// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013 celeron55, Perttu Ahola #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 &shootline_on_map, std::vector &objects, const std::optional &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); 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); 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); 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); 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); 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); 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); 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); 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; 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; 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); 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); 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); 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; 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); 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); 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(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); 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); 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); 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); }