#include "test_qbsp.hh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "testutils.hh" // FIXME: Clear global data (planes, etc) between each test const mapface_t *Mapbrush_FirstFaceWithTextureName(const mapbrush_t &brush, const std::string &texname) { for (auto &face : brush.faces) { if (face.texname == texname) { return &face; } } return nullptr; } mapentity_t &LoadMap(const char *map, size_t length) { ::map.reset(); qbsp_options.reset(); qbsp_options.target_version = &bspver_q1; qbsp_options.target_game = qbsp_options.target_version->game; parser_t parser(map, length, { doctest::getContextOptions()->currentTest->m_name }); mapentity_t &entity = ::map.entities.emplace_back(); texture_def_issues_t issue_stats; // FIXME: adds the brush to the global map... Q_assert(ParseEntity(parser, entity, issue_stats)); CalculateWorldExtent(); return entity; } mapentity_t &LoadMap(const char *map) { return LoadMap(map, strlen(map)); } mapentity_t &LoadMapPath(const std::filesystem::path &name) { auto filename = std::filesystem::path(testmaps_dir) / name; fs::data file_data = fs::load(filename); return LoadMap(reinterpret_cast(file_data->data()), file_data->size()); } #include std::tuple> LoadTestmap(const std::filesystem::path &name, std::vector extra_args) { auto map_path = std::filesystem::path(testmaps_dir) / name; auto bsp_path = map_path; bsp_path.replace_extension(".bsp"); auto wal_metadata_path = std::filesystem::path(testmaps_dir) / "q2_wal_metadata"; std::vector args{ "", // the exe path, which we're ignoring in this case "-noverbose", "-path", wal_metadata_path.string() }; for (auto &arg : extra_args) { args.push_back(arg); } args.push_back(map_path.string()); args.push_back(bsp_path.string()); // run qbsp InitQBSP(args); ProcessFile(); const char *destdir = ""; // read cmake variables TEST_QUAKE_MAP_EXPORT_DIR / TEST_QUAKE2_MAP_EXPORT_DIR if (qbsp_options.target_game->id == GAME_QUAKE_II) { destdir = test_quake2_maps_dir; } else if (qbsp_options.target_game->id == GAME_QUAKE) { destdir = test_quake_maps_dir; } // copy .bsp to game's basedir/maps directory, for easy in-game testing if (strlen(destdir) > 0) { auto dest = fs::path(destdir) / name.filename(); dest.replace_extension(".bsp"); fs::copy(qbsp_options.bsp_path, dest, fs::copy_options::overwrite_existing); logging::print("copied from {} to {}\n", qbsp_options.bsp_path, dest); } // re-open the .bsp and return it qbsp_options.bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(qbsp_options.bsp_path, &bspdata); bspdata.version->game->init_filesystem(qbsp_options.bsp_path, qbsp_options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(qbsp_options.bsp_path).replace_extension(".bsp.json")); std::optional prtfile; if (const auto prtpath = fs::path(bsp_path).replace_extension(".prt"); fs::exists(prtpath)) { prtfile = {LoadPrtFile(prtpath, bspdata.loadversion)}; } // decompile .bsp hulls if (qbsp_options.target_game->id == GAME_QUAKE) { fs::path decompiled_map_path = qbsp_options.bsp_path; decompiled_map_path.replace_extension(""); decompiled_map_path.replace_filename(decompiled_map_path.stem().string() + "-decompiled-hull1"); decompiled_map_path.replace_extension(".map"); std::ofstream f(decompiled_map_path); if (!f) Error("couldn't open {} for writing\n", decompiled_map_path); decomp_options options; options.hullnum = 1; DecompileBSP(&std::get(bspdata.bsp), options, f); } return std::make_tuple(std::move(std::get(bspdata.bsp)), std::move(bspdata.bspx.entries), std::move(prtfile)); } std::tuple> LoadTestmapQ2(const std::filesystem::path &name, std::vector extra_args) { #if 0 return LoadTestmapRef(name); #else extra_args.insert(extra_args.begin(), "-q2bsp"); return LoadTestmap(name, extra_args); #endif } std::tuple> LoadTestmapQ1(const std::filesystem::path &name, std::vector extra_args) { #if 0 return LoadTestmapRefQ1(name); #else return LoadTestmap(name, extra_args); #endif } void CheckFilled(const mbsp_t &bsp, hull_index_t hullnum) { int32_t contents = BSP_FindContentsAtPoint(&bsp, hullnum, &bsp.dmodels[0], qvec3d{8192, 8192, 8192}); if (bsp.loadversion->game->id == GAME_QUAKE_II) { CHECK(contents == Q2_CONTENTS_SOLID); } else { CHECK(contents == CONTENTS_SOLID); } } void CheckFilled(const mbsp_t &bsp) { if (bsp.loadversion->game->id == GAME_QUAKE_II) { CheckFilled(bsp, 0); } else { auto hullsizes = bsp.loadversion->game->get_hull_sizes(); for (int i = 0; i < hullsizes.size(); ++i) { CheckFilled(bsp, i); } } } #if 0 mbsp_t LoadBsp(const std::filesystem::path &path_in) { std::filesystem::path path = path_in; bspdata_t bspdata; LoadBSPFile(path, &bspdata); ConvertBSPFormat(&bspdata, &bspver_generic); return std::get(bspdata.bsp); } #endif std::map> MakeTextureToFaceMap(const mbsp_t &bsp) { std::map> result; for (auto &face : bsp.dfaces) { result[Face_TextureName(&bsp, &face)].push_back(&face); } return result; } const texvecf &GetTexvecs(const char *map, const char *texname) { mapentity_t &worldspawn = LoadMap(map); const mapbrush_t &mapbrush = worldspawn.mapbrushes.front(); const mapface_t *mapface = Mapbrush_FirstFaceWithTextureName(mapbrush, "tech02_1"); Q_assert(nullptr != mapface); return mapface->get_texvecs(); } std::vector TexNames(const mbsp_t &bsp, std::vector faces) { std::vector result; for (auto &face : faces) { result.push_back(Face_TextureName(&bsp, face)); } return result; } std::vector FacesWithTextureName(const mbsp_t &bsp, const std::string &name) { std::vector result; for (auto &face : bsp.dfaces) { if (Face_TextureName(&bsp, &face) == name) { result.push_back(&face); } } return result; } // https://github.com/ericwa/ericw-tools/issues/158 TEST_CASE("testTextureIssue" * doctest::test_suite("qbsp")) { const char *bufActual = R"( { "classname" "worldspawn" "wad" "Q.wad" { ( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -152 -4 72.000008 ) ( -104.000168 -4 24.000172 ) ( -104.000168 4 