#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // FIXME: Clear global data (planes, etc) between each test static const mapface_t *Mapbrush_FirstFaceWithTextureName(const mapbrush_t *brush, const std::string &texname) { for (int i = 0; i < brush->numfaces; i++) { const mapface_t *face = &brush->face(i); if (face->texname == texname) { return face; } } return nullptr; } static mapentity_t LoadMap(const char *map) { options.target_version = &bspver_q1; options.target_game = options.target_version->game; parser_t parser(map); mapentity_t worldspawn; // FIXME: adds the brush to the global map... Q_assert(ParseEntity(parser, &worldspawn)); CalculateWorldExtent(); return worldspawn; } #include static std::tuple> LoadTestmapRef(const std::filesystem::path &name) { const char *destdir = test_quake2_maps_dir; if (strlen(destdir) == 0) { return {}; } auto testmap_path = std::filesystem::path(testmaps_dir) / name; auto map_in_game_path = fs::path(destdir) / name; fs::copy(testmap_path, map_in_game_path, fs::copy_options::overwrite_existing); std::string map_string = map_in_game_path.generic_string(); const char *command_line[] = {R"(C:\Users\Eric\Documents\q2tools-220\x64\Debug\4bsp.exe)", map_string.c_str(), NULL}; struct subprocess_s subprocess; int result = subprocess_create(command_line, 0, &subprocess); if (0 != result) { throw std::runtime_error("error launching process"); } // let the process write FILE* p_stdout = subprocess_stdout(&subprocess); char buf[32]; void *res; do { res = fgets(buf, 32, p_stdout); } while (res != nullptr); int retcode; if (0 != subprocess_join(&subprocess, &retcode)) { throw std::runtime_error("error joining"); } // re-open the .bsp and return it fs::path bsp_path = map_in_game_path; bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(bsp_path, &bspdata); bspdata.version->game->init_filesystem(bsp_path, options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(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)}; } return std::make_tuple(std::move(std::get(bspdata.bsp)), std::move(bspdata.bspx.entries), std::move(prtfile)); } static std::tuple> LoadTestmapRefQ1(const std::filesystem::path &name) { auto testmap_path = std::filesystem::path(testmaps_dir) / name; std::string testmap_path_string = testmap_path.generic_string(); const char *command_line[] = {R"(C:\Users\Eric\Downloads\ericw-tools-v0.18.1-win64\bin\qbsp.exe)", testmap_path_string.c_str(), NULL}; struct subprocess_s subprocess; int result = subprocess_create(command_line, 0, &subprocess); if (0 != result) { throw std::runtime_error("error launching process"); } // let the process write FILE* p_stdout = subprocess_stdout(&subprocess); char buf[32]; void *res; do { res = fgets(buf, 32, p_stdout); } while (res != nullptr); int retcode; if (0 != subprocess_join(&subprocess, &retcode)) { throw std::runtime_error("error joining"); } // re-open the .bsp and return it fs::path bsp_path = testmap_path; bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(bsp_path, &bspdata); bspdata.version->game->init_filesystem(bsp_path, options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(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)}; } return std::make_tuple(std::move(std::get(bspdata.bsp)), std::move(bspdata.bspx.entries), std::move(prtfile)); } static 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"); std::vector args{"", "-nopercent"}; 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 (options.target_game->id == GAME_QUAKE_II) { destdir = test_quake2_maps_dir; } else if (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; dest.replace_extension(".bsp"); fs::copy(options.bsp_path, dest, fs::copy_options::overwrite_existing); } // re-open the .bsp and return it options.bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(options.bsp_path, &bspdata); bspdata.version->game->init_filesystem(options.bsp_path, options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(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)}; } return std::make_tuple(std::move(std::get(bspdata.bsp)), std::move(bspdata.bspx.entries), std::move(prtfile)); } static 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 } static std::tuple> LoadTestmapQ1(const std::filesystem::path &name, std::vector extra_args = {}) { #if 0 return LoadTestmapRefQ1(name); #else return LoadTestmap(name, extra_args); #endif } static 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); } static 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; } static const texvecf &GetTexvecs(const char *map, const char *texname) { mapentity_t worldspawn = LoadMap(map); const mapbrush_t *mapbrush = &worldspawn.mapbrush(0); const mapface_t *mapface = Mapbrush_FirstFaceWithTextureName(mapbrush, "tech02_1"); Q_assert(nullptr != mapface); return mapface->get_texvecs(); } static 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; } // https://github.com/ericwa/ericw-tools/issues/158 TEST_CASE("testTextureIssue", "[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(Catch::Approx(texvecsExpected[i][j]) == texvecsActual[i][j]); } } #endif } TEST_CASE("duplicatePlanes", "[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.nummapbrushes); CHECK(0 == worldspawn.brushes.size()); CHECK(6 == worldspawn.mapbrush(0).numfaces); std::optional brush = LoadBrush(&worldspawn, &worldspawn.mapbrush(0), {CONTENTS_SOLID}, {}, rotation_t::none, 0); REQUIRE(std::nullopt != brush); CHECK(6 == brush->sides.size()); } /** * Test that this skip face gets auto-corrected. */ TEST_CASE("InvalidTextureProjection", "[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.