661 lines
21 KiB
C++
661 lines
21 KiB
C++
#include "gtest/gtest.h"
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#include <qbsp/qbsp.hh>
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#include <qbsp/map.hh>
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#include <common/fs.hh>
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#include <common/bsputils.hh>
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#include <common/qvec.hh>
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#include <testmaps.hh>
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#include <algorithm>
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#include <cstring>
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#include <map>
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// FIXME: Clear global data (planes, etc) between each test
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static const mapface_t *Mapbrush_FirstFaceWithTextureName(const mapbrush_t *brush, const std::string &texname)
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{
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for (int i = 0; i < brush->numfaces; i++) {
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const mapface_t *face = &brush->face(i);
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if (face->texname == texname) {
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return face;
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}
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}
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return nullptr;
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}
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static mapentity_t LoadMap(const char *map)
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{
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options.target_version = &bspver_q1;
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options.target_game = options.target_version->game;
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parser_t parser(map);
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mapentity_t worldspawn;
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// FIXME: adds the brush to the global map...
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Q_assert(ParseEntity(parser, &worldspawn));
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CalculateWorldExtent();
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return worldspawn;
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}
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static mbsp_t LoadTestmap(const std::filesystem::path &name, std::vector<std::string> extra_args = {})
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{
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auto map_path = std::filesystem::path(testmaps_dir) / name;
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auto bsp_path = map_path;
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bsp_path.replace_extension(".bsp");
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std::vector<std::string> args{"", "-nopercent", "-noprogress", "-keepprt"};
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for (auto &arg : extra_args) {
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args.push_back(arg);
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}
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args.push_back(map_path.string());
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args.push_back(bsp_path.string());
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// run qbsp
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InitQBSP(args);
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ProcessFile();
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const char *destdir = "";
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// read cmake variables TEST_QUAKE_MAP_EXPORT_DIR / TEST_QUAKE2_MAP_EXPORT_DIR
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if (options.target_game->id == GAME_QUAKE_II) {
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destdir = test_quake2_maps_dir;
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} else if (options.target_game->id == GAME_QUAKE) {
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destdir = test_quake_maps_dir;
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}
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// copy .bsp to game's basedir/maps directory, for easy in-game testing
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if (strlen(destdir) > 0) {
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auto dest = fs::path(destdir) / name;
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dest.replace_extension(".bsp");
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fs::copy(options.bsp_path, dest, fs::copy_options::overwrite_existing);
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}
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// re-open the .bsp and return it
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options.bsp_path.replace_extension("bsp");
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bspdata_t bspdata;
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LoadBSPFile(options.bsp_path, &bspdata);
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bspdata.version->game->init_filesystem(options.bsp_path, options);
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ConvertBSPFormat(&bspdata, &bspver_generic);
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return std::get<mbsp_t>(bspdata.bsp);
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}
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static std::map<std::string, std::vector<const mface_t *>> MakeTextureToFaceMap(const mbsp_t &bsp)
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{
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std::map<std::string, std::vector<const mface_t *>> result;
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for (auto &face : bsp.dfaces) {
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result[Face_TextureName(&bsp, &face)].push_back(&face);
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}
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return result;
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}
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static const texvecf &GetTexvecs(const char *map, const char *texname)
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{
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mapentity_t worldspawn = LoadMap(map);
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const mapbrush_t *mapbrush = &worldspawn.mapbrush(0);
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const mapface_t *mapface = Mapbrush_FirstFaceWithTextureName(mapbrush, "tech02_1");
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Q_assert(nullptr != mapface);
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return mapface->get_texvecs();
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}
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// https://github.com/ericwa/ericw-tools/issues/158
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TEST(qbsp, testTextureIssue)
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{
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const char *bufActual = R"(
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{
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"classname" "worldspawn"
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"wad" "Q.wad"
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{
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( -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
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( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
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( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
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( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0
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( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0
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( -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
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}
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}
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)";
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const char *bufExpected = R"(
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{
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"classname" "worldspawn"
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"wad" "Q.wad"
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{
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( -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
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( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
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( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
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( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0
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( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0
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( -152 -4 72 ) ( -104 -4 24 ) ( -104 4 24 ) tech02_1 0 -8 0 1 0.75 0 0 0
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}
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}
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)";
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const auto texvecsExpected = GetTexvecs(bufExpected, "tech02_1");
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const auto texvecsActual = GetTexvecs(bufActual, "tech02_1");
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// not going to fix #158 for now
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#if 0
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for (int i=0; i<2; i++) {
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for (int j=0; j<4; j++) {
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EXPECT_DOUBLE_EQ(texvecsExpected[i][j], texvecsActual[i][j]);
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}
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}
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#endif
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}
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TEST(qbsp, duplicatePlanes)
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{
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// a brush from e1m4.map with 7 planes, only 6 unique.
