1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-16 18:01:40 +00:00
luanti/src/unittest/test_collision.cpp

415 lines
13 KiB
C++
Raw Normal View History

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "test.h"
#include "catch.h"
#include "collision.h"
#include "dummymap.h"
#include "environment.h"
#include "irrlicht_changes/printing.h"
#include "irrlichttypes.h"
const float EPSILON = 0.001f;
class TestCollision : public TestBase {
public:
TestCollision() { TestManager::registerTestModule(this); }
const char *getName() { return "TestCollision"; }
void runTests(IGameDef *gamedef);
void testCollisionMoveSimple(IGameDef *gamedef);
};
static TestCollision g_test_instance;
void TestCollision::runTests(IGameDef *gamedef)
{
TEST(testCollisionMoveSimple, gamedef);
}
namespace {
class TestEnvironment : public Environment {
DummyMap map;
public:
TestEnvironment(IGameDef *gamedef)
: Environment(gamedef), map(gamedef, {-1, -1, -1}, {1, 1, 1})
{
map.fill({-1, -1, -1}, {1, 1, 1}, MapNode(CONTENT_AIR));
}
void step(f32 dtime) override {}
Map &getMap() override { return map; }
void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects,
const std::optional<Pointabilities> &pointabilities) override {}
};
}
#define UASSERTEQ_F(actual, expected) do { \
f32 a = (actual); \
f32 e = (expected); \
UTEST(fabsf(a - e) <= 0.0001f, "actual: %.5f expected: %.5f", a, e) \
} while (0)
#define UASSERTEQ_V3F(actual, expected) do { \
v3f va = (actual); \
v3f ve = (expected); \
UASSERTEQ_F(va.X, ve.X); UASSERTEQ_F(va.Y, ve.Y); UASSERTEQ_F(va.Z, ve.Z); \
} while (0)
#define fpos(x,y,z) (BS * v3f(x, y, z))
////////////////////////////////////////////////////////////////////////////////
TEST_CASE("Test axis aligned collision with unit cube.", "[collision]")
{
f32 bx = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
f32 by = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
f32 bz = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
INFO("Testing with static cube at (" << bx << ", " << by << ", " << bz << ").");
aabb3f s{bx, by, bz, bx+1.0f, by+1.0f, bz+1.0f};
// The following set of tests is for boxes translated in the -X direction
// from the static cube, possibly with additional offsets.
SECTION("When the box moves towards the target on the X axis, "
"then they should collide on the X axis.")
{
aabb3f m{bx-2.0f, by, bz, bx-1.0f, by+1.0f, bz+1.0f};
f32 dtime = 1.0f;
CHECK(0 == axisAlignedCollision(s, m, v3f{1.0f, 0.0f, 0.0f}, &dtime));
CHECK(std::fabs(dtime - 1.0f) < EPSILON);
}
SECTION("When the box moves away from the target on the X axis, "
"then they should never collide.")
{
aabb3f m{bx-2.0f, by, bz, bx-1.0f, by+1.0f, bz+1.0f};
f32 dtime = 1.0f;
CHECK(-1 == axisAlignedCollision(s, m, v3f{-1.0f, 0.0f, 0.0f}, &dtime));
}
SECTION("Given the box and the target do not overlap on the X or Y axes, "
"when the box moves away on the X axis, "
2025-03-29 08:25:21 -05:00
"then they should never collide.")
{
aabb3f m{bx-2.0f, by+1.5f, bz, bx-1.0f, by+2.5f, bz+1.0f};
f32 dtime = 1.0f;
CHECK(-1 == axisAlignedCollision(s, m, v3f{1.0f, 0.0f, 0.0f}, &dtime));
}
SECTION("Given the box and the target do not overlap on the X or Y axes, "
"when the box moves at the right speeds on the X and Y axes, "
"then they should collide on the X axis.")
{
aabb3f m{bx-2.0f, by-1.5f, bz, bx-1.5f, by+0.5f, bz+1.0f};
f32 dtime = 3.0f;
CHECK(0 == axisAlignedCollision(s, m, v3f{0.5f, 0.1f, 0}, &dtime));
CHECK(std::fabs(dtime - 3.0f) < EPSILON);
}
// The following set of tests is for boxes translated in the +X direction
// from the static cube, possibly with additional offsets. They are not
// all mirror images of the tests for the -X direction.
SECTION("When the box moves towards the target on the X axis, "
"then they should collide on the X axis.")
{
aabb3f m{bx+2.0f, by, bz, bx+3.0f, by+1.0f, bz+1.0f};
f32 dtime = 1.0f;
CHECK(0 == axisAlignedCollision(s, m, v3f{-1.0f, 0.0f, 0.0f}, &dtime));
CHECK(std::fabs(dtime - 1.0f) < EPSILON);
}
SECTION("When the box moves away from the target on the X axis, "
"then they should never collide.")