24.000172 ) tech02_1 0 -8 0 1.000000 0.750000 0 0 0 } } )"; const char *bufExpected = R"( { "classname" "worldspawn" "wad" "Q.wad" { ( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -152 -4 72 ) ( -104 -4 24 ) ( -104 4 24 ) tech02_1 0 -8 0 1 0.75 0 0 0 } } )"; const auto texvecsExpected = GetTexvecs(bufExpected, "tech02_1"); const auto texvecsActual = GetTexvecs(bufActual, "tech02_1"); // not going to fix #158 for now #if 0 for (int i=0; i<2; i++) { for (int j=0; j<4; j++) { CHECK(doctest::Approx(texvecsExpected[i][j]) == texvecsActual[i][j]); } } #endif } TEST_CASE("duplicatePlanes" * doctest::test_suite("qbsp")) { // a brush from e1m4.map with 7 planes, only 6 unique. const char *mapWithDuplicatePlanes = R"( { "classname" "worldspawn" { ( 512 120 1184 ) ( 512 104 1184 ) ( 512 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 1072 104 1184 ) ( 176 104 1184 ) ( 176 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 896 56 1184 ) ( 896 72 1184 ) ( 896 -24 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 176 88 1184 ) ( 1072 88 1184 ) ( 1072 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 176 88 1184 ) ( 176 104 1184 ) ( 1072 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 1072 8 1088 ) ( 176 8 1088 ) ( 176 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 960 8 1088 ) ( 864 104 1184 ) ( 848 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000 } } )"; mapentity_t &worldspawn = LoadMap(mapWithDuplicatePlanes); REQUIRE(1 == worldspawn.mapbrushes.size()); CHECK(6 == worldspawn.mapbrushes.front().faces.size()); auto brush = LoadBrush(worldspawn, worldspawn.mapbrushes.front(), {CONTENTS_SOLID}, 0, std::nullopt); CHECK(6 == brush->sides.size()); } /** * Test that this skip face gets auto-corrected. */ TEST_CASE("InvalidTextureProjection" * doctest::test_suite("qbsp")) { const char *map = R"( // entity 0 { "classname" "worldspawn" // brush 0 { ( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1 ( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 1 1 } } )"; mapentity_t &worldspawn = LoadMap(map); Q_assert(1 == worldspawn.mapbrushes.size()); const mapface_t *face = &worldspawn.mapbrushes.front().faces[5]; REQUIRE("skip" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1))); } /** * Same as above but the texture scales are 0 */ TEST_CASE("InvalidTextureProjection2" * doctest::test_suite("qbsp")) { const char *map = R"( // entity 0 { "classname" "worldspawn" // brush 0 { ( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1 ( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 0 0 } } )"; mapentity_t &worldspawn = LoadMap(map); Q_assert(1 == worldspawn.mapbrushes.size()); const mapface_t *face = &worldspawn.mapbrushes.front().faces[5]; REQUIRE("skip" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1))); } /** * More realistic: *lava1 has tex vecs perpendicular to face */ TEST_CASE("InvalidTextureProjection3" * doctest::test_suite("qbsp")) { const char *map = R"( // entity 0 { "classname" "worldspawn" "wad" "Q.wad" // brush 0 { ( 512 512 64 ) ( 512 512 -0 ) ( 512 448 64 ) *04mwat1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( -0 448 -0 ) ( -0 512 -0 ) ( -0 448 64 ) *04mwat1 [ 0 -1 0 0 ] [ -0 -0 -1 0 ] -0 1 1 ( 512 512 64 ) ( -0 512 64 ) ( 512 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( -0 448 -0 ) ( -0 448 64 ) ( 512 448 -0 ) *lava1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( 512 512 64 ) ( 512 448 64 ) ( -0 512 64 ) *04mwat1 [ 1 0 0 0 ] [ 0 -1 0 0 ] -0 1 1 ( -0 448 -0 ) ( 512 448 -0 ) ( -0 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ -0 -1 -0 -0 ] -0 1 1 } } )"; mapentity_t &worldspawn = LoadMap(map); Q_assert(1 == worldspawn.mapbrushes.size()); const mapface_t *face = &worldspawn.mapbrushes.front().faces[3]; REQUIRE("*lava1" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1))); } TEST_SUITE("mathlib") { TEST_CASE("WindingArea") { winding_t w(5); // poor test.. but at least checks that the colinear point is treated correctly w[0] = {0, 0, 0}; w[1] = {0, 32, 0}; // colinear w[2] = {0, 64, 0}; w[3] = {64, 64, 0}; w[4] = {64, 0, 0}; CHECK(64.0f * 64.0f == w.area()); } } /** * checks that options are reset across tests. * set two random options and check that they don't carry over. */ TEST_CASE("options_reset1" * doctest::test_suite("testmaps_q1")) { LoadTestmap("qbsp_simple_sealed.map", {"-transsky"}); CHECK_FALSE(qbsp_options.forcegoodtree.value()); CHECK(qbsp_options.transsky.value()); } TEST_CASE("options_reset2" * doctest::test_suite("testmaps_q1")) { LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"}); CHECK(qbsp_options.forcegoodtree.value()); CHECK_FALSE(qbsp_options.transsky.value()); } /** * The brushes are touching but not intersecting, so ChopBrushes shouldn't change anything. */ TEST_CASE("chop_no_change" * doctest::test_suite("testmaps_q1")) { LoadTestmapQ1("qbsp_chop_no_change.map"); // TODO: ideally we should check we get back the same brush pointers from ChopBrushes } TEST_CASE("simple_sealed" * doctest::test_suite("testmaps_q1")) { const std::vector quake_maps{"qbsp_simple_sealed.map", "qbsp_simple_sealed_rotated.map"}; for (const auto& mapname : quake_maps) { SUBCASE(fmt::format("testing {}", mapname).c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname); REQUIRE(bsp.dleafs.size() == 2); REQUIRE(bsp.dleafs[0].contents == CONTENTS_SOLID); REQUIRE(bsp.dleafs[1].contents == CONTENTS_EMPTY); // just a hollow box REQUIRE(bsp.dfaces.size() == 6); // no bspx lumps CHECK(bspx.empty()); // check markfaces CHECK(bsp.dleafs[0].nummarksurfaces == 0); CHECK(bsp.dleafs[0].firstmarksurface == 0); CHECK(bsp.dleafs[1].nummarksurfaces == 6); CHECK(bsp.dleafs[1].firstmarksurface == 0); CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dleaffaces, std::vector{0, 1, 2, 3, 4, 5}); } } } TEST_CASE("simple_sealed2" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_sealed2.map"); CHECK(bsp.dleafs.size() == 