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const char *mapWithDuplicatePlanes = R"(
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{
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"classname" "worldspawn"
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{
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( 512 120 1184 ) ( 512 104 1184 ) ( 512 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 1072 104 1184 ) ( 176 104 1184 ) ( 176 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 896 56 1184 ) ( 896 72 1184 ) ( 896 -24 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 176 88 1184 ) ( 1072 88 1184 ) ( 1072 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 176 88 1184 ) ( 176 104 1184 ) ( 1072 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 1072 8 1088 ) ( 176 8 1088 ) ( 176 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
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( 960 8 1088 ) ( 864 104 1184 ) ( 848 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000
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}
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}
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)";
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mapentity_t worldspawn = LoadMap(mapWithDuplicatePlanes);
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ASSERT_EQ(1, worldspawn.nummapbrushes);
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EXPECT_EQ(0, worldspawn.brushes.size());
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EXPECT_EQ(6, worldspawn.mapbrush(0).numfaces);
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std::optional<brush_t> brush =
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LoadBrush(&worldspawn, &worldspawn.mapbrush(0), {CONTENTS_SOLID}, {}, rotation_t::none, 0);
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ASSERT_NE(std::nullopt, brush);
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EXPECT_EQ(6, brush->faces.size());
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}
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/**
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* Test that this skip face gets auto-corrected.
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*/
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TEST(qbsp, InvalidTextureProjection)
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{
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const char *map = R"(
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// entity 0
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{
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"classname" "worldspawn"
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// brush 0
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{
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( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1
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( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 1 1
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}
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}
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)";
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mapentity_t worldspawn = LoadMap(map);
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Q_assert(1 == worldspawn.nummapbrushes);
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const mapface_t *face = &worldspawn.mapbrush(0).face(5);
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ASSERT_EQ("skip", face->texname);
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const auto texvecs = face->get_texvecs();
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EXPECT_TRUE(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1)));
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}
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/**
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* Same as above but the texture scales are 0
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*/
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TEST(qbsp, InvalidTextureProjection2)
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{
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const char *map = R"(
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// entity 0
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{
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"classname" "worldspawn"
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// brush 0
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{
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( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
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( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1
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( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 0 0
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}
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}
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)";
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mapentity_t worldspawn = LoadMap(map);
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Q_assert(1 == worldspawn.nummapbrushes);
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const mapface_t *face = &worldspawn.mapbrush(0).face(5);
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ASSERT_EQ("skip", face->texname);
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const auto texvecs = face->get_texvecs();
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EXPECT_TRUE(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1)));
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}
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/**
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* More realistic: *lava1 has tex vecs perpendicular to face
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*/
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TEST(qbsp, InvalidTextureProjection3)
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{
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const char *map = R"(
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// entity 0
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{
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"classname" "worldspawn"