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(5); REQUIRE("skip" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1))); } /** * Same as above but the texture scales are 0 */ TEST_CASE("InvalidTextureProjection2", "[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.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(5); REQUIRE("skip" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1))); } /** * More realistic: *lava1 has tex vecs perpendicular to face */ TEST_CASE("InvalidTextureProjection3", "[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.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(3); REQUIRE("*lava1" == face->texname); const auto texvecs = face->get_texvecs(); CHECK(IsValidTextureProjection(qvec3f(face->plane.normal), texvecs.row(0), texvecs.row(1))); } TEST_CASE("WindingArea", "[mathlib]") { 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()); } // Q1 testmaps /** * checks that options are reset across tests. * set two random options and check that they don't carry over. */ TEST_CASE("options_reset1", "[testmaps_q1]") { LoadTestmap("qbsp_simple_sealed.map", {"-transsky"}); CHECK_FALSE(options.forcegoodtree.value()); CHECK(options.transsky.value()); } TEST_CASE("options_reset2", "[testmaps_q1]") { LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"}); CHECK(options.forcegoodtree.value()); CHECK_FALSE(options.transsky.value()); } /** * The brushes are touching but not intersecting, so ChopBrushes shouldn't change anything. */ TEST_CASE("chop_no_change", "[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", "[testmaps_q1]") { auto mapname = GENERATE("qbsp_simple_sealed.map", "qbsp_simple_sealed_rotated.map"); 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_THAT(bsp.dleaffaces, Catch::Matchers::UnorderedEquals(std::vector{0,1,2,3,4,5})); } TEST_CASE("simple_sealed2", "[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_THAT(other_markfaces, Catch::Matchers::UnorderedEquals(std::vector{ other_floor, other_ceil, other_minus_x, other_plus_x, other_plus_y })); } TEST_CASE("simple_worldspawn_worldspawn", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_worldspawn.map"); // 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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail_wall.map"); REQUIRE(prt.has_value()); // 5 faces for the "button" // 6 faces for the room REQUIRE(bsp.dfaces.size() == 11); } TEST_CASE("simple_worldspawn_detail", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail.map"); REQUIRE(prt.has_value()); // 5 faces for the "button" // 9 faces for the room REQUIRE(bsp.dfaces.size() == 14); } TEST_CASE("simple_worldspawn_detail_illusionary", "[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", "[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", "[testmaps_q1][!mayfail]") { static const std::string basic_mapname = "qbsp_water_detail_illusionary.map"; static const std::string mirrorinside_mapname = "qbsp_water_detail_illusionary_mirrorinside.map"; auto mapname = GENERATE_REF(basic_mapname, mirrorinside_mapname); 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("noclipfaces", "[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); } /** * Same as previous test, but the T shaped brush entity has _mirrorinside */ TEST_CASE("noclipfaces_mirrorinside", "[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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_intersecting.map"); REQUIRE(prt.has_value()); // sides: 3*4 = 12 // top: 3 // bottom: 3 CHECK(bsp.dfaces.size() == 18); 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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_noclipfaces_intersecting.map"); 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); } TEST_CASE("detail_doesnt_seal", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_doesnt_seal.map"); REQUIRE_FALSE(prt.has_value()); } TEST_CASE("detail_doesnt_remove_world_nodes", "[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}); REQUIRE(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}); REQUIRE(nullptr == floor_inside_detail_face); } { // 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}); REQUIRE(nullptr != covered_by_detail_node); } } TEST_CASE("merge", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_merge.map"); REQUIRE_FALSE(prt.has_value()); REQUIRE(6 == bsp.dfaces.size()); } TEST_CASE("tjunc_many_sided_face", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_tjunc_many_sided_face.map"); 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())); } /** * 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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_brush_clipping_order.map"); 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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_origin.