ericw-tools/tests/test_qbsp_q2.cc

1095 lines
43 KiB
C++

#include <qbsp/map.hh>
#include <common/bsputils.hh>
#include <common/qvec.hh>
#include <cstring>
#include <set>
#include <stdexcept>
#include <tuple>
#include <map>
#include "test_qbsp.hh"
#include "testutils.hh"
TEST_CASE("detail" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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
const auto &leaf0 = bsp.dleafs[0];
CHECK(Q2_CONTENTS_SOLID == leaf0.contents);
CHECK(-1 == leaf0.visofs);
CHECK(qvec3f{} == leaf0.mins);
CHECK(qvec3f{} == leaf0.maxs);
CHECK(0 == leaf0.firstmarksurface);
CHECK(0 == leaf0.nummarksurfaces);
CHECK(leaf0.ambient_level == std::array<uint8_t, NUM_AMBIENTS>{0, 0, 0, 0});
CHECK(CLUSTER_INVALID == leaf0.cluster);
CHECK(AREA_INVALID == leaf0.area);
CHECK(0 == leaf0.firstleafbrush);
CHECK(0 == leaf0.numleafbrushes);
// no areaportals except the placeholder
CHECK(1 == bsp.dareaportals.size());
CHECK(2 == bsp.dareas.size());
// 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<int32_t, int> 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<int> 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(0 == detail_leaf->area); // solid leafs get the invalid area 0
// 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());
CHECK(1 == empty_leaf_above_button->area);
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);
CHECK(1 == empty_leaf_side_room->area);
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(1 == empty_leaf_beside_button->area);
CHECK(prt->portals.size() == 5);
CHECK(prt->portalleafs_real == 0); // not used by Q2
CHECK(prt->portalleafs == 4);
}
TEST_CASE("q2 detail with -nodetail" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-nodetail"});
const qvec3d inside_button{246, 436, 98};
auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
CHECK(Q2_CONTENTS_SOLID == inside_button_leaf->contents);
CHECK(prt->portals.size() > 5);
CHECK(prt->portalleafs == 8);
}
TEST_CASE("q2 detail with -omitdetail" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-omitdetail"});
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
const qvec3d inside_button{246, 436, 98};
const qvec3d above_button{246, 436, 120};
auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
CHECK(Q2_CONTENTS_EMPTY == inside_button_leaf->contents);
auto *above_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button);
CHECK(inside_button_leaf == above_button_leaf);
}
TEST_CASE("-omitdetail removing all brushes in a func" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_omitdetail_in_func.map", {"-omitdetail"});
}
TEST_CASE("playerclip" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{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_VECTORS_UNOREDERED_EQUAL(
(std::vector<int32_t>{1, 2}), std::vector<int32_t>{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);
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" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
}
TEST_CASE("nodraw_light" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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("q2_long_texture_name" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_long_texture_name.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 16}, {0, 0, 1});
REQUIRE(nullptr != topface);
// this won't work in game, but we're mostly checking for lack of memory corruption
// (a warning is issued)
auto *texinfo = Face_Texinfo(&bsp, topface);
CHECK(std::string(texinfo->texture.data()) == "long_folder_name_test/long_text");
CHECK(texinfo->nexttexinfo == -1);
}
TEST_CASE("nodraw_light" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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("base1" * doctest::test_suite("testmaps_q2") * doctest::skip() * doctest::may_fail())
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("base1-test.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
CHECK(prt);
CheckFilled(bsp);
// 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
CHECK(3 == bsp.dareaportals.size());
CHECK(3 == bsp.dareas.size());
// check for a sliver face which we had issues with being missing
{
const qvec3d face_point{-315.975, -208.036, -84.5};
const qvec3d normal_point{-315.851, -208.051, -84.5072}; // obtained in TB
const qvec3d normal = qv::normalize(normal_point - face_point);
auto *sliver_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_point, normal);
REQUIRE(nullptr != sliver_face);
CHECK(std::string_view("e1u1/metal3_5") == Face_TextureName(&bsp, sliver_face));
CHECK(Face_Winding(&bsp, sliver_face).area() < 5.0);
}
}
TEST_CASE("base1leak" * doctest::test_suite("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" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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));