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"wad" "Q.wad"
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// brush 0
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{
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( 512 512 64 ) ( 512 512 -0 ) ( 512 448 64 ) *04mwat1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1
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( -0 448 -0 ) ( -0 512 -0 ) ( -0 448 64 ) *04mwat1 [ 0 -1 0 0 ] [ -0 -0 -1 0 ] -0 1 1
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( 512 512 64 ) ( -0 512 64 ) ( 512 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ 0 0 -1 0 ] -0 1 1
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( -0 448 -0 ) ( -0 448 64 ) ( 512 448 -0 ) *lava1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1
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( 512 512 64 ) ( 512 448 64 ) ( -0 512 64 ) *04mwat1 [ 1 0 0 0 ] [ 0 -1 0 0 ] -0 1 1
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( -0 448 -0 ) ( 512 448 -0 ) ( -0 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ -0 -1 -0 -0 ] -0 1 1
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}
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}
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)";
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mapentity_t worldspawn = LoadMap(map);
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Q_assert(1 == worldspawn.nummapbrushes);
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const mapface_t *face = &worldspawn.mapbrush(0).face(3);
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ASSERT_EQ("*lava1", face->texname);
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const auto texvecs = face->get_texvecs();
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EXPECT_TRUE(IsValidTextureProjection(qvec3f(face->plane.normal), texvecs.row(0), texvecs.row(1)));
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}
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TEST(mathlib, WindingArea)
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{
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winding_t w{5};
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// poor test.. but at least checks that the colinear point is treated correctly
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w[0] = {0, 0, 0};
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w[1] = {0, 32, 0}; // colinear
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w[2] = {0, 64, 0};
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w[3] = {64, 64, 0};
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w[4] = {64, 0, 0};
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EXPECT_EQ(64.0f * 64.0f, w.area());
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}
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// Q1 testmaps
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/**
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* checks that options are reset across tests.
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* set two random options and check that they don't carry over.
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*/
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TEST(testmaps_q1, options_reset1)
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{
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LoadTestmap("qbsp_simple_sealed.map", {"-transsky"});
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EXPECT_FALSE(options.forcegoodtree.value());
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EXPECT_TRUE(options.transsky.value());
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}
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TEST(testmaps_q1, options_reset2)
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{
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LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"});
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EXPECT_TRUE(options.forcegoodtree.value());
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EXPECT_FALSE(options.transsky.value());
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}
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TEST(testmaps_q1, simple_sealed)
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{
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mbsp_t result = LoadTestmap("qbsp_simple_sealed.map");
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ASSERT_EQ(map.brushes.size(), 6);
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ASSERT_EQ(result.dleafs.size(), 2);
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ASSERT_EQ(result.dleafs[0].contents, CONTENTS_SOLID);
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ASSERT_EQ(result.dleafs[1].contents, CONTENTS_EMPTY);
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// just a hollow box
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ASSERT_EQ(result.dfaces.size(), 6);
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}
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TEST(testmaps_q1, simple_sealed2)
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{
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mbsp_t result = LoadTestmap("qbsp_simple_sealed2.map");
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ASSERT_EQ(map.brushes.size(), 14);
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ASSERT_EQ(result.dleafs.size(), 3);
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ASSERT_EQ(result.dleafs[0].contents, CONTENTS_SOLID);
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ASSERT_EQ(result.dleafs[1].contents, CONTENTS_EMPTY);
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ASSERT_EQ(result.dleafs[2].contents, CONTENTS_EMPTY);
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// L-shaped room
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// 2 ceiling + 2 floor + 6 wall faces
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ASSERT_EQ(result.dfaces.size(), 10);
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}
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TEST(testmaps_q1, simple_worldspawn_worldspawn)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_worldspawn.map");
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// 6 for the room
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// 1 for the button
