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Convert simpleMoveCollision
tests to Catch2
This commit is contained in:
parent
45a5c96395
commit
089bf5b869
1 changed files with 164 additions and 150 deletions
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@ -10,26 +10,8 @@
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#include "irrlicht_changes/printing.h"
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#include "irrlichttypes.h"
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const float EPSILON = 0.001f;
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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 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(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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@ -53,7 +35,7 @@ namespace {
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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: %.5f expected: %.5f", a, e) \
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CHECK(fabsf(a - e) <= 0.0001f); \
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} while (0)
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#define UASSERTEQ_V3F(actual, expected) do { \
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@ -238,11 +220,12 @@ TEST_CASE("Test axis aligned collision with 2x2x2 cube.", "[collision]")
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}
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}
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void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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TEST_CASE("Test simple moving collision.", "[collision]")
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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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TestGameDef gamedef;
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auto env = std::make_unique<TestEnvironment>(&gamedef);
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REQUIRE(!g_collision_problems_encountered);
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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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@ -252,163 +235,194 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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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, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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SECTION("Simple movement with accel.")
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{
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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, 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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UASSERTEQ_V3F(pos, fpos(4, 1.5f, 4));
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UASSERTEQ_V3F(speed, fpos(0, 1, 0));
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CHECK(!res.touching_ground);
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CHECK(!res.collides);
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CHECK(!res.standing_on_object);
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CHECK(res.collisions.empty());
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UASSERTEQ_V3F(pos, fpos(4, 1.5f, 4));
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UASSERTEQ_V3F(speed, fpos(0, 1, 0));
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}
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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, box, 0.0f, 0.05f,
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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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SECTION("Standing on ground.")
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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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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, box, 0.0f, 0.05f,
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&pos, &speed, accel);
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CHECK(res.collides);
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CHECK(res.touching_ground);
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CHECK(!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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REQUIRE(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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CHECK(ci.type == COLLISION_NODE);
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CHECK(ci.axis == COLLISION_AXIS_Y);
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CHECK(ci.node_p == v3s16(0, 0, 0));
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}
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}
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/* glitched into ground */
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pos = fpos(0, 0.499f, 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, box, 0.0f, 0.05f,
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&pos, &speed, accel);
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UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0)); // moved back out
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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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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UASSERT(res.collisions.size() == 1);
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SECTION("Glitched into ground.")
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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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pos = fpos(0, 0.499f, 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, box, 0.0f, 0.05f,
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&pos, &speed, accel);
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UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0)); // moved back out
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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CHECK(res.collides);
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CHECK(res.touching_ground);
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CHECK(!res.standing_on_object);
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REQUIRE(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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CHECK(ci.type == COLLISION_NODE);
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CHECK(ci.axis == COLLISION_AXIS_Y);
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CHECK(ci.node_p == v3s16(0, 0, 0));
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}
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}
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/* falling on ground */
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pos = fpos(0, 1.2345f, 0);
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speed = fpos(0, -3.f, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
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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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// Current collision code uses linear collision, which incorrectly yields a collision at 0.741 here
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// but usually this resolves itself in the next dtime, fortunately.
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// Parabolic collision should correctly find this in one step.
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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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SECTION("Falling on ground.")
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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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pos = fpos(0, 1.2345f, 0);
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speed = fpos(0, -3.f, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 0.5f,
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&pos, &speed, accel);
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CHECK(res.collides);
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CHECK(res.touching_ground);
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CHECK(!res.standing_on_object);
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// Current collision code uses linear collision, which incorrectly yields a collision at 0.741 here
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// but usually this resolves itself in the next dtime, fortunately.
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// Parabolic collision should correctly find this in one step.
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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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REQUIRE(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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CHECK(ci.type == COLLISION_NODE);
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CHECK(ci.axis == COLLISION_AXIS_Y);
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CHECK(ci.node_p == v3s16(0, 0, 0));
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}
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}
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/* jumping on ground */
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pos = fpos(0, 0.5f, 0);
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speed = fpos(0, 2.0f, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.2f,
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&pos, &speed, accel);
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UASSERT(!res.collides && !res.touching_ground && !res.standing_on_object);
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
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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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// Current collision code uses linear collision, which incorrectly yields a collision at 0.672 here
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// but usually this resolves itself in the next dtime, fortunately.