3); CHECK(bsp.dleafs[0].contents == CONTENTS_SOLID); CHECK(bsp.dleafs[1].contents == CONTENTS_EMPTY); CHECK(bsp.dleafs[2].contents == CONTENTS_EMPTY); // L-shaped room // 2 ceiling + 2 floor + 6 wall faces CHECK(bsp.dfaces.size() == 10); // get markfaces const qvec3d player_pos{-56, -96, 120}; const qvec3d other_empty_leaf_pos{-71, -288, 102}; auto *player_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos); auto *other_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_empty_leaf_pos); auto player_markfaces = Leaf_Markfaces(&bsp, player_leaf); auto other_markfaces = Leaf_Markfaces(&bsp, other_leaf); // other room's expected markfaces auto *other_floor = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 64), qvec3d(0, 0, 1)); auto *other_ceil = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 192), qvec3d(0, 0, -1)); auto *other_minus_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-16, -272, 128), qvec3d(-1, 0, 0)); auto *other_plus_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-128, -272, 128), qvec3d(1, 0, 0)); // +X normal wall (extends into player leaf) auto *other_plus_y = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-64, -368, 128), qvec3d(0, 1, 0)); // back wall +Y normal CHECK_VECTORS_UNOREDERED_EQUAL(other_markfaces, std::vector{ other_floor, other_ceil, other_minus_x, other_plus_x, other_plus_y }); } TEST_CASE("simple_worldspawn_worldspawn" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_worldspawn.map", {"-tjunc", "rotate"}); // 1 solid leaf // 5 empty leafs around the button REQUIRE(bsp.dleafs.size() == 6); // 5 faces for the "button" // 9 faces for the room (6 + 3 extra for the floor splits) REQUIRE(bsp.dfaces.size() == 14); int fan_faces = 0; int room_faces = 0; for (auto &face : bsp.dfaces) { const char *texname = Face_TextureName(&bsp, &face); if (!strcmp(texname, "orangestuff8")) { ++room_faces; } else if (!strcmp(texname, "+0fan")) { ++fan_faces; } else { FAIL(""); } } REQUIRE(fan_faces == 5); REQUIRE(room_faces == 9); } TEST_CASE("simple_worldspawn_detail_wall" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail_wall.map"); CHECK(prt.has_value()); // 5 faces for the "button" // 6 faces for the room CHECK(bsp.dfaces.size() == 11); const qvec3d button_pos = {16, -48, 104}; auto *button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], button_pos); CHECK(button_leaf->contents == CONTENTS_SOLID); CHECK(button_leaf == &bsp.dleafs[0]); // should be using shared solid leaf because it's func_detail_wall } TEST_CASE("simple_worldspawn_detail" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail.map", {"-tjunc", "rotate"}); REQUIRE(prt.has_value()); // 5 faces for the "button" // 9 faces for the room REQUIRE(bsp.dfaces.size() == 14); // 6 for the box room // 5 for the "button" CHECK(bsp.dnodes.size() == 11); // this is how many we get with ericw-tools-v0.18.1-32-g6660c5f-win64 CHECK(bsp.dclipnodes.size() <= 22); } TEST_CASE("simple_worldspawn_detail_illusionary" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail_illusionary.map"); REQUIRE(prt.has_value()); // 5 faces for the "button" // 6 faces for the room CHECK(bsp.dfaces.size() == 11); // leaf/node counts CHECK(11 == bsp.dnodes.size()); // one node per face CHECK(7 == bsp.dleafs.size()); // shared solid leaf + 6 empty leafs inside the room // where the func_detail_illusionary sticks into the void const qvec3d illusionary_in_void{8, -40, 72}; CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], illusionary_in_void)->contents); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } TEST_CASE("simple_worldspawn_sky" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_sky.map"); REQUIRE(prt.has_value()); // just a box with sky on the ceiling const auto textureToFace = MakeTextureToFaceMap(bsp); CHECK(1 == textureToFace.at("sky3").size()); CHECK(5 == textureToFace.at("orangestuff8").size()); // leaf/node counts // - we'd get 7 nodes if it's cut like a cube (solid outside), with 1 additional cut inside to divide sky / empty // - we'd get 11 if it's cut as the sky plane (1), then two open cubes (5 nodes each) // - can get in between values if it does some vertical cuts, then the sky plane, then other vertical cuts // // the 7 solution is better but the BSP heuristics won't help reach that one in this trivial test map CHECK(bsp.dnodes.size() >= 7); CHECK(bsp.dnodes.size() <= 11); CHECK(3 == bsp.dleafs.size()); // shared solid leaf + empty + sky // check contents const qvec3d player_pos{-88, -64, 120}; const double inside_sky_z = 232; CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents); // way above map is solid - sky should not fill outwards // (otherwise, if you had sky with a floor further up above it, it's not clear where the leafs would be divided, or // if the floor contents would turn to sky, etc.) CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents); CHECK(CONTENTS_SKY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d(player_pos[0], player_pos[1], inside_sky_z))->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 500, 0))->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, -500, 0))->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 0, -500))->contents); CHECK(prt->portals.size() == 0); // FIXME: unsure what the expected number of visclusters is, does sky get one? } TEST_CASE("water_detail_illusionary" * doctest::test_suite("testmaps_q1")) { static const std::string basic_mapname = "qbsp_water_detail_illusionary.map"; static const std::string mirrorinside_mapname = "qbsp_water_detail_illusionary_mirrorinside.map"; for (const auto& mapname : {basic_mapname, mirrorinside_mapname}) { SUBCASE(fmt::format("testing {}", mapname).c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname); REQUIRE(prt.has_value()); const qvec3d inside_water_and_fence{-20, -52, 124}; const qvec3d inside_fence{-20, -52, 