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ASSERT_EQ(map.brushes.size(), 7);
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// 1 solid leaf
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// 5 empty leafs around the button
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ASSERT_EQ(bsp.dleafs.size(), 6);
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// 5 faces for the "button"
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// 9 faces for the room (6 + 3 extra for the floor splits)
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ASSERT_EQ(bsp.dfaces.size(), 14);
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int fan_faces = 0;
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int room_faces = 0;
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for (auto &face : bsp.dfaces) {
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const char *texname = Face_TextureName(&bsp, &face);
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if (!strcmp(texname, "orangestuff8")) {
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++room_faces;
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} else if (!strcmp(texname, "+0fan")) {
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++fan_faces;
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} else {
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FAIL();
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}
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}
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ASSERT_EQ(fan_faces, 5);
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ASSERT_EQ(room_faces, 9);
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}
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TEST(testmaps_q1, simple_worldspawn_detail_wall)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail_wall.map");
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ASSERT_FALSE(map.leakfile);
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// 6 for the room
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// 1 for the button
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ASSERT_EQ(map.brushes.size(), 7);
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// 5 faces for the "button"
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// 6 faces for the room
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ASSERT_EQ(bsp.dfaces.size(), 11);
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}
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TEST(testmaps_q1, simple_worldspawn_detail)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail.map");
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ASSERT_FALSE(map.leakfile);
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// 6 for the room
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// 1 for the button
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ASSERT_EQ(map.brushes.size(), 7);
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// 5 faces for the "button"
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// 9 faces for the room
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ASSERT_EQ(bsp.dfaces.size(), 14);
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}
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TEST(testmaps_q1, simple_worldspawn_detail_illusionary)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail_illusionary.map");
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ASSERT_FALSE(map.leakfile);
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// 6 for the room
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// 1 for the button
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EXPECT_EQ(map.brushes.size(), 7);
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// 5 faces for the "button"
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// 6 faces for the room
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EXPECT_EQ(bsp.dfaces.size(), 11);
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// leaf/node counts
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EXPECT_EQ(11, bsp.dnodes.size()); // one node per face
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EXPECT_EQ(7, bsp.dleafs.size()); // shared solid leaf + 6 empty leafs inside the room
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// where the func_detail_illusionary sticks into the void
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const qvec3d illusionary_in_void{8, -40, 72};
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], illusionary_in_void)->contents);
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}
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TEST(testmaps_q1, simple_worldspawn_sky)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_sky.map");
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ASSERT_FALSE(map.leakfile);
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// just a box with sky on the ceiling
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const auto textureToFace = MakeTextureToFaceMap(bsp);
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EXPECT_EQ(1, textureToFace.at("sky3").size());
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EXPECT_EQ(5, textureToFace.at("orangestuff8").size());
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// leaf/node counts
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EXPECT_EQ(6, bsp.dnodes.size());
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EXPECT_EQ(3, bsp.dleafs.size()); // shared solid leaf + empty + sky
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// check contents
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const qvec3d player_pos{-88, -64, 120};
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EXPECT_EQ(CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents);
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EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 500, 0))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, -500, 0))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 0, -500))->contents);
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}
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TEST(testmaps_q1, water_detail_illusionary)
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{
