diff --git a/src/collision.h b/src/collision.h index 20dd4220110d3..45f847ee6366f 100644 --- a/src/collision.h +++ b/src/collision.h @@ -37,6 +37,8 @@ struct CollisionInfo v3f new_pos; v3f old_speed; v3f new_speed; + + // FIXME: this is equivalent to `axis`, why does it exist? int plane = -1; }; @@ -44,8 +46,8 @@ struct collisionMoveResult { collisionMoveResult() = default; - bool touching_ground = false; bool collides = false; + bool touching_ground = false; bool standing_on_object = false; std::vector collisions; }; diff --git a/src/dummymap.h b/src/dummymap.h index ab36f211bf7ac..a83fdcd7bd7d0 100644 --- a/src/dummymap.h +++ b/src/dummymap.h @@ -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; } }; diff --git a/src/unittest/test_collision.cpp b/src/unittest/test_collision.cpp index ce2e3933cf6e5..797e5b3c80746 100644 --- a/src/unittest/test_collision.cpp +++ b/src/unittest/test_collision.cpp @@ -3,6 +3,9 @@ // Copyright (C) 2013 celeron55, Perttu Ahola #include "test.h" +#include "dummymap.h" +#include "environment.h" +#include "irrlicht_changes/printing.h" #include "collision.h" @@ -14,6 +17,7 @@ class TestCollision : public TestBase { 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 &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: %.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 +201,72 @@ void TestCollision::testAxisAlignedCollision() } } } + +#define fpos(x,y,z) (BS * v3f(x, y, z)) + +void TestCollision::testCollisionMoveSimple(IGameDef *gamedef) +{ + auto env = std::make_unique(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 +}