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278 lines
7.9 KiB
C++
278 lines
7.9 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "test.h"
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#include "dummymap.h"
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#include "environment.h"
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#include "irrlicht_changes/printing.h"
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#include "collision.h"
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class TestCollision : public TestBase {
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public:
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TestCollision() { TestManager::registerTestModule(this); }
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const char *getName() { return "TestCollision"; }
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void runTests(IGameDef *gamedef);
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void testAxisAlignedCollision();
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void testCollisionMoveSimple(IGameDef *gamedef);
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};
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static TestCollision g_test_instance;
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void TestCollision::runTests(IGameDef *gamedef)
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{
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TEST(testAxisAlignedCollision);
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TEST(testCollisionMoveSimple, gamedef);
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}
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namespace {
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class TestEnvironment : public Environment {
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DummyMap map;
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public:
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TestEnvironment(IGameDef *gamedef)
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: Environment(gamedef), map(gamedef, {-1, -1, -1}, {1, 1, 1})
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{
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map.fill({-1, -1, -1}, {1, 1, 1}, MapNode(CONTENT_AIR));
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}
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void step(f32 dtime) override {}
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Map &getMap() override { return map; }
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void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects,
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const std::optional<Pointabilities> &pointabilities) override {}
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};
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}
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#define UASSERTEQ_F(actual, expected) do { \
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f32 a = (actual); \
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f32 e = (expected); \
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UTEST(fabsf(a - e) <= 0.0001f, "actual: %.f expected: %.f", a, e) \
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} while (0)
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#define UASSERTEQ_V3F(actual, expected) do { \
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v3f va = (actual); \
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v3f ve = (expected); \
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UASSERTEQ_F(va.X, ve.X); UASSERTEQ_F(va.Y, ve.Y); UASSERTEQ_F(va.Z, ve.Z); \
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} while (0)
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////////////////////////////////////////////////////////////////////////////////
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void TestCollision::testAxisAlignedCollision()
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{
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for (s16 bx = -3; bx <= 3; bx++)
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for (s16 by = -3; by <= 3; by++)
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for (s16 bz = -3; bz <= 3; bz++) {
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// X-
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
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v3f v(1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 1.000) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
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v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
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v3f v(1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
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v3f v(0.5, 0.1, 0);
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f32 dtime = 3.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 3.000) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
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v3f v(0.5, 0.1, 0);
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f32 dtime = 3.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 3.000) < 0.001);
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}
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// X+
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
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v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 1.000) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
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v3f v(1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
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v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
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v3f v(-0.5, 0.2, 0);
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f32 dtime = 2.5f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1); // Y, not X!
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UASSERT(fabs(dtime - 2.500) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
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v3f v(-0.5, 0.3, 0);
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f32 dtime = 2.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 2.000) < 0.001);
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}
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// TODO: Y-, Y+, Z-, Z+
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// misc
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
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v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 0.9) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
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v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
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UASSERT(fabs(dtime - 0.9) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
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v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
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UASSERT(fabs(dtime - 0.9) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
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v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 16.1) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
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v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
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UASSERT(fabs(dtime - 16.1) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
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v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
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UASSERT(fabs(dtime - 16.1) < 0.001);
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}
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}
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}
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#define fpos(x,y,z) (BS * v3f(x, y, z))
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void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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{
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auto env = std::make_unique<TestEnvironment>(gamedef);
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g_collision_problems_encountered = false;
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for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
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for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
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env->getMap().setNode({x, 0, z}, MapNode(t_CONTENT_STONE));
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const f32 pos_max_d = 0.25f * BS; // ?
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v3f pos, speed, accel;
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const aabb3f box(fpos(-0.1f, 0, -0.1f), fpos(0.1f, 1.4f, 0.1f));
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collisionMoveResult res;
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/* simple movement with accel */
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pos = fpos(4, 1, 4);
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speed = fpos(0, 0, 0);
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accel = fpos(0, 1, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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UASSERT(!res.touching_ground || !res.collides || !res.standing_on_object);
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UASSERT(res.collisions.empty());
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// FIXME: it's easy to tell that this should be y=1.5f, but our code does it wrong.
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// It's unclear if/how this will be fixed.
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UASSERTEQ_V3F(pos, fpos(4, 2, 4));
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UASSERTEQ_V3F(speed, fpos(0, 1, 0));
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/* standing on ground */
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pos = fpos(0, 0.5f, 0);
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speed = fpos(0, 0, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 0.04f,
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&pos, &speed, accel);
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UASSERT(res.collides);
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UASSERT(res.touching_ground);
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UASSERT(!res.standing_on_object);
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UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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UASSERT(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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UASSERTEQ(int, ci.type, COLLISION_NODE);
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UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
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UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
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}
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/* not moving never collides */
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pos = fpos(0, -100, 0);
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speed = fpos(0, 0, 0);
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accel = fpos(0, 0, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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UASSERT(!res.collides);
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/* collision in ignore */
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pos = fpos(0, -100, 0);
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speed = fpos(5, 0, 0);
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accel = fpos(0, 0, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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UASSERT(!res.collides); // FIXME this is actually inconsistent
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UASSERT(res.collisions.empty());
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// TODO things to test:
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// standing_on_object, multiple collisions, bouncy, stepheight
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// No warnings should have been raised during our test.
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UASSERT(!g_collision_problems_encountered);
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}
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