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const mbsp_t bsp = LoadTestmap("qbsp_water_detail_illusionary.map");
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EXPECT_FALSE(map.leakfile);
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const qvec3d inside_water_and_fence{-20, -52, 124};
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const qvec3d inside_fence{-20, -52, 172};
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EXPECT_EQ(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_water_and_fence)->contents, CONTENTS_WATER);
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EXPECT_EQ(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_fence)->contents, CONTENTS_EMPTY);
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const qvec3d underwater_face_pos{-40, -52, 124};
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const qvec3d above_face_pos{-40, -52, 172};
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|
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// make sure the detail_illusionary face underwater isn't clipped away
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EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0}));
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EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0}));
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}
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|
|
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TEST(testmaps_q1, noclipfaces)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_noclipfaces.map");
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|
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ASSERT_FALSE(map.leakfile);
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|
|
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ASSERT_EQ(bsp.dfaces.size(), 2);
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|
|
|
// TODO: contents should be empty in hull0 because it's func_detail_illusionary
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|
|
|
for (auto &face : bsp.dfaces) {
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ASSERT_STREQ("{trigger", Face_TextureName(&bsp, &face));
|
|
}
|
|
}
|
|
|
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/**
|
|
* Same as previous test, but the T shaped brush entity has _mirrorinside
|
|
*/
|
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TEST(testmaps_q1, noclipfaces_mirrorinside)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_noclipfaces_mirrorinside.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
|
|
ASSERT_EQ(bsp.dfaces.size(), 4);
|
|
|
|
// TODO: contents should be empty in hull0 because it's func_detail_illusionary
|
|
|
|
for (auto &face : bsp.dfaces) {
|
|
ASSERT_STREQ("{trigger", Face_TextureName(&bsp, &face));
|
|
}
|
|
}
|
|
|
|
TEST(testmaps_q1, detail_doesnt_seal)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_detail_doesnt_seal.map");
|
|
|
|
ASSERT_TRUE(map.leakfile);
|
|
}
|
|
|
|
TEST(testmaps_q1, detail_doesnt_remove_world_nodes)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_detail_doesnt_remove_world_nodes.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
|
|
{
|
|
// 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});
|
|
ASSERT_NE(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});
|
|
ASSERT_EQ(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});
|
|
ASSERT_NE(nullptr, covered_by_detail_node);
|
|
}
|
|
}
|
|
|
|
TEST(testmaps_q1, merge)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_merge.map");
|
|
|
|
ASSERT_EQ(9, map.brushes.size());
|
|
|
|
ASSERT_TRUE(map.leakfile);
|
|
ASSERT_EQ(6, bsp.dfaces.size());
|
|
}
|
|
|
|
TEST(testmaps_q1, tjunc_many_sided_face)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_tjunc_many_sided_face.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
|
|
std::map<qvec3d, std::vector<const mface_t *>> faces_by_normal;
|
|
for (auto &face : bsp.dfaces) {
|
|
faces_by_normal[Face_Normal(&bsp, &face)].push_back(&face);
|
|
}
|
|
|
|
ASSERT_EQ(6, faces_by_normal.size());
|
|
|
|
// the floor has a 0.1 texture scale, so it gets subdivided into many small faces
|
|
EXPECT_EQ(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
|
|
EXPECT_EQ(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(testmaps_q1, brush_clipping_order)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_brush_clipping_order.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
|
|
const qvec3d world_button{-8, -8, 16};
|
|
const qvec3d func_wall_button{152, -8, 16};
|
|
|
|
// 0 = world, 1 = func_wall
|
|
ASSERT_EQ(2, bsp.dmodels.size());
|
|
|
|
ASSERT_EQ(20, bsp.dfaces.size());
|
|
|
|
ASSERT_EQ(10, bsp.dmodels[0].numfaces); // 5 faces for the sides + bottom, 5 faces for the top
|
|
ASSERT_EQ(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});
|
|
ASSERT_NE(nullptr, world_button_face);
|
|
ASSERT_STREQ("sbutt2", Face_TextureName(&bsp, world_button_face));
|
|
|
|
auto *func_wall_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], func_wall_button, {0, 0, 1});
|
|
ASSERT_NE(nullptr, func_wall_button_face);
|
|
ASSERT_STREQ("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(testmaps_q1, origin)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_origin.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
|
|
// 0 = world, 1 = rotate_object
|
|
ASSERT_EQ(2, bsp.dmodels.size());
|
|
|
|
// check that the origin brush didn't clip away any solid faces, or generate faces
|
|
ASSERT_EQ(6, bsp.dmodels[1].numfaces);
|
|
|
|
// FIXME: should the origin brush update the dmodel's origin too?
|
|
ASSERT_EQ(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"; });
|
|
|
|
ASSERT_NE(it, ents.end());
|
|
ASSERT_EQ("216 -216 340", it->get("origin"));
|
|
}
|
|
|
|
TEST(testmaps_q1, simple)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbsp_simple.map");
|
|
|
|
ASSERT_TRUE(map.leakfile);
|
|
|
|
}
|
|
|
|
/**
|
|
* Lots of features in one map, more for testing in game than automated testing
|
|
*/
|
|
TEST(testmaps_q1, features)
|
|
{
|
|
const mbsp_t bsp = LoadTestmap("qbspfeatures.map");
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
}
|
|
|
|
// q2 testmaps
|
|
|
|
TEST(testmaps_q2, detail) {
|
|
const mbsp_t bsp = LoadTestmap("qbsp_q2_detail.map", {"-q2bsp"});
|
|
|
|
ASSERT_FALSE(map.leakfile);
|
|
ASSERT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
} |