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Add unit tests for collisionMoveSimple
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sfan5 committed Nov 5, 2024
1 parent 965c83d commit 7e7ea39
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Showing 3 changed files with 124 additions and 1 deletion.
4 changes: 3 additions & 1 deletion src/collision.h
Original file line number Diff line number Diff line change
Expand Up @@ -37,15 +37,17 @@ struct CollisionInfo
v3f new_pos;
v3f old_speed;
v3f new_speed;

// FIXME: this is equivalent to `axis`, why does it exist?
int plane = -1;
};

struct collisionMoveResult
{
collisionMoveResult() = default;

bool touching_ground = false;
bool collides = false;
bool touching_ground = false;
bool standing_on_object = false;
std::vector<CollisionInfo> collisions;
};
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14 changes: 14 additions & 0 deletions src/dummymap.h
Original file line number Diff line number Diff line change
Expand Up @@ -24,5 +24,19 @@ class DummyMap : public Map

~DummyMap() = default;

void fill(v3s16 bpmin, v3s16 bpmax, MapNode n)
{
for (s16 z = bpmin.Z; z <= bpmax.Z; z++)
for (s16 y = bpmin.Y; y <= bpmax.Y; y++)
for (s16 x = bpmin.X; x <= bpmax.X; x++) {
MapBlock *block = getBlockNoCreateNoEx({x, y, z});
if (block) {
for (size_t i = 0; i < MapBlock::nodecount; i++)
block->getData()[i] = n;
block->raiseModified(MOD_STATE_WRITE_NEEDED);
}
}
}

bool maySaveBlocks() override { return false; }
};
107 changes: 107 additions & 0 deletions src/unittest/test_collision.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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"

Expand All @@ -14,15 +17,50 @@ class TestCollision : public TestBase {
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<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()
Expand Down Expand Up @@ -163,3 +201,72 @@ 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);

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());
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, 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); // this is actually inconsistent
UASSERT(res.collisions.empty());

// TODO things to test:
// standing_on_object, multiple collisions, bouncy, stepheight
}

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