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

@ -21,6 +21,8 @@
#warning "-ffast-math is known to cause bugs in collision code, do not use!"
#endif
bool g_collision_problems_encountered = false;
namespace {
struct NearbyCollisionInfo {
@ -342,6 +344,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
warningstream << "collisionMoveSimple: maximum step interval exceeded,"
" lost movement details!"<<std::endl;
}
g_collision_problems_encountered = true;
dtime = DTIME_LIMIT;
} else {
time_notification_done = false;
@ -415,7 +418,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
g_collision_problems_encountered = true;
break;
}

@ -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;
};
@ -44,12 +46,16 @@ struct collisionMoveResult
{
collisionMoveResult() = default;
bool touching_ground = false;
bool collides = false;
bool touching_ground = false;
bool standing_on_object = false;
std::vector<CollisionInfo> collisions;
};
/// Status if any problems were ever encountered during collision detection.
/// @warning For unit test use only.
extern bool g_collision_problems_encountered;
/// @brief Moves using a single iteration; speed should not exceed pos_max_d/dtime
/// @param self (optional) ActiveObject to ignore in the collision detection.
collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,

@ -24,5 +24,19 @@ public:
~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->expireIsAirCache();
}
}
}
bool maySaveBlocks() override { return false; }
};

@ -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);
}