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 auto ents = EntData_Parse(bsp.dentdata); 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_THAT(it->get("origin"), Catch::Matchers::Equals("216 -216 340") || Catch::Matchers::Equals("216.00 -216.00 340.00")); } TEST_CASE("simple", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map"); REQUIRE_FALSE(prt.has_value()); } /** * Just a solid cuboid */ TEST_CASE("q1_cube", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cube.map"); REQUIRE_FALSE(prt.has_value()); const aabb3d cube_bounds { {32, -240, 80}, {80, -144, 112} }; REQUIRE(7 == bsp.dleafs.size()); // check the solid leaf auto& solid_leaf = bsp.dleafs[0]; CHECK(solid_leaf.mins == qvec3d(0,0,0)); CHECK(solid_leaf.maxs == qvec3d(0,0,0)); // check the empty leafs for (int i = 1; i < 7; ++i) { 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); } /** * Lots of features in one map, more for testing in game than automated testing */ TEST_CASE("features", "[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", "[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", "[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", "[testmaps_q1]") { const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_sealing_point_entity_on_outside.map"); REQUIRE(prt.has_value()); } // q2 testmaps TEST_CASE("detail", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_detail.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // stats CHECK(1 == bsp.dmodels.size()); // Q2 reserves leaf 0 as an invalid leaf // leafs: // 6 solid leafs outside the room (* can be more depending on when the "divider" is cut) // 1 empty leaf filling the room above the divider // 2 empty leafs + 1 solid leaf for divider // 1 detail leaf for button // 4 empty leafs around + 1 on top of button std::map counts_by_contents; for (size_t i = 1; i < bsp.dleafs.size(); ++i) { ++counts_by_contents[bsp.dleafs[i].contents]; } CHECK(2 == counts_by_contents.size()); // number of types CHECK(counts_by_contents.find(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) == counts_by_contents.end()); // the detail bit gets cleared CHECK(8 == counts_by_contents.at(0)); // empty leafs CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) >= 8); CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) <= 12); // clusters: // 1 empty cluster filling the room above the divider // 2 empty clusters created by divider // 1 cluster for the part of the room with the button std::set clusters; // first add the empty leafs for (size_t i = 1; i < bsp.dleafs.size(); ++i) { if (0 == bsp.dleafs[i].contents) { clusters.insert(bsp.dleafs[i].cluster); } } CHECK(4 == clusters.size()); // various points in the main room cluster const qvec3d under_button{246, 436, 96}; // directly on the main floor plane const qvec3d inside_button{246, 436, 98}; const qvec3d above_button{246, 436, 120}; const qvec3d beside_button{246, 400, 100}; // should be a different empty leaf than above_button, but same cluster // side room (different cluster) const qvec3d side_room{138, 576, 140}; // detail clips away world faces CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], under_button, {0, 0, 1})); // check for correct contents auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button); CHECK(Q2_CONTENTS_SOLID == detail_leaf->contents); CHECK(-1 == detail_leaf->cluster); // check for button (detail) brush CHECK(1 == Leaf_Brushes(&bsp, detail_leaf).size()); CHECK((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, detail_leaf).at(0)->contents); // get more leafs auto *empty_leaf_above_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button); CHECK(0 == empty_leaf_above_button->contents); CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_above_button).size()); auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room); CHECK(0 == empty_leaf_side_room->contents); CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_side_room).size()); CHECK(empty_leaf_side_room->cluster != empty_leaf_above_button->cluster); auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button); CHECK(0 == empty_leaf_beside_button->contents); CHECK(-1 != empty_leaf_beside_button->cluster); CHECK(empty_leaf_above_button->cluster == empty_leaf_beside_button->cluster); CHECK(empty_leaf_above_button != empty_leaf_beside_button); CHECK(prt->portals.size() == 5); CHECK(prt->portalleafs_real == 0); // not used by Q2 CHECK(prt->portalleafs == 4); } TEST_CASE("playerclip", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_playerclip.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_playerclip{32, -136, 144}; auto *playerclip_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_playerclip); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == playerclip_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_clip{32, -136, 96}; const qvec3d pillar_side_in_clip1{32, -48, 144}; const qvec3d pillar_side_in_clip2{32, -208, 144}; CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip2, {0, 1, 0})); // make sure no face is generated for the playerclip brush const qvec3d playerclip_front_face{16, -152, 144}; CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0})); // check for brush CHECK(1 == Leaf_Brushes(&bsp, playerclip_leaf).size()); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents); } TEST_CASE("areaportal", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_areaportal.