{
aabb3f m{bx+2.0f, by, bz, bx+3.0f, by+1.0f, bz+1.0f};
f32 dtime = 1.0f;
CHECK(-1 == axisAlignedCollision(s, m, v3f{1.0f, 0.0f, 0.0f}, &dtime));
}
SECTION("Given the box and the target do not overlap on the X or Z axes, "
"when the box moves away on the X axis, "
2025-03-29 08:25:21 -05:00
"then they should never collide.")
{
aabb3f m{bx+2.0f, by, bz+1.5f, bx+3.0f, by+1.0f, bz+3.5f};
f32 dtime = 1.0f;
CHECK(-1 == axisAlignedCollision(s, m, v3f{-1.0f, 0.0f, 0.0f}, &dtime));
}
SECTION("Given the box and the target do not overlap on the X or Y axes, "
"when the box moves at the right speeds on the X and Y axes, "
"then they should collide on the Y axis.")
{
// This test is interesting because the Y-faces are the first to collide.
aabb3f m{bx+2.0f, by-1.5f, bz, bx+2.5f, by-0.5f, bz+1.0f};
f32 dtime = 2.51f;
// y velocity is 0.200000003 precisely
CHECK(1 == axisAlignedCollision(s, m, v3f{-0.5f, 0.2f, 0}, &dtime));
CHECK(std::fabs(dtime - 2.5f) < EPSILON);
}
SECTION("Given the box and the target do not overlap on the X or Y axes, "
"when the box moves at the right speeds on the X and Y axes, "
"then they should collide on the X axis.")
{
aabb3f m{bx+2.0f, by-1.5f, bz, bx+2.5f, by-0.5f, bz+1.0f};
f32 dtime = 2.1f;
// y velocity is 0.300000012 precisely
CHECK(0 == axisAlignedCollision(s, m, v3f{-0.5f, 0.3f, 0}, &dtime));
CHECK(std::fabs(dtime - 2.0f) < EPSILON);
}
}
TEST_CASE("Test axis aligned collision with 2x2x2 cube.", "[collision]")
{
f32 bx = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
f32 by = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
f32 bz = GENERATE(-3.0f, -2.0f, -1.0f, 0.0f, 1.0f, 2.0f, 3.0f);
INFO("Testing with static cube at (" << bx << ", " << by << ", " << bz << ").");
aabb3f s{bx, by, bz, bx+2.0f, by+2.0f, bz+2.0f};
// The following set of tests checks small floating point offsets
// colliding at the corner of two boxes, to ensure the function under
// test can detect which axis collided first.
SECTION("Collides on X axis near (+X,+Y,+Z) corner.")
{
aabb3f m{bx+2.3f, by+2.29f, bz+2.29f, bx+4.2f, by+4.2f, bz+4.2f};
v3f v{-1.0f/3.0f, -1.0f/3.0f, -1.0/3.0f};
f32 dtime = 1.0f;
CHECK(0 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 0.9f) < EPSILON);
}
SECTION("Collides on Y axis near (+X,+Y,+Z) corner.")
{
aabb3f m{bx+2.29f, by+2.3f, bz+2.29f, bx+4.2f, by+4.2f, bz+4.2f};
v3f v{-1.0f/3.0f, -1.0f/3.0f, -1.0/3.0f};
f32 dtime = 1.0f;
CHECK(1 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 0.9f) < EPSILON);
}
SECTION("Collides on Z axis near (+X,+Y,+Z) corner.")
{
aabb3f m{bx+2.29f, by+2.29f, bz+2.3f, bx+4.2f, by+4.2f, bz+4.2f};
v3f v{-1.0f/3.0f, -1.0f/3.0f, -1.0/3.0f};
f32 dtime = 1.0f;
CHECK(2 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 0.9f) < EPSILON);
}
SECTION("Collides on X axis near (-X,-Y,-Z) corner.")
{
aabb3f m{bx-4.2f, by-4.2f, bz-4.2f, bx-2.3f, by-2.29f, bz-2.29f};
v3f v{1.0f/7.0f, 1.0f/7.0f, 1.0/7.0f};
f32 dtime = 17.0f;
CHECK(0 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 16.1f) < EPSILON);
}
SECTION("Collides on Y axis near (-X,-Y,-Z) corner.")
{
aabb3f m{bx-4.2f, by-4.2f, bz-4.2f, bx-2.29f, by-2.3f, bz-2.29f};
v3f v{1.0f/7.0f, 1.0f/7.0f, 1.0/7.0f};
f32 dtime = 17.0f;
CHECK(1 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 16.1f) < EPSILON);
}
SECTION("Collides on Z axis near (-X,-Y,-Z) corner.")