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// Parabolic collision should correctly find this in one step.
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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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SECTION("Jumping on ground.")
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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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pos = fpos(0, 0.5f, 0);
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speed = fpos(0, 2.0f, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 0.2f,
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&pos, &speed, accel);
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CHECK(!res.touching_ground);
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CHECK(!res.collides);
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CHECK(!res.standing_on_object);
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res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 0.5f,
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&pos, &speed, accel);
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CHECK(res.collides);
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CHECK(res.touching_ground);
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CHECK(!res.standing_on_object);
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// Current collision code uses linear collision, which incorrectly yields a collision at 0.672 here
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// but usually this resolves itself in the next dtime, fortunately.
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// Parabolic collision should correctly find this in one step.
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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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REQUIRE(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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CHECK(ci.type == COLLISION_NODE);
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CHECK(ci.axis == COLLISION_AXIS_Y);
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CHECK(ci.node_p == v3s16(0, 0, 0));
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}
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}
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/* moving over ground, no gravity */
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pos = fpos(0, 0.5f, 0);
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speed = fpos(-1.6f, 0, -1.7f);
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accel = fpos(0, 0.0f, 0);
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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SECTION("Moving over ground, no gravity.")
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{
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pos = fpos(0, 0.5f, 0);
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speed = fpos(-1.6f, 0, -1.7f);
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accel = fpos(0, 0.0f, 0);
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res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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UASSERT(!res.collides);
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// UASSERT(res.touching_ground); // no gravity, so not guaranteed
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UASSERT(!res.standing_on_object);
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UASSERTEQ_V3F(pos, fpos(-1.6f, 0.5f, -1.7f));
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UASSERTEQ_V3F(speed, fpos(-1.6f, 0, -1.7f));
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UASSERT(res.collisions.empty());
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CHECK(!res.collides);
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// CHECK(res.touching_ground); // no gravity, so not guaranteed
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CHECK(!res.standing_on_object);
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UASSERTEQ_V3F(pos, fpos(-1.6f, 0.5f, -1.7f));
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UASSERTEQ_V3F(speed, fpos(-1.6f, 0, -1.7f));
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CHECK(res.collisions.empty());
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}
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/* moving over ground, with gravity */
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pos = fpos(5.5f, 0.5f, 5.5f);
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speed = fpos(-1.0f, 0.0f, -0.1f);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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SECTION("Moving over ground, with gravity.")
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{
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/* moving over ground, with gravity */
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pos = fpos(5.5f, 0.5f, 5.5f);
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speed = fpos(-1.0f, 0.0f, -0.1f);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 1.0f,
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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(4.5f, 0.5f, 5.4f));
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UASSERTEQ_V3F(speed, fpos(-1.0f, 0, -0.1f));
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UASSERT(res.collisions.size() == 1);
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{ // first collision on y axis zeros speed and acceleration.
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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(5, 0, 5));
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CHECK(res.collides);
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CHECK(res.touching_ground);
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CHECK(!res.standing_on_object);
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UASSERTEQ_V3F(pos, fpos(4.5f, 0.5f, 5.4f));
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UASSERTEQ_V3F(speed, fpos(-1.0f, 0, -0.1f));
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CHECK(res.collisions.size() == 1);
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{ // first collision on y axis zeros speed and acceleration.
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auto &ci = res.collisions.front();
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CHECK(ci.type == COLLISION_NODE);
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CHECK(ci.axis == COLLISION_AXIS_Y);
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CHECK(ci.node_p == v3s16(5, 0, 5));
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}
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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, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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UASSERT(!res.collides);
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SECTION("Not moving never collides.")
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{
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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, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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CHECK(!res.collides);
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}
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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, 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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SECTION("Collision in ignore.")
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{
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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, 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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CHECK(!res.collides); // FIXME this is actually inconsistent
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CHECK(res.collisions.empty());
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}
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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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CHECK(!g_collision_problems_encountered);
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}
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