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luanti/src/unittest/test_collision.cpp

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "test.h"
#include "dummymap.h"
#include "environment.h"
#include "irrlicht_changes/printing.h"
#include "collision.h"
class TestCollision : public TestBase {
public:
TestCollision() { TestManager::registerTestModule(this); }
const char *getName() { return "TestCollision"; }
void runTests(IGameDef *gamedef);
void testAxisAlignedCollision();
void testCollisionMoveSimple(IGameDef *gamedef);
};
static TestCollision g_test_instance;
void TestCollision::runTests(IGameDef *gamedef)
{
TEST(testAxisAlignedCollision);
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)
////////////////////////////////////////////////////////////////////////////////
void TestCollision::testAxisAlignedCollision()
{
for (s16 bx = -3; bx <= 3; bx++)
for (s16 by = -3; by <= 3; by++)
for (s16 bz = -3; bz <= 3; bz++) {
// X-
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
v3f v(1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 1.000) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz+1);
v3f v(1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
v3f v(0.5, 0.1, 0);
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f32 dtime = 3.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 3.000) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
v3f v(0.5, 0.1, 0);
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f32 dtime = 3.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 3.000) < 0.001);
}
// X+
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 1.000) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
v3f v(1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
v3f v(-1, 0, 0);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
v3f v(-0.5, 0.2, 0); // 0.200000003 precisely
f32 dtime = 2.51f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1); // Y, not X!
UASSERT(fabs(dtime - 2.500) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
v3f v(-0.5, 0.3, 0); // 0.300000012 precisely
f32 dtime = 2.1f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 2.000) < 0.001);
}
// TODO: Y-, Y+, Z-, Z+
// misc
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 0.9) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
UASSERT(fabs(dtime - 0.9) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3);
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f32 dtime = 1.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
UASSERT(fabs(dtime - 0.9) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
v3f v(1./7, 1./7, 1./7);
f32 dtime = 17.1f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
UASSERT(fabs(dtime - 16.1) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
UASSERT(fabs(dtime - 16.1) < 0.001);
}
{
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
UASSERT(fabs(dtime - 16.1) < 0.001);
}
}
}
#define fpos(x,y,z) (BS * v3f(x, y, z))
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);
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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);
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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);
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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);
}