{
aabb3f m{bx-4.2f, by-4.2f, bz-4.2f, bx-2.29f, by-2.29f, bz-2.3f};
v3f v{1.0f/7.0f, 1.0f/7.0f, 1.0/7.0f};
f32 dtime = 17.0f;
CHECK(2 == axisAlignedCollision(s, m, v, &dtime));
CHECK(std::fabs(dtime - 16.1f) < EPSILON);
}
}
void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
{
auto env = std::make_unique<TestEnvironment>(gamedef);
g_collision_problems_encountered = false;
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
env->getMap().setNode({x, 0, z}, MapNode(t_CONTENT_STONE));
v3f pos, speed, accel;
const aabb3f box(fpos(-0.1f, 0, -0.1f), fpos(0.1f, 1.4f, 0.1f));
collisionMoveResult res;
/* simple movement with accel */
pos = fpos(4, 1, 4);
speed = fpos(0, 0, 0);
accel = fpos(0, 1, 0);
2024-11-11 19:46:02 +01:00
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
&pos, &speed, accel);
UASSERT(!res.touching_ground && !res.collides && !res.standing_on_object);
UASSERT(res.collisions.empty());
UASSERTEQ_V3F(pos, fpos(4, 1.5f, 4));
UASSERTEQ_V3F(speed, fpos(0, 1, 0));
/* standing on ground */
pos = fpos(0, 0.5f, 0);
speed = fpos(0, 0, 0);
accel = fpos(0, -9.81f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.05f,
&pos, &speed, accel);
UASSERT(res.collides);
UASSERT(res.touching_ground);
UASSERT(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
UASSERT(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
UASSERTEQ(int, ci.type, COLLISION_NODE);
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
}
/* glitched into ground */
pos = fpos(0, 0.499f, 0);
speed = fpos(0, 0, 0);
accel = fpos(0, -9.81f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.05f,
&pos, &speed, accel);
UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0)); // moved back out
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
UASSERT(res.collides);
UASSERT(res.touching_ground);
UASSERT(!res.standing_on_object);
UASSERT(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
UASSERTEQ(int, ci.type, COLLISION_NODE);
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
}
/* falling on ground */
pos = fpos(0, 1.2345f, 0);
speed = fpos(0, -3.f, 0);
accel = fpos(0, -9.81f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
&pos, &speed, accel);
UASSERT(res.collides);
UASSERT(res.touching_ground);
UASSERT(!res.standing_on_object);
// Current collision code uses linear collision, which incorrectly yields a collision at 0.741 here
// but usually this resolves itself in the next dtime, fortunately.
// Parabolic collision should correctly find this in one step.
// UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
UASSERT(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
UASSERTEQ(int, ci.type, COLLISION_NODE);
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
}
/* jumping on ground */
pos = fpos(0, 0.5f, 0);
speed = fpos(0, 2.0f, 0);
accel = fpos(0, -9.81f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.2f,
&pos, &speed, accel);
UASSERT(!res.collides && !res.touching_ground && !res.standing_on_object);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
&pos, &speed, accel);
UASSERT(res.collides);
UASSERT(res.touching_ground);
UASSERT(!res.standing_on_object);
// Current collision code uses linear collision, which incorrectly yields a collision at 0.672 here
// but usually this resolves itself in the next dtime, fortunately.
// Parabolic collision should correctly find this in one step.
// UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
UASSERT(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
UASSERTEQ(int, ci.type, COLLISION_NODE);
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
}
/* moving over ground, no gravity */
pos = fpos(0, 0.5f, 0);
speed = fpos(-1.6f, 0, -1.7f);
accel = fpos(0, 0.0f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
&pos, &speed, accel);
UASSERT(!res.collides);
// UASSERT(res.touching_ground); // no gravity, so not guaranteed
UASSERT(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(-1.6f, 0.5f, -1.7f));
UASSERTEQ_V3F(speed, fpos(-1.6f, 0, -1.7f));
UASSERT(res.collisions.empty());
/* moving over ground, with gravity */
pos = fpos(5.5f, 0.5f, 5.5f);
speed = fpos(-1.0f, 0.0f, -0.1f);
accel = fpos(0, -9.81f, 0);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
&pos, &speed, accel);
UASSERT(res.collides);
UASSERT(res.touching_ground);
UASSERT(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(4.5f, 0.5f, 5.4f));
UASSERTEQ_V3F(speed, fpos(-1.0f, 0, -0.1f));
UASSERT(res.collisions.size() == 1);
{ // first collision on y axis zeros speed and acceleration.
auto &ci = res.collisions.front();
UASSERTEQ(int, ci.type, COLLISION_NODE);
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
UASSERTEQ(v3s16, ci.node_p, v3s16(5, 0, 5));
}
/* not moving never collides */
pos = fpos(0, -100, 0);
speed = fpos(0, 0, 0);
accel = fpos(0, 0, 0);
2024-11-11 19:46:02 +01:00
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1/60.0f,
&pos, &speed, accel);
UASSERT(!res.collides);
/* collision in ignore */
pos = fpos(0, -100, 0);
speed = fpos(5, 0, 0);
accel = fpos(0, 0, 0);
2024-11-11 19:46:02 +01:00
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1/60.0f,
&pos, &speed, accel);
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
UASSERT(!res.collides); // FIXME this is actually inconsistent
UASSERT(res.collisions.empty());
// TODO things to test:
// standing_on_object, multiple collisions, bouncy, stepheight
// No warnings should have been raised during our test.
UASSERT(!g_collision_problems_encountered);
}