// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013 celeron55, Perttu Ahola #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; 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 &shootline_on_map, std::vector &objects, const std::optional &pointabilities) override {} }; } #define UASSERTEQ_F(actual, expected) do { \ f32 a = (actual); \ f32 e = (expected); \ CHECK(fabsf(a - e) <= 0.0001f); \ } 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, " "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, " "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); } } TEST_CASE("Test simple moving collision.", "[collision]") { TestGameDef gamedef; auto env = std::make_unique(&gamedef); REQUIRE(!g_collision_problems_encountered); 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; 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); 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 */ SECTION("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); 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 */ SECTION("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)); 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 */ SECTION("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); 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 */ SECTION("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); 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 */ 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); 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()); } 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); 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 */ 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 */ 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. CHECK(!g_collision_problems_encountered); }