172}; CHECK(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_water_and_fence)->contents == CONTENTS_WATER); CHECK(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_fence)->contents == CONTENTS_EMPTY); const qvec3d underwater_face_pos{-40, -52, 124}; const qvec3d above_face_pos{-40, -52, 172}; // make sure the detail_illusionary face underwater isn't clipped away auto *underwater_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0}); auto *underwater_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {1, 0, 0}); auto *above_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0}); auto *above_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {1, 0, 0}); REQUIRE(nullptr != underwater_face); REQUIRE(nullptr != above_face); CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face)); CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face)); if (mapname == mirrorinside_mapname) { REQUIRE(underwater_face_inner != nullptr); REQUIRE(above_face_inner != nullptr); CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face_inner)); CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face_inner)); } else { CHECK(underwater_face_inner == nullptr); CHECK(above_face_inner == nullptr); } } } } TEST_CASE("qbsp_bmodel_mirrorinside_with_liquid" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_bmodel_mirrorinside_with_liquid.map"); REQUIRE(prt.has_value()); const qvec3d model1_fenceface{-16, -56, 168}; const qvec3d model2_waterface{-16, -120, 168}; CHECK(2 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[1], model1_fenceface).size()); CHECK(2 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[2], model2_waterface).size()); // both bmodels should be CONTENTS_SOLID in all hulls for (int model_idx = 1; model_idx <= 2; ++model_idx) { for (int hull = 0; hull <= 2; ++hull) { auto &model = bsp.dmodels[model_idx]; INFO("model: ", model_idx, " hull: ", hull); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, {hull}, &model, (model.mins + model.maxs) / 2)); } } } TEST_CASE("noclipfaces" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_noclipfaces.map"); REQUIRE(prt.has_value()); REQUIRE(bsp.dfaces.size() == 2); // TODO: contents should be empty in hull0 because it's func_detail_illusionary for (auto &face : bsp.dfaces) { REQUIRE(std::string("{trigger") == Face_TextureName(&bsp, &face)); } CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } /** * _noclipfaces 1 detail_fence meeting a _noclipfaces 0 one. * * Currently, to simplify the implementation, we're treating that the same as if both had _noclipfaces 1 */ TEST_CASE("noclipfaces_junction" * doctest::test_suite("testmaps_q1")) { const std::vector maps{ "qbsp_noclipfaces_junction.map", "q2_noclipfaces_junction.map" }; for (const auto& map : maps) { const bool q2 = (map.find("q2") == 0); SUBCASE(map.c_str()) { const auto [bsp, bspx, prt] = q2 ? LoadTestmapQ2(map) : LoadTestmapQ1(map); CHECK(bsp.dfaces.size() == 12); const qvec3d portal_pos {96, 56, 32}; auto *pos_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], portal_pos, {1, 0, 0}); auto *neg_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], portal_pos, {-1, 0, 0}); REQUIRE(pos_x != nullptr); REQUIRE(neg_x != nullptr); if (q2) { CHECK(std::string("e1u1/wndow1_2") == Face_TextureName(&bsp, pos_x)); CHECK(std::string("e1u1/window1") == Face_TextureName(&bsp, neg_x)); } else { CHECK(std::string("{trigger") == Face_TextureName(&bsp, pos_x)); CHECK(std::string("blood1") == Face_TextureName(&bsp, neg_x)); } } } } /** * Same as previous test, but the T shaped brush entity has _mirrorinside */ TEST_CASE("noclipfaces_mirrorinside" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_noclipfaces_mirrorinside.map"); REQUIRE(prt.has_value()); REQUIRE(bsp.dfaces.size() == 4); // TODO: contents should be empty in hull0 because it's func_detail_illusionary for (auto &face : bsp.dfaces) { REQUIRE(std::string("{trigger") == Face_TextureName(&bsp, &face)); } CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } TEST_CASE("detail_illusionary_intersecting" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_intersecting.map", {"-tjunc", "rotate"}); REQUIRE(prt.has_value()); // sides: 3*4 = 12 // top: 3 (4 with new tjunc code that prefers more faces over 0-area tris) // bottom: 3 (4 with new tjunc code that prefers more faces over 0-area tris) CHECK(bsp.dfaces.size() >= 18); CHECK(bsp.dfaces.size() <= 20); for (auto &face : bsp.dfaces) { CHECK(std::string("{trigger") == Face_TextureName(&bsp, &face)); } // top of cross CHECK(1 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size()); // interior face that should be clipped away CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size()); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } TEST_CASE("detail_illusionary_noclipfaces_intersecting" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_noclipfaces_intersecting.map", {"-tjunc", "rotate"}); REQUIRE(prt.has_value()); for (auto &face : bsp.dfaces) { CHECK(std::string("{trigger") == Face_TextureName(&bsp, &face)); } // top of cross has 2 faces Z-fighting, because we disabled clipping // (with qbsp3 method, there won't ever be z-fighting since we only ever generate 1 face per portal) size_t faces_at_top = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size(); CHECK(faces_at_top >= 1); CHECK(faces_at_top <= 2); // interior face not clipped away CHECK(1 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size()); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } /** * Since moving to a qbsp3 codebase, detail seals by default. */ TEST_CASE("detail_seals" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_seals.map"); CHECK(prt.has_value()); } TEST_CASE("detail_doesnt_remove_world_nodes" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_doesnt_remove_world_nodes.map"); REQUIRE(prt.has_value()); { // check for a face