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // area 0 is a placeholder // areaportal 0 is a placeholder // // the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 and 2 CHECK_THAT(bsp.dareaportals, Catch::Matchers::UnorderedEquals(std::vector{{0, 0}, {1, 1}, {1, 2}})); CHECK_THAT(bsp.dareas, Catch::Matchers::UnorderedEquals(std::vector{{0, 0}, {1, 1}, {1, 2}})); // look up the leafs const qvec3d player_start{-88, -112, 120}; const qvec3d other_room{128, -112, 120}; const qvec3d areaportal_pos{32, -112, 120}; const qvec3d void_pos{-408, -112, 120}; auto *player_start_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_start); auto *other_room_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_room); auto *areaportal_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], areaportal_pos); auto *void_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], void_pos); // check leaf contents CHECK(0 == player_start_leaf->contents); CHECK(0 == other_room_leaf->contents); CHECK(Q2_CONTENTS_AREAPORTAL == areaportal_leaf->contents); CHECK(Q2_CONTENTS_SOLID == void_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_areaportal{32, -136, 96}; CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1})); // check for brushes CHECK(1 == Leaf_Brushes(&bsp, areaportal_leaf).size()); CHECK(Q2_CONTENTS_AREAPORTAL == Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents); CHECK(1 == Leaf_Brushes(&bsp, void_leaf).size()); CHECK(Q2_CONTENTS_SOLID == Leaf_Brushes(&bsp, void_leaf).at(0)->contents); // check leaf areas CHECK_THAT((std::vector{1, 2}), Catch::Matchers::UnorderedEquals(std::vector{player_start_leaf->area, other_room_leaf->area})); // the areaportal leaf itself actually gets assigned to one of the two sides' areas CHECK((areaportal_leaf->area == 1 || areaportal_leaf->area == 2)); CHECK(0 == void_leaf->area); // a solid leaf gets the invalid area // check the func_areaportal entity had its "style" set auto ents = EntData_Parse(bsp.dentdata); auto it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; }); REQUIRE(it != ents.end()); REQUIRE("1" == it->get("style")); } /** * Similar to above test, but there's a detail brush sticking into the area portal */ TEST_CASE("areaportal_with_detail", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_areaportal_with_detail.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // area 0 is a placeholder // areaportal 0 is a placeholder // // the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 and 2 CHECK_THAT(bsp.dareaportals, Catch::Matchers::UnorderedEquals(std::vector{{0, 0}, {1, 1}, {1, 2}})); CHECK_THAT(bsp.dareas, Catch::Matchers::UnorderedEquals(std::vector{{0, 0}, {1, 1}, {1, 2}})); } TEST_CASE("nodraw_light", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_nodraw_light.map", {"-includeskip"}); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d topface_center {160, -148, 208}; auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW)); } TEST_CASE("nodraw_detail_light", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_nodraw_detail_light.map", {"-includeskip"}); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d topface_center {160, -148, 208}; auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW)); } TEST_CASE("base1", "[testmaps_q2]") { #if 0 const auto [bsp, bspx, prt] = LoadTestmapQ2("base1.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // bspinfo output from a compile done with // https://github.com/qbism/q2tools-220 at 46fd97bbe1b3657ca9e93227f89aaf0fbd3677c9. // only took a couple of seconds (debug build) // 35 models // 9918 planes 198360 //10367 vertexes 124404 // 5177 nodes 144956 // 637 texinfos 48412 // 7645 faces 152900 // 5213 leafs 145964 // 9273 leaffaces 18546 // 7307 leafbrushes 14614 //20143 edges 80572 //37287 surfedges 149148 // 1765 brushes 21180 //15035 brushsides 60140 // 3 areas 24 // 3 areaportals 24 // lightdata 0 // visdata 0 // entdata 53623 #endif } TEST_CASE("base1leak", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("base1leak.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CHECK(8 == bsp.dbrushes.size()); CHECK(bsp.dleafs.size() >= 8); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room) CHECK(bsp.dleafs.size() <= 12); //q2tools-220 generates 12 const qvec3d in_plus_y_wall{-776, 976, -24}; auto *plus_y_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_plus_y_wall); CHECK(Q2_CONTENTS_SOLID == plus_y_wall_leaf->contents); CHECK(3 == plus_y_wall_leaf->numleafbrushes); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } /** * e1u1/brlava brush intersecting e1u1/clip **/ TEST_CASE("lavaclip", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_lavaclip.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // not touching the lava, but inside the clip const qvec3d playerclip_outside1 { -88, -32, 8}; const qvec3d playerclip_outside2 { 88, -32, 8}; // inside both clip and lava const qvec3d playerclip_inside_lava { 0, -32, 8}; const qvec3d in_lava_only {0, 32, 8}; // near the player start's feet. There should be a lava face here const qvec3d lava_top_face_in_playerclip { 0, -32, 16}; // check leaf contents CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside1)->contents); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside2)->contents); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL | Q2_CONTENTS_LAVA) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_inside_lava)->contents); CHECK(Q2_CONTENTS_LAVA == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_lava_only)->contents); // search for face auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], lava_top_face_in_playerclip, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/brlava"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_WARP)); } /** * e1u1/brlava brush intersecting e1u1/brwater **/ TEST_CASE("lavawater", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_lavawater.