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Convert simpleMoveCollision tests to Catch2

This commit is contained in:
Josiah VanderZee 2025-03-29 11:23:40 -05:00
parent 45a5c96395
commit 089bf5b869
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@ -10,26 +10,8 @@
#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;
@ -53,7 +35,7 @@ namespace {
#define UASSERTEQ_F(actual, expected) do { \
f32 a = (actual); \
f32 e = (expected); \
UTEST(fabsf(a - e) <= 0.0001f, "actual: %.5f expected: %.5f", a, e) \
CHECK(fabsf(a - e) <= 0.0001f); \
} while (0)
#define UASSERTEQ_V3F(actual, expected) do { \
@ -238,11 +220,12 @@ TEST_CASE("Test axis aligned collision with 2x2x2 cube.", "[collision]")
}
}
void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
TEST_CASE("Test simple moving collision.", "[collision]")
{
auto env = std::make_unique<TestEnvironment>(gamedef);
g_collision_problems_encountered = false;
TestGameDef gamedef;
auto env = std::make_unique<TestEnvironment>(&gamedef);
REQUIRE(!g_collision_problems_encountered);
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
@ -252,163 +235,194 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
&pos, &speed, accel);
SECTION("Simple movement with accel.")
{
pos = fpos(4, 1, 4);
speed = fpos(0, 0, 0);
accel = fpos(0, 1, 0);
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));
CHECK(!res.touching_ground);
CHECK(!res.collides);
CHECK(!res.standing_on_object);
CHECK(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);
SECTION("Standing on ground.")
{
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));
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);
CHECK(res.collides);
CHECK(res.touching_ground);
CHECK(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
REQUIRE(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
CHECK(ci.type == COLLISION_NODE);
CHECK(ci.axis == COLLISION_AXIS_Y);
CHECK(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);
SECTION("Glitched into ground.")
{
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));
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));
CHECK(res.collides);
CHECK(res.touching_ground);
CHECK(!res.standing_on_object);
REQUIRE(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
CHECK(ci.type == COLLISION_NODE);
CHECK(ci.axis == COLLISION_AXIS_Y);
CHECK(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);
SECTION("Falling on ground.")
{
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));
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);
CHECK(res.collides);
CHECK(res.touching_ground);
CHECK(!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));
REQUIRE(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
CHECK(ci.type == COLLISION_NODE);
CHECK(ci.axis == COLLISION_AXIS_Y);
CHECK(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);
SECTION("Jumping on ground.")
{
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));
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);
CHECK(!res.touching_ground);
CHECK(!res.collides);
CHECK(!res.standing_on_object);
res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 0.5f,
&pos, &speed, accel);
CHECK(res.collides);
CHECK(res.touching_ground);
CHECK(!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));
REQUIRE(res.collisions.size() == 1);
{
auto &ci = res.collisions.front();
CHECK(ci.type == COLLISION_NODE);
CHECK(ci.axis == COLLISION_AXIS_Y);
CHECK(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);
SECTION("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());
CHECK(!res.collides);
// CHECK(res.touching_ground); // no gravity, so not guaranteed
CHECK(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(-1.6f, 0.5f, -1.7f));
UASSERTEQ_V3F(speed, fpos(-1.6f, 0, -1.7f));
CHECK(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);
SECTION("Moving over ground, with gravity.")
{
/* 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));
CHECK(res.collides);
CHECK(res.touching_ground);
CHECK(!res.standing_on_object);
UASSERTEQ_V3F(pos, fpos(4.5f, 0.5f, 5.4f));
UASSERTEQ_V3F(speed, fpos(-1.0f, 0, -0.1f));
CHECK(res.collisions.size() == 1);
{ // first collision on y axis zeros speed and acceleration.
auto &ci = res.collisions.front();
CHECK(ci.type == COLLISION_NODE);
CHECK(ci.axis == COLLISION_AXIS_Y);
CHECK(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);
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1/60.0f,
&pos, &speed, accel);
UASSERT(!res.collides);
SECTION("Not moving never collides.")
{
pos = fpos(0, -100, 0);
speed = fpos(0, 0, 0);
accel = fpos(0, 0, 0);
res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 1/60.0f,
&pos, &speed, accel);
CHECK(!res.collides);
}
/* collision in ignore */
pos = fpos(0, -100, 0);
speed = fpos(5, 0, 0);
accel = fpos(0, 0, 0);
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());
SECTION("Collision in ignore.")
{
pos = fpos(0, -100, 0);
speed = fpos(5, 0, 0);
accel = fpos(0, 0, 0);
res = collisionMoveSimple(env.get(), &gamedef, box, 0.0f, 1/60.0f,
&pos, &speed, accel);
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
CHECK(!res.collides); // FIXME this is actually inconsistent
CHECK(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);
CHECK(!g_collision_problems_encountered);
}