under the start pos const qvec3d floor_under_start{-56, -72, 64}; auto *floor_under_start_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_start, {0, 0, 1}); CHECK(nullptr != floor_under_start_face); } { // floor face should be clipped away by detail const qvec3d floor_inside_detail{64, -72, 64}; auto *floor_inside_detail_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_inside_detail, {0, 0, 1}); CHECK(nullptr == floor_inside_detail_face); } // make sure the detail face exists CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {32, -72, 136}, {-1, 0, 0})); #if 0 // fixme-brushbsp: with qbsp3 code, the strucutral node is actually clippped away. // we could repurpose this test case to test func_detail_wall (q2 window) in which case it would not be clipped away. { // but the sturctural nodes/leafs should not be clipped away by detail const qvec3d covered_by_detail{48, -88, 128}; auto *covered_by_detail_node = BSP_FindNodeAtPoint(&bsp, &bsp.dmodels[0], covered_by_detail, {-1, 0, 0}); CHECK(nullptr != covered_by_detail_node); } #endif } TEST_CASE("merge" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_merge.map"); REQUIRE_FALSE(prt.has_value()); REQUIRE(bsp.dfaces.size() >= 6); // BrushBSP does a split through the middle first to keep the BSP balanced, which prevents // two of the side face from being merged REQUIRE(bsp.dfaces.size() <= 8); const auto exp_bounds = aabb3d{{48,0,96}, {224,96,96}}; auto* top_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {48,0,96}, {0,0,1}); const auto top_winding = Face_Winding(&bsp, top_face); CHECK(top_winding.bounds().mins() == exp_bounds.mins()); CHECK(top_winding.bounds().maxs() == exp_bounds.maxs()); } TEST_CASE("tjunc_many_sided_face" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_tjunc_many_sided_face.map", {"-tjunc", "rotate"}); REQUIRE(prt.has_value()); std::map> faces_by_normal; for (auto &face : bsp.dfaces) { faces_by_normal[Face_Normal(&bsp, &face)].push_back(&face); } REQUIRE(6 == faces_by_normal.size()); // the floor has a 0.1 texture scale, so it gets subdivided into many small faces CHECK(15 * 15 == (faces_by_normal.at({0, 0, 1}).size())); // the ceiling gets split into 2 faces because fixing T-Junctions with all of the // wall sections exceeds the max vertices per face limit CHECK(2 == (faces_by_normal.at({0, 0, -1}).size())); } TEST_CASE("tjunc_angled_face" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_tjunc_angled_face.map"); CheckFilled(bsp); auto faces = FacesWithTextureName(bsp, "bolt6"); REQUIRE(faces.size() == 1); auto *bolt6_face = faces.at(0); CHECK(bolt6_face->numedges == 5); } /** * Because it comes second, the sbutt2 brush should "win" in clipping against the floor, * in both a worldspawn test case, as well as a func_wall. */ TEST_CASE("brush_clipping_order" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_brush_clipping_order.map", {"-tjunc", "rotate"}); REQUIRE(prt.has_value()); const qvec3d world_button{-8, -8, 16}; const qvec3d func_wall_button{152, -8, 16}; // 0 = world, 1 = func_wall REQUIRE(2 == bsp.dmodels.size()); REQUIRE(20 == bsp.dfaces.size()); REQUIRE(10 == bsp.dmodels[0].numfaces); // 5 faces for the sides + bottom, 5 faces for the top REQUIRE(10 == bsp.dmodels[1].numfaces); // (same on worldspawn and func_wall) auto *world_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], world_button, {0, 0, 1}); REQUIRE(nullptr != world_button_face); REQUIRE(std::string("sbutt2") == Face_TextureName(&bsp, world_button_face)); auto *func_wall_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], func_wall_button, {0, 0, 1}); REQUIRE(nullptr != func_wall_button_face); REQUIRE(std::string("sbutt2") == Face_TextureName(&bsp, func_wall_button_face)); } /** * Box room with a rotating fan (just a cube). Works in a mod with hiprotate - AD, Quoth, etc. */ TEST_CASE("origin" * doctest::test_suite("testmaps_q1")) { const std::vector maps{ "qbsp_origin.map", "qbsp_hiprotate.map" // same, but uses info_rotate instead of an origin brush }; for (const auto& map : maps) { SUBCASE(map.c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ1(map); REQUIRE(prt.has_value()); // 0 = world, 1 = rotate_object REQUIRE(2 == bsp.dmodels.size()); // check that the origin brush didn't clip away any solid faces, or generate faces REQUIRE(6 == bsp.dmodels[1].numfaces); // FIXME: should the origin brush update the dmodel's origin too? REQUIRE(qvec3f(0, 0, 0) == bsp.dmodels[1].origin); // check that the origin brush updated the entity lump parser_t parser(bsp.dentdata, {"qbsp_origin.bsp"}); auto ents = EntData_Parse(parser); auto it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) -> bool { return dict.get("classname") == "rotate_object"; }); REQUIRE(it != ents.end()); CHECK(it->get("origin") == "216 -216 340"); } } } TEST_CASE("simple" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map"); REQUIRE_FALSE(prt.has_value()); } /** * Just a solid cuboid */ TEST_CASE("q1_cube") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cube.map"); REQUIRE_FALSE(prt.has_value()); const aabb3f cube_bounds { {32, -240, 80}, {80, -144, 112} }; CHECK(bsp.dedges.size() == 13); // index 0 is reserved, and the cube has 12 edges REQUIRE(7 == bsp.dleafs.size()); // check the solid leaf auto& solid_leaf = bsp.dleafs[0]; CHECK(solid_leaf.mins == qvec3f(0,0,0)); CHECK(solid_leaf.maxs == qvec3f(0,0,0)); // check the empty leafs for (int i = 1; i < 7; ++i) { SUBCASE(fmt::format("leaf {}", i).c_str()) { auto &leaf = bsp.dleafs[i]; CHECK(CONTENTS_EMPTY == leaf.contents); CHECK(1 == leaf.nummarksurfaces); } } REQUIRE(6 == bsp.dfaces.size()); // node bounds auto cube_bounds_grown = cube_bounds.grow(24); auto &headnode = bsp.dnodes[bsp.dmodels[0].headnode[0]]; CHECK(cube_bounds_grown.mins() == headnode.mins); CHECK(cube_bounds_grown.maxs() == headnode.maxs); // model bounds are shrunk by 1 unit on each side for some