}
/**
* check that e1u1/clip intersecting mist doesn't split up the mist faces
**/
TEST_CASE("mist_clip" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mist_clip.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
// mist is two sided, so 12 faces for a cube
CHECK(12 == bsp.dfaces.size());
}
/**
* e1u1/brlava brush intersecting e1u1/brwater
**/
TEST_CASE("lavawater" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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("q2_bmodel_collision" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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" * doctest::test_suite("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_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_air)),
std::vector<std::string>({"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_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], floor_wateropaque)),
std::vector<std::string>({"e1u1/c_met11_2"}));
}
const qvec3d watertrans66_slimetrans66{-116, -144, 116};
// water trans66 / slime trans66
{
CHECK_VECTORS_UNOREDERED_EQUAL(
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, -1, 0))),
std::vector<std::string>({"e1u1/sewer1"}));
CHECK_VECTORS_UNOREDERED_EQUAL(
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, 1, 0))),
std::vector<std::string>({"e1u1/sewer1"}));
}
// slime trans66 / lava trans66
const qvec3d slimetrans66_lavatrans66 = watertrans66_slimetrans66 + qvec3d(0, 48, 0);
{
CHECK_VECTORS_UNOREDERED_EQUAL(
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, -1, 0))),
std::vector<std::string>({"e1u1/brlava"}));
CHECK_VECTORS_UNOREDERED_EQUAL(
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, 1, 0))),
std::vector<std::string>({"e1u1/brlava"}));
}
}
/**
* Empty rooms are sealed to solid in Q2
**/
TEST_CASE("q2_seal_empty_rooms" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("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);
}
TEST_CASE("q2_detail_non_sealing" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_non_sealing.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_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents);
}
TEST_CASE("q2_detail_overlapping_solid_sealing" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_overlapping_solid_sealing.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);
}
/**
* Two areaportals with a small gap in between creating another area.
*
* Also, the faces on the ceiling/floor cross the areaportal
* (due to our aggressive face merging).
*/
TEST_CASE("q2_double_areaportal" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_double_areaportal.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
CheckFilled(bsp);
CHECK(4 == bsp.dareas.size());
CHECK(5 == bsp.dareaportals.size());
}
TEST_CASE("q2_areaportal_split" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_split.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
CheckFilled(bsp);
CHECK(3 == bsp.dareas.size()); // 1 invalid index zero reserved + 2 areas
CHECK(3 == bsp.dareaportals
.size()); // 1 invalid index zero reserved + 2 dareaportals to store the two directions of the portal
}
/**
* Test for q2 bmodel bounds
**/
TEST_CASE("q2_door" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_door.map");
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
const aabb3f world_tight_bounds{{-64, -64, -16}, {64, 80, 128}};
const aabb3f 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("q2_mirrorinside" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mirrorinside.map");
{
INFO("window is not two sided by default");
const qvec3d window_pos{192, 96, 156};
CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], window_pos)),
std::vector<std::string>({"e2u2/wndow1_1"}));
}
{
INFO("aux is not two sided by default");
const qvec3d aux_pos{32, 96, 156};
CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], aux_pos)),
std::vector<std::string>({"e1u1/brwater"}));
}
{
INFO("mist is two sided by default");
const qvec3d mist_pos{32, -28, 156};
CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_pos)),
std::vector<std::string>({"e1u1/brwater", "e1u1/brwater"}));
}
{
INFO("_mirrorinside 0 disables the inside faces on mist");
const qvec3d mist_mirrorinside0_pos{32, -224, 156};
CHECK_VECTORS_UNOREDERED_EQUAL(
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_mirrorinside0_pos)),
std::vector<std::string>({"e1u1/brwater"}));
}
{
INFO("_mirrorinside 1 works on func_detail_fence");
CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], {32, -348, 156})),
std::vector<std::string>({"e1u1/alphamask", "e1u1/alphamask"}));
}
}
