From 1cbb84a5895eabf84d41156ce0a7adc486b45143 Mon Sep 17 00:00:00 2001 From: Erich Schubert Date: Wed, 13 Nov 2024 18:08:28 +0100 Subject: [PATCH] Additional unit tests --- src/unittest/test_collision.cpp | 126 +++++++++++++++++++++++++++++--- 1 file changed, 114 insertions(+), 12 deletions(-) diff --git a/src/unittest/test_collision.cpp b/src/unittest/test_collision.cpp index 40cd5279884e..83241f77ab4c 100644 --- a/src/unittest/test_collision.cpp +++ b/src/unittest/test_collision.cpp @@ -51,7 +51,7 @@ namespace { #define UASSERTEQ_F(actual, expected) do { \ f32 a = (actual); \ f32 e = (expected); \ - UTEST(fabsf(a - e) <= 0.0001f, "actual: %.f expected: %.f", a, e) \ + UTEST(fabsf(a - e) <= 0.0001f, "actual: %.5f expected: %.5f", a, e) \ } while (0) #define UASSERTEQ_V3F(actual, expected) do { \ @@ -86,7 +86,7 @@ void TestCollision::testAxisAlignedCollision() } { 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); + 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); @@ -134,16 +134,16 @@ void TestCollision::testAxisAlignedCollision() { 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); - f32 dtime = 2.5f; + 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); - f32 dtime = 2.0f; + 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); } @@ -179,7 +179,7 @@ void TestCollision::testAxisAlignedCollision() 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 = 17.0f; + f32 dtime = 17.1f; UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0); UASSERT(fabs(dtime - 16.1) < 0.001); } @@ -224,18 +224,16 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef) 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.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(pos, fpos(4, 1.5, 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, 0.04f, + res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.05f, &pos, &speed, accel); UASSERT(res.collides); @@ -251,6 +249,110 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef) 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);