reason CHECK(cube_bounds.grow(-1).mins() == bsp.dmodels[0].mins); CHECK(cube_bounds.grow(-1).maxs() == bsp.dmodels[0].maxs); CHECK(6 == bsp.dnodes.size()); CHECK(12 == bsp.dclipnodes.size()); } /** * Two solid cuboids touching along one edge */ TEST_CASE("q1_cubes" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cubes.map"); // index 0 is reserved, and the first cube has 12 edges, the second can share one edge so only needs 11 CHECK(bsp.dedges.size() == 24); } /** * Ensure submodels that are all "clip" get bounds set correctly */ TEST_CASE("q1_clip_func_wall" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_clip_func_wall.map"); REQUIRE(prt.has_value()); const aabb3f cube_bounds { {64, 64, 48}, {128, 128, 80} }; REQUIRE(2 == bsp.dmodels.size()); // node bounds auto &headnode = bsp.dnodes[bsp.dmodels[1].headnode[0]]; CHECK(cube_bounds.grow(24).mins() == headnode.mins); CHECK(cube_bounds.grow(24).maxs() == headnode.maxs); // model bounds are shrunk by 1 unit on each side for some reason CHECK(cube_bounds.grow(-1).mins() == bsp.dmodels[1].mins); CHECK(cube_bounds.grow(-1).maxs() == bsp.dmodels[1].maxs); } /** * Lots of features in one map, more for testing in game than automated testing */ TEST_CASE("features" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbspfeatures.map"); REQUIRE(prt.has_value()); CHECK(bsp.loadversion == &bspver_q1); } bool PortalMatcher(const prtfile_winding_t& a, const prtfile_winding_t &b) { return a.undirectional_equal(b); } TEST_CASE("qbsp_func_detail various types" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_func_detail.map"); REQUIRE(prt.has_value()); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(1 == bsp.dmodels.size()); const qvec3d in_func_detail{56, -56, 120}; const qvec3d in_func_detail_wall{56, -136, 120}; const qvec3d in_func_detail_illusionary{56, -216, 120}; const qvec3d in_func_detail_illusionary_mirrorinside{56, -296, 120}; //const double floor_z = 96; // detail clips away world faces, others don't CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail - qvec3d(0,0,24), {0, 0, 1})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_wall - qvec3d(0,0,24), {0, 0, 1})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary - qvec3d(0,0,24), {0, 0, 1})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary_mirrorinside - qvec3d(0,0,24), {0, 0, 1})); // check for correct contents auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail); auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_wall); auto *detail_illusionary_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary); auto *detail_illusionary_mirrorinside_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary_mirrorinside); CHECK(CONTENTS_SOLID == detail_leaf->contents); CHECK(CONTENTS_SOLID == detail_wall_leaf->contents); CHECK(CONTENTS_EMPTY == detail_illusionary_leaf->contents); CHECK(CONTENTS_EMPTY == detail_illusionary_mirrorinside_leaf->contents); // portals REQUIRE(2 == prt->portals.size()); const auto p0 = prtfile_winding_t{{-160, -8, 352}, {56, -8, 352}, {56, -8, 96}, {-160, -8, 96}}; const auto p1 = p0.translate({232, 0, 0}); CHECK(((PortalMatcher(prt->portals[0].winding, p0) && PortalMatcher(prt->portals[1].winding, p1)) || (PortalMatcher(prt->portals[0].winding, p1) && PortalMatcher(prt->portals[1].winding, p0)))); CHECK(prt->portalleafs == 3); CHECK(prt->portalleafs_real > 3); } TEST_CASE("qbsp_angled_brush" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_angled_brush.map"); REQUIRE(prt.has_value()); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(1 == bsp.dmodels.size()); // tilted cuboid floating in a box room, so shared solid leaf + 6 empty leafs around the cube CHECK(6 + 1 == bsp.dleafs.size()); } TEST_CASE("qbsp_sealing_point_entity_on_outside" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_sealing_point_entity_on_outside.map"); REQUIRE(prt.has_value()); } TEST_CASE("qbsp_q1_0125unit_faces" * doctest::test_suite("testmaps_q1") * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_0125unit_faces.map"); CHECK(bsp.loadversion == &bspver_q1); CHECK(2 == bsp.dfaces.size()); } TEST_CASE("quake maps" * doctest::test_suite("testmaps_q1") * doctest::skip()) { const std::vector quake_maps{"DM1-test.map", "DM2-test.map", "DM3-test.map", "DM4-test.map", "DM5-test.map", "DM6-test.map", "DM7-test.map", "E1M1-test.map", "E1M2-test.map", "E1M3-test.map", "E1M4-test.map", "E1M5-test.map", "E1M6-test.map", "E1M7-test.map", "E1M8-test.map", "E2M1-test.map", "E2M2-test.map", "E2M3-test.map", "E2M4-test.map", "E2M5-test.map", "E2M6-test.map", "E2M7-test.map", "E3M1-test.map", "E3M2-test.map", "E3M3-test.map", "E3M4-test.map", "E3M5-test.map", "E3M6-test.map", "E3M7-test.map", "E4M1-test.map", "E4M2-test.map", "E4M3-test.map", "E4M4-test.map", "E4M5-test.map", "E4M6-test.map", "E4M7-test.map", "E4M8-test.map", "END-test.map"}; for (const auto& map : quake_maps) { SUBCASE(map.c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ1("quake_map_source/" + map); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(prt); CheckFilled(bsp); } } } TEST_CASE("chop" * doctest::test_suite("testmaps_q1") * doctest::skip()) { const auto [bsp, bspx, prt] = LoadTestmapQ1("quake_map_source/DM1-test.map", {"-chop", "-debugchop"}); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(prt); CheckFilled(bsp); } TEST_CASE("mountain" * doctest::test_suite("testmaps_q1") * doctest::skip() * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_mountain.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(prt); CheckFilled(bsp); } /** * Q1 sealing test: * - hull0 can use Q2 method (fill inside) * - hull1+ can't, because it would cause areas containing no entities but connected by a thin gap to the * rest of the world to get sealed off as solid. **/ TEST_CASE("qbsp_q1_sealing" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_sealing.