TEST_CASE("q2_alphatest_window" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_window.map");
INFO("alphatest + window implies detail and translucent");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
}
TEST_CASE("q2_alphatest_solid" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_solid.map");
INFO("alphatest + solid implies window, detail and translucent");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
}
TEST_CASE("q2_trans33_window" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_window.map");
INFO("trans33 + window implies detail and translucent");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
}
TEST_CASE("q2_trans33_solid" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_solid.map");
INFO("trans33 + solid implies window, detail and translucent");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
}
/**
* Ensure that leaked maps still get areas assigned properly
* (empty leafs should get area 1, solid leafs area 0)
*/
TEST_CASE("q2_leaked" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_leaked.map");
CHECK(!prt);
CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
CHECK(bsp.dareaportals.size() == 1);
CHECK(bsp.dareas.size() == 2);
CHECK(bsp.dleafs.size() == 8);
for (auto &leaf : bsp.dleafs) {
if (leaf.contents == Q2_CONTENTS_SOLID) {
CHECK(0 == leaf.area);
} else {
CHECK(1 == leaf.area);
}
}
}
TEST_CASE("q2_missing_faces" * doctest::test_suite("testmaps_q2") * doctest::may_fail())
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_missing_faces.map");
const qvec3d point_on_missing_face{-137, 125, -76.1593};
const qvec3d point_on_missing_face2{-30, 12, -75.6411};
const qvec3d point_on_present_face{-137, 133, -76.6997};
CheckFilled(bsp);
CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face));
CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face2));
CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_present_face));
}
TEST_CASE("q2_ladder" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_ladder.map");
const qvec3d point_in_ladder{-8, 184, 24};
CheckFilled(bsp);
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], point_in_ladder);
// the brush lacked a visible contents, so it became solid. solid leafs wipe out any other content bits
CHECK(leaf->contents == (Q2_CONTENTS_SOLID));
CHECK(1 == Leaf_Brushes(&bsp, leaf).size());
CHECK((Q2_CONTENTS_SOLID | Q2_CONTENTS_LADDER | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, leaf).at(0)->contents);
}
TEST_CASE("q2_hint_missing_faces" * doctest::test_suite("testmaps_q2") * doctest::may_fail())
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_hint_missing_faces.map");
CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {36, 144, 30}));
}
TEST_CASE("q2_tb_cleanup" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_tb_cleanup.map");
{
INFO("check that __TB_empty was converted to skip");
CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}));
}
{
auto ents = EntData_Parse(bsp);
REQUIRE(ents.size() == 2);
INFO("check that _tb_textures was stripped out");
CHECK(entdict_t{{"classname", "worldspawn"}} == ents[0]);
}
}
TEST_CASE("q2_detail_wall" * doctest::test_suite("testmaps_q2"))
{
// q2_detail_wall_with_detail_bit.map has the DETAIL content flag set on the
// brushes inside the func_detail_wall. the func_detail_wall should take priority.
const std::vector<std::string> maps{"q2_detail_wall.map", "q2_detail_wall_with_detail_bit.map"};
for (const auto &mapname : maps) {
SUBCASE(mapname.c_str())
{
const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname);
auto *game = bsp.loadversion->game;
CHECK(GAME_QUAKE_II == game->id);
const auto deleted_face_pos = qvec3d{320, 384, 96};
const auto in_detail_wall = qvec3d{320, 384, 100};
auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_detail_wall);
{
INFO("check leaf / brush contents");
CAPTURE(contentflags_t{detail_wall_leaf->contents}.to_string(game));
CHECK(Q2_CONTENTS_SOLID == detail_wall_leaf->contents);
REQUIRE(1 == Leaf_Brushes(&bsp, detail_wall_leaf).size());
auto *brush = Leaf_Brushes(&bsp, detail_wall_leaf).at(0);
CAPTURE(contentflags_t{brush->contents}.to_string(game));
CHECK(Q2_CONTENTS_SOLID == brush->contents);
}
{
INFO("check fully covered face is deleted");
CHECK(!BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], deleted_face_pos));
}
{
INFO("check floor under detail fence is not deleted, and not split");
auto *face_under_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 348, 96});
auto *face_outside_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 312, 96});
CHECK(face_under_fence);
CHECK(face_under_fence == face_outside_fence);
}
}
}
}
TEST_CASE("q2_detail_fence" * doctest::test_suite("testmaps_q2"))
{
