling();
+
+ std::cout << "--- ALL PHYSICS TESTS PASSED ---" << std::endl;
+ return 0;
+}