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Add basic unit tests for collisionMoveSimple

This commit is contained in:
sfan5 2024-11-05 19:14:44 +01:00
parent 1c92d6243f
commit f916f5de78
4 changed files with 139 additions and 2 deletions

View file

@ -3,6 +3,9 @@
// 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"
@ -14,6 +17,7 @@ public:
void runTests(IGameDef *gamedef);
void testAxisAlignedCollision();
void testCollisionMoveSimple(IGameDef *gamedef);
};
static TestCollision g_test_instance;
@ -21,8 +25,42 @@ 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: %.f expected: %.f", 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()
@ -163,3 +201,78 @@ void TestCollision::testAxisAlignedCollision()
}
}
}
#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));
const f32 pos_max_d = 0.25f * BS; // ?
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);
res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1.0f,
&pos, &speed, accel);
UASSERT(!res.touching_ground || !res.collides || !res.standing_on_object);
UASSERT(res.collisions.empty());
// FIXME: it's easy to tell that this should be y=1.5f, but our code does it wrong.
// It's unclear if/how this will be fixed.
UASSERTEQ_V3F(pos, fpos(4, 2, 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, pos_max_d, box, 0.0f, 0.04f,
&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));
}
/* not moving never collides */
pos = fpos(0, -100, 0);
speed = fpos(0, 0, 0);
accel = fpos(0, 0, 0);
res = collisionMoveSimple(env.get(), gamedef, pos_max_d, 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);
res = collisionMoveSimple(env.get(), gamedef, pos_max_d, 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);
}