const std::vector<std::string> maps{"q2_detail_fence.map", "q2_detail_fence_with_detail_bit.map"};
for (const auto &mapname : maps) {
SUBCASE(mapname.c_str())
{
const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname);
auto *game = bsp.loadversion->game;
CHECK(GAME_QUAKE_II == game->id);
auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 100});
{
INFO("check leaf / brush contents");
CAPTURE(contentflags_t{detail_wall_leaf->contents}.to_string(game));
CHECK(
(Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT) == detail_wall_leaf->contents);
REQUIRE(1 == Leaf_Brushes(&bsp, detail_wall_leaf).size());
CHECK((Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT) ==
Leaf_Brushes(&bsp, detail_wall_leaf).at(0)->contents);
}
{
INFO("check fully covered face is not deleted");
CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 96}));
}
{
INFO("check floor under detail fence is not deleted, and not split");
auto *face_under_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 348, 96});
auto *face_outside_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 312, 96});
CHECK(face_under_fence);
CHECK(face_under_fence == face_outside_fence);
}
}
}
}
TEST_CASE("q2_mist_transwater" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mist_transwater.map", {"-tjunc", "none"});
const qvec3d top_of_water = {-216, -16, 352};
auto up_faces = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], top_of_water, {0, 0, 1});
auto down_faces = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], top_of_water, {0, 0, -1});
REQUIRE(1 == up_faces.size());
REQUIRE(1 == down_faces.size());
// water has a higher priority (lower content bits are stronger), so it should cut a hole in the mist
CHECK(Face_TextureNameView(&bsp, up_faces[0]) == "e1u1/water6");
CHECK(Face_TextureNameView(&bsp, down_faces[0]) == "e1u1/water6");
const auto top_of_water_up = winding_t{{-232,-32,352}, {-232,0, 352}, {-200,0, 352}, {-200,-32,352}};
const auto top_of_water_dn = top_of_water_up.flip();
CHECK(Face_Winding(&bsp, up_faces[0]).directional_equal(top_of_water_up));
CHECK(Face_Winding(&bsp, down_faces[0]).directional_equal(top_of_water_dn));
}
TEST_CASE("q2_tjunc_matrix" * doctest::test_suite("testmaps_q2"))
{
const auto [b, bspx, prt] = LoadTestmapQ2("q2_tjunc_matrix.map");
const mbsp_t &bsp = b; // workaround clang not allowing capturing bindings in lambdas
auto *game = bsp.loadversion->game;
CHECK(GAME_QUAKE_II == game->id);
const qvec3d face_midpoint_origin {-24, 0, 24};
const qvec3d face_midpoint_to_tjunc {8, 0, 8};
const qvec3d z_delta_to_next_face {0, 0, 64};
const qvec3d x_delta_to_next_face {-64, 0, 0};
enum index_t : int {
INDEX_DETAIL_WALL = 0,
INDEX_SOLID,
INDEX_SOLID_DETAIL,
INDEX_TRANSPARENT_WATER,
INDEX_OPAQUE_WATER,
INDEX_OPAQUE_MIST,
INDEX_TRANSPARENT_WINDOW,
INDEX_OPAQUE_AUX,
INDEX_SKY,
};
auto has_tjunc = [&](index_t horizontal, index_t vertical) -> bool {
const qvec3d face_midpoint = face_midpoint_origin
+ (x_delta_to_next_face * static_cast<int>(horizontal))
+ (z_delta_to_next_face * static_cast<int>(vertical));
auto *f = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_midpoint);
const qvec3f tjunc_location = qvec3f(face_midpoint + face_midpoint_to_tjunc);
for (int i = 0; i < f->numedges; ++i) {
if (Face_PointAtIndex(&bsp, f, i) == tjunc_location) {
return true;
}
}
return false;
};
{
INFO("INDEX_DETAIL_WALL horizontal");
CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_DETAIL_WALL));
// this one is tricky - the solid cuts a hole in the top
// that hole (the detail_wall faces) are what weld with the side
CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID));
// same as INDEX_DETAIL_WALL, INDEX_SOLID
CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID_DETAIL));
CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WATER));
CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_WATER));
CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_MIST));
CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WINDOW));
CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_AUX));
// same as INDEX_DETAIL_WALL, INDEX_SOLID
CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SKY));
}
{
INFO("INDEX_SOLID horizontal - welds with anything opaque except detail_wall");
CHECK(!has_tjunc(INDEX_SOLID, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_SOLID, INDEX_SOLID));
CHECK( has_tjunc(INDEX_SOLID, INDEX_SOLID_DETAIL));
CHECK(!has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_MIST));
CHECK(!has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_SOLID, INDEX_SKY));
}
{
INFO("INDEX_SOLID_DETAIL horizontal - same as INDEX_SOLID");
CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID_DETAIL));
CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_MIST));
CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SKY));
}
{
INFO("INDEX_TRANSPARENT_WATER horizontal");
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID_DETAIL));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_WATER));
// water is stronger than mist, so cuts away the bottom face of the mist
// the top face of the water then doesn't need to weld because
CHECK(!has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_MIST));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SKY));
}
{
INFO("INDEX_OPAQUE_WATER horizontal");
// detail wall is stronger than water, so cuts a hole and the water then welds with itself
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID));
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID_DETAIL));
// welds because opaque water and translucent don't get a face between them
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_MIST));
// window is stronger and cuts a hole in the water
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WINDOW));
// same with aux
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SKY));
}
{
INFO("INDEX_OPAQUE_MIST horizontal");
// detail wall is stronger, cuts mist
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID_DETAIL));
// water is stronger, cuts mist
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_MIST));
// window is stronger, cuts mist
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SKY));
}
{
INFO("INDEX_TRANSPARENT_WINDOW horizontal");
// detail wall is stronger than window, cuts a hole in the window, so window
// tjuncs with itself
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_DETAIL_WALL));
// solid cuts a hole in the window
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID));
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID_DETAIL));
// translucent window and translucent water weld
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WATER));
CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_WATER));
CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_MIST));
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WINDOW));
// note, aux is lower priority than window, so bottom face of aux gets cut away
CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_AUX));
// sky cuts hole in window
CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SKY));
}
{
INFO("INDEX_OPAQUE_AUX horizontal");
// detail_wall is higher priority, cuts a hole in aux, which welds with itself
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID_DETAIL));
CHECK(!has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_MIST));
// window is stronger, cuts a hole which causes aux to weld
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SKY));
}
{
INFO("INDEX_SKY horizontal - same as INDEX_SOLID");
CHECK(!has_tjunc(INDEX_SKY, INDEX_DETAIL_WALL));
CHECK( has_tjunc(INDEX_SKY, INDEX_SOLID));
CHECK( has_tjunc(INDEX_SKY, INDEX_SOLID_DETAIL));
CHECK(!has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WATER));
CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_WATER));
CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_MIST));
CHECK(!has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WINDOW));
CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_AUX));
CHECK( has_tjunc(INDEX_SKY, INDEX_SKY));
}
}
TEST_CASE("q2_unknown_contents" * doctest::test_suite("testmaps_q2"))
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_unknown_contents.map");
{
INFO("leaf with contents 1<<10 which is not a valid contents");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
// FIXME: should the unknown contents get converted to SOLID in the leaf?
CHECK(leaf->contents == (Q2_CONTENTS_SOLID));
CHECK(1 == Leaf_Brushes(&bsp, leaf).size());
// FIXME: should the unknown contents have SOLID added in the brush?
CHECK((Q2_CONTENTS_SOLID | 1024)==
Leaf_Brushes(&bsp, leaf).at(0)->contents);
}
{
INFO("leaf with contents 1<<30 which is not a valid contents");
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {64, 0, 0});
// FIXME: should the unknown contents get converted to SOLID in the leaf?
CHECK(leaf->contents == (Q2_CONTENTS_SOLID));
CHECK(1 == Leaf_Brushes(&bsp, leaf).size());
// FIXME: should the unknown contents have SOLID added in the brush?
CHECK((Q2_CONTENTS_SOLID | nth_bit(30))==
Leaf_Brushes(&bsp, leaf).at(0)->contents);
}
{
INFO("face with contents 1<<10 which is not a valid surrflags");
auto *top_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {128, 0, 16}, {0, 0, 1});
REQUIRE(top_face);
auto *texinfo = BSP_GetTexinfo(&bsp, top_face->texinfo);
REQUIRE(texinfo);
CHECK(texinfo->flags.native == 1024);
}
}