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d inside_both { 0, 32, 8}; // check leaf contents CHECK((Q2_CONTENTS_LAVA | Q2_CONTENTS_WATER) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_both)->contents); } /** * Weird mystery issue with a func_wall with broken collision * (ended up being a PLANE_X/Y/Z plane with negative facing normal, which is illegal - engine assumes they are positive) */ TEST_CASE("qbsp_q2_bmodel_collision", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_bmodel_collision.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_bmodel {-544, -312, -258}; REQUIRE(2 == bsp.dmodels.size()); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[1], in_bmodel)->contents); } TEST_CASE("q2_liquids", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_liquids.map"); // water/air face is two sided { const qvec3d watertrans66_air{-116, -168, 144}; const qvec3d watertrans33_trans66 = watertrans66_air - qvec3d(0, 0, 48); const qvec3d wateropaque_trans33 = watertrans33_trans66 - qvec3d(0, 0, 48); const qvec3d floor_wateropaque = wateropaque_trans33 - qvec3d(0, 0, 48); CHECK_THAT(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_air)), Catch::Matchers::UnorderedEquals({"e1u1/bluwter", "e1u1/bluwter"})); CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans33_trans66).size()); CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], wateropaque_trans33).size()); CHECK_THAT(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], floor_wateropaque)), Catch::Matchers::UnorderedEquals({"e1u1/c_met11_2"})); } const qvec3d watertrans66_slimetrans66{-116, -144, 116}; // water trans66 / slime trans66 { CHECK_THAT( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, -1, 0))), Catch::Matchers::UnorderedEquals({"e1u1/sewer1"})); CHECK_THAT( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, 1, 0))), Catch::Matchers::UnorderedEquals({"e1u1/sewer1"})); } // slime trans66 / lava trans66 const qvec3d slimetrans66_lavatrans66 = watertrans66_slimetrans66 + qvec3d(0, 48, 0); { CHECK_THAT( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, -1, 0))), Catch::Matchers::UnorderedEquals({"e1u1/brlava"})); CHECK_THAT( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, 1, 0))), Catch::Matchers::UnorderedEquals({"e1u1/brlava"})); } } /** * Empty rooms are sealed to solid in Q2 **/ TEST_CASE("qbsp_q2_seal_empty_rooms", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_seal_empty_rooms.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_start_room {-240, 80, 56}; const qvec3d in_empty_room {-244, 476, 68}; // check leaf contents CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_empty_room)->contents); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } /** * Detail seals in Q2 **/ TEST_CASE("qbsp_q2_detail_seals", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_detail_seals.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_start_room {-240, 80, 56}; const qvec3d in_void {-336, 80, 56}; // check leaf contents CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents); } /** * 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", "[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_EMPTY == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_emptyroom)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_void)); CHECK(CONTENTS_EMPTY == 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_EMPTY == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_emptyroom)); CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_void)); CHECK(CONTENTS_EMPTY == 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 for q2 bmodel bounds **/ TEST_CASE("q2_door", "[testmaps_q2]") { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_door.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const aabb3d world_tight_bounds {{-64, -64, -16}, {64, 80, 128}}; const aabb3d bmodel_tight_bounds {{-48, 48, 16}, {48, 64, 112}}; CHECK(world_tight_bounds.mins() == bsp.dmodels[0].mins); CHECK(world_tight_bounds.maxs() == bsp.dmodels[0].maxs); CHECK(bmodel_tight_bounds.mins() == bsp.dmodels[1].mins); CHECK(bmodel_tight_bounds.maxs() == bsp.dmodels[1].maxs); } TEST_CASE("winding", "[benchmark]") { ankerl::nanobench::Bench bench; bench.run("std::vector reserve(3*4*6)", [&] { std::vector temp; temp.reserve(3 * 4 * 6); ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::vector reserve(4*6)", [&] { std::vector temp; temp.reserve(4 * 6); ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::array", [&] { std::array temp; ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::array", [&] { std::array temp; ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("polylib::winding_base_t<6> construct", [&] { polylib::winding_base_t<6> temp; ankerl::nanobench::doNotOptimizeAway(temp); }); }