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); const qvec3d in_start_room {-192, 144, 104}; const qvec3d in_emptyroom {-168, 544, 104}; const qvec3d in_void {-16, -800, 56}; const qvec3d connected_by_thin_gap {72, 136, 104}; // check leaf contents in hull 0 CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_emptyroom)->contents); // can get sealed, since there are no entities CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents); CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], connected_by_thin_gap)->contents); // check leaf contents in hull 1 CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_start_room)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_emptyroom)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_void)); // ideally this wouldn't get sealed, but we need to do the "inside filling" for compatibility with complex // maps using e.g. obj2map geometry, otherwise the clipnodes count explodes CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], connected_by_thin_gap)); // check leaf contents in hull 2 CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_start_room)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_emptyroom)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_void)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], connected_by_thin_gap)); CHECK(prt->portals.size() == 2); CHECK(prt->portalleafs == 3); // 2 connected rooms + gap (other room is filled in with solid) CHECK(prt->portalleafs_real == 3); // no detail, so same as above } TEST_CASE("q1_csg" * doctest::test_suite("testmaps_q1")) { auto &entity = LoadMapPath("qbsp_q1_csg.map"); REQUIRE(entity.mapbrushes.size() == 2); bspbrush_t::container bspbrushes; for (int i = 0; i < 2; ++i) { auto b = LoadBrush(entity, entity.mapbrushes[i], {CONTENTS_SOLID}, 0, std::nullopt); CHECK(6 == b->sides.size()); bspbrushes.push_back(bspbrush_t::make_ptr(std::move(*b))); } auto csged = CSGFaces(bspbrushes); CHECK(2 == csged.size()); for (int i = 0; i < 2; ++i) { CHECK(5 == csged[i]->sides.size()); } } /** * Test for WAD internal textures **/ TEST_CASE("q1_wad_internal" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(bsp.dtex.textures.size() == 4); // skip is only here because of the water CHECK(bsp.dtex.textures[0].name == "skip"); CHECK(bsp.dtex.textures[1].name == "orangestuff8"); CHECK(bsp.dtex.textures[2].name == "*zwater1"); CHECK(bsp.dtex.textures[3].name == "brown_brick"); CHECK(!bsp.dtex.textures[1].data.empty()); CHECK(!bsp.dtex.textures[2].data.empty()); CHECK(!bsp.dtex.textures[3].data.empty()); CHECK(img::load_mip("orangestuff8", bsp.dtex.textures[1].data, false, bsp.loadversion->game)); CHECK(img::load_mip("*zwater1", bsp.dtex.textures[2].data, false, bsp.loadversion->game)); CHECK(img::load_mip("brown_brick", bsp.dtex.textures[3].data, false, bsp.loadversion->game)); } /** * Test for WAD internal textures **/ TEST_CASE("q1_wad_external" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map", { "-xwadpath", std::string(testmaps_dir) }); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(bsp.dtex.textures.size() == 4); // skip is only here because of the water CHECK(bsp.dtex.textures[0].name == "skip"); CHECK(bsp.dtex.textures[1].name == "orangestuff8"); CHECK(bsp.dtex.textures[2].name == "*zwater1"); CHECK(bsp.dtex.textures[3].name == "brown_brick"); CHECK(bsp.dtex.textures[1].data.size() == sizeof(dmiptex_t)); CHECK(bsp.dtex.textures[2].data.size() == sizeof(dmiptex_t)); CHECK(bsp.dtex.textures[3].data.size() == sizeof(dmiptex_t)); } /** * Test that we automatically try to load X.wad when compiling X.map **/ TEST_CASE("q1_wad_mapname" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_wad_mapname.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); CHECK(bsp.dtex.textures.size() == 2); CHECK(bsp.dtex.textures[0].name == "skip"); CHECK(bsp.dtex.textures[0].data.size() == sizeof(dmiptex_t)); // no texture data CHECK(bsp.dtex.textures[1].name == "{trigger"); CHECK(bsp.dtex.textures[1].data.size() > sizeof(dmiptex_t)); } TEST_CASE("q1_merge_maps" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_merge_maps_base.map", { "-add", "q1_merge_maps_addition.map" }); CHECK(GAME_QUAKE == bsp.loadversion->game->id); // check brushwork from the two maps is merged REQUIRE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {5,0,16}, {0, 0, 1})); REQUIRE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-5,0,16}, {0, 0, 1})); // check that the worldspawn keys from the base map are used parser_t parser(bsp.dentdata, { "q1_merge_maps_base.bsp" }); auto ents = EntData_Parse(parser); REQUIRE(ents.size() == 3); // worldspawn, info_player_start, func_wall REQUIRE(ents[0].get("classname") == "worldspawn"); CHECK(ents[0].get("message") == "merge maps base"); // check info_player_start auto it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) -> bool { return dict.get("classname") == "info_player_start"; }); REQUIRE(it != ents.end()); // check func_wall entity from addition map is included it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) -> bool { return dict.get("classname") == "func_wall"; }); REQUIRE(it != ents.end()); } /** * Tests that hollow obj2map style geometry (tetrahedrons) get filled in, in all hulls. */ TEST_CASE("q1_rocks" * doctest::test_suite("testmaps_q1") * doctest::may_fail()) { constexpr auto* q1_rocks_structural_cube = "q1_rocks_structural_cube.map"; const auto mapnames = { "q1_rocks.map", // box room with a func_detail "mountain" of tetrahedrons with a hollow inside "q1_rocks_merged.map", // same as above but the mountain has been merged in the .map file into 1 brush "q1_rocks_structural.map", // same as q1_rocks.map but without the use of func_detail "q1_rocks_structural_merged.map", q1_rocks_structural_cube // simpler version where the mountain is just a cube }; for (auto *mapname : mapnames) { SUBCASE(mapname) { const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname); CHECK(GAME_QUAKE == bsp.loadversion->game->id); const qvec3d point{48, 320, 88}; CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 0, &bsp.dmodels[0], point)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], point)); for (int i = 1; i <= 2; ++i) { INFO("hull " << i); const auto clipnodes = CountClipnodeLeafsByContentType(bsp, i); REQUIRE(clipnodes.size() == 2); REQUIRE(clipnodes.find(CONTENTS_SOLID) != clipnodes.end()); REQUIRE(clipnodes.find(CONTENTS_EMPTY) != clipnodes.end()); // 6 for the walls of the box, and 1 for the rock structure, which is convex CHECK(clipnodes.at(CONTENTS_SOLID) == 7); if (std::string(q1_rocks_structural_cube) == mapname) { CHECK((5 + 6) == CountClipnodeNodes(bsp, i)); } } // for completion's sake, check the nodes if (std::string(q1_rocks_structural_cube) == mapname) { CHECK((5 + 6) == bsp.dnodes.size()); } } } } static void CountClipnodeLeafsByContentType_r(const mbsp_t& bsp, int clipnode, std::map &result) { if (clipnode < 0) { // we're in a leaf node and `clipnode` is actually the content type ++result[clipnode]; return; } auto &node = bsp.dclipnodes.at(clipnode); CountClipnodeLeafsByContentType_r(bsp, node.children[0], result); CountClipnodeLeafsByContentType_r(bsp, node.children[1], result); } std::map CountClipnodeLeafsByContentType(const mbsp_t& bsp, int hullnum) { Q_assert(hullnum > 0); int headnode = bsp.dmodels.at(0).headnode.at(hullnum); std::map result; CountClipnodeLeafsByContentType_r(bsp, headnode, result); return result; } static int CountClipnodeNodes_r(const mbsp_t& bsp, int clipnode) { if (clipnode < 0) { // we're in a leaf node and `clipnode` is actually the content type return 0; } auto &node = bsp.dclipnodes.at(clipnode); return 1 + CountClipnodeNodes_r(bsp, node.children[0]) + CountClipnodeNodes_r(bsp, node.children[1]); } /** * Count the non-leaf clipnodes of the worldmodel for the given hull's decision tree. */ int CountClipnodeNodes(const mbsp_t& bsp, int hullnum) { Q_assert(hullnum > 0); int headnode = bsp.dmodels.at(0).headnode.at(hullnum); return CountClipnodeNodes_r(bsp, headnode); } /** * Tests a bad hull expansion */ TEST_CASE("q1_hull_expansion_lip" * doctest::test_suite("testmaps_q1") * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_hull_expansion_lip.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); const qvec3d point {174, 308, 42}; CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point)); for (int i = 1; i <= 2; ++i) { INFO("hull " << i); const auto clipnodes = CountClipnodeLeafsByContentType(bsp, i); REQUIRE(clipnodes.size() == 2); REQUIRE(clipnodes.find(CONTENTS_SOLID) != clipnodes.end()); REQUIRE(clipnodes.find(CONTENTS_EMPTY) != clipnodes.end()); // room shaped like: // // |\ /| // | \__/ | // |______| // // 6 solid leafs for the walls/floor, 3 for the empty regions inside CHECK(clipnodes.at(CONTENTS_SOLID) == 6); CHECK(clipnodes.at(CONTENTS_EMPTY) == 3); // 6 walls + 2 floors CHECK(CountClipnodeNodes(bsp, i) == 8); } } TEST_CASE("q1_hull1_content_types" * doctest::test_suite("testmaps_q1")) { const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_hull1_content_types.map"); CHECK(GAME_QUAKE == bsp.loadversion->game->id); enum leaf { shared_leaf_0, new_leaf }; struct expected_types_t { int hull0_contenttype; leaf hull0_leaf; int hull1_contenttype; }; const std::vector> expected{ // box center, hull0 contents, hull0 leaf, hull1 contents {{0, 0, 0}, {CONTENTS_SOLID, shared_leaf_0, CONTENTS_SOLID}}, {{64, 0, 0}, {CONTENTS_WATER, new_leaf, CONTENTS_EMPTY}}, // liquids are absent in hull1 {{128, 0, 0}, {CONTENTS_SLIME, new_leaf, CONTENTS_EMPTY}}, {{192, 0, 0}, {CONTENTS_LAVA, new_leaf, CONTENTS_EMPTY}}, {{256, 0, 0}, {CONTENTS_SKY, new_leaf, CONTENTS_SOLID}}, // sky is solid in hull1 {{320, 0, 0}, {CONTENTS_SOLID, shared_leaf_0, CONTENTS_SOLID}}, // func_detail is solid in hull1 {{384, 0, 0}, {CONTENTS_SOLID, new_leaf, CONTENTS_SOLID}}, // func_detail_fence is solid in hull1. uses a new leaf in hull0 because it can be seen through {{384, -64, 0}, {CONTENTS_SOLID, new_leaf, CONTENTS_SOLID}}, // func_detail_fence + _mirrorinside is solid in hull1 {{448, 0, 0}, {CONTENTS_EMPTY, new_leaf, CONTENTS_EMPTY}}, // func_detail_illusionary is empty in hull1 {{448, -64, 0}, {CONTENTS_EMPTY, new_leaf, CONTENTS_EMPTY}}, // func_detail_illusionary + _mirrorinside is empty in hull1 {{512, 0, 0}, {CONTENTS_SOLID, shared_leaf_0, CONTENTS_SOLID}}, // func_detail_wall is solid in hull1 }; for (const auto &[point, expected_types] : expected) { std::string message = qv::to_string(point); CAPTURE(message); // hull 0 auto* hull0_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], point); CHECK(expected_types.hull0_contenttype == hull0_leaf->contents); ptrdiff_t hull0_leaf_index = hull0_leaf - &bsp.dleafs[0]; if (expected_types.hull0_leaf == shared_leaf_0) { CHECK(hull0_leaf_index == 0); } else { CHECK(hull0_leaf_index != 0); } // hull 1 CHECK(expected_types.hull1_contenttype == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point)); } } TEST_CASE("BrushFromBounds") { map.reset(); qbsp_options.reset(); qbsp_options.worldextent.setValue(1024, settings::source::COMMANDLINE); auto brush = BrushFromBounds({{2,2,2}, {32, 32, 32}}); CHECK(brush->sides.size() == 6); const auto top_winding = winding_t{{2, 2, 32}, {2, 32, 32}, {32, 32, 32}, {32, 2, 32}}; const auto bottom_winding = winding_t{{32, 2, 2},{32, 32, 2}, {2, 32, 2}, {2, 2, 2}}; int found = 0; for (auto &side : brush->sides) { CHECK(side.w); if (side.w.directional_equal(top_winding)) { found++; auto &plane = side.get_plane(); CHECK(plane.get_normal() == qvec3d{0,0,1}); CHECK(plane.get_dist() == 32); } if (side.w.directional_equal(bottom_winding)) { found++; auto plane = side.get_plane(); CHECK(plane.get_normal() == qvec3d{0,0,-1}); CHECK(plane.get_dist() == -2); } } CHECK(found == 2); }