553 lines
22 KiB
C++
553 lines
22 KiB
C++
#include <qbsp/map.hh>
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#include <common/bsputils.hh>
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#include <common/qvec.hh>
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#include <subprocess.h>
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#include <nanobench.h>
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#include <cstring>
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#include <set>
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#include <stdexcept>
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#include <tuple>
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#include <map>
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#include "test_qbsp.hh"
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#include "testutils.hh"
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TEST_CASE("detail" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_detail.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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// stats
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CHECK(1 == bsp.dmodels.size());
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// Q2 reserves leaf 0 as an invalid leaf
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// leafs:
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// 6 solid leafs outside the room (* can be more depending on when the "divider" is cut)
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// 1 empty leaf filling the room above the divider
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// 2 empty leafs + 1 solid leaf for divider
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// 1 detail leaf for button
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// 4 empty leafs around + 1 on top of button
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std::map<int32_t, int> counts_by_contents;
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for (size_t i = 1; i < bsp.dleafs.size(); ++i) {
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++counts_by_contents[bsp.dleafs[i].contents];
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}
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CHECK(2 == counts_by_contents.size()); // number of types
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CHECK(counts_by_contents.find(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) == counts_by_contents.end()); // the detail bit gets cleared
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CHECK(8 == counts_by_contents.at(0)); // empty leafs
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CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) >= 8);
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CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) <= 12);
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// clusters:
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// 1 empty cluster filling the room above the divider
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// 2 empty clusters created by divider
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// 1 cluster for the part of the room with the button
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std::set<int> clusters;
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// first add the empty leafs
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for (size_t i = 1; i < bsp.dleafs.size(); ++i) {
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if (0 == bsp.dleafs[i].contents) {
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clusters.insert(bsp.dleafs[i].cluster);
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}
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}
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CHECK(4 == clusters.size());
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// various points in the main room cluster
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const qvec3d under_button{246, 436, 96}; // directly on the main floor plane
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const qvec3d inside_button{246, 436, 98};
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const qvec3d above_button{246, 436, 120};
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const qvec3d beside_button{246, 400, 100}; // should be a different empty leaf than above_button, but same cluster
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// side room (different cluster)
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const qvec3d side_room{138, 576, 140};
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// detail clips away world faces
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CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], under_button, {0, 0, 1}));
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// check for correct contents
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auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
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CHECK(Q2_CONTENTS_SOLID == detail_leaf->contents);
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CHECK(-1 == detail_leaf->cluster);
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// check for button (detail) brush
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CHECK(1 == Leaf_Brushes(&bsp, detail_leaf).size());
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CHECK((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) ==
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Leaf_Brushes(&bsp, detail_leaf).at(0)->contents);
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// get more leafs
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auto *empty_leaf_above_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button);
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CHECK(0 == empty_leaf_above_button->contents);
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CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_above_button).size());
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auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room);
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CHECK(0 == empty_leaf_side_room->contents);
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CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_side_room).size());
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CHECK(empty_leaf_side_room->cluster != empty_leaf_above_button->cluster);
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auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button);
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CHECK(0 == empty_leaf_beside_button->contents);
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CHECK(-1 != empty_leaf_beside_button->cluster);
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CHECK(empty_leaf_above_button->cluster == empty_leaf_beside_button->cluster);
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CHECK(empty_leaf_above_button != empty_leaf_beside_button);
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CHECK(prt->portals.size() == 5);
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CHECK(prt->portalleafs_real == 0); // not used by Q2
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CHECK(prt->portalleafs == 4);
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}
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TEST_CASE("q2 detail with -nodetail" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_detail.map", {"-nodetail"});
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const qvec3d inside_button{246, 436, 98};
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auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
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CHECK(Q2_CONTENTS_SOLID == inside_button_leaf->contents);
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CHECK(prt->portals.size() > 5);
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CHECK(prt->portalleafs == 8);
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}
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TEST_CASE("q2 detail with -omitdetail" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_detail.map", {"-omitdetail"});
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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const qvec3d inside_button{246, 436, 98};
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const qvec3d above_button{246, 436, 120};
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auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
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CHECK(Q2_CONTENTS_EMPTY == inside_button_leaf->contents);
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auto *above_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button);
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CHECK(inside_button_leaf == above_button_leaf);
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}
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TEST_CASE("-omitdetail removing all brushes in a func" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_omitdetail_in_func.map", {"-omitdetail"});
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}
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TEST_CASE("playerclip" * doctest::test_suite("testmaps_q2"))
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_playerclip.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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const qvec3d in_playerclip{32, -136, 144};
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auto *playerclip_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_playerclip);
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CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == playerclip_leaf->contents);
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// make sure faces at these locations aren't clipped away
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const qvec3d floor_under_clip{32, -136, 96};
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const qvec3d pillar_side_in_clip1{32, -48, 144};
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const qvec3d pillar_side_in_clip2{32, -208, 144};
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1}));
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0}));
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip2, {0, 1, 0}));
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// make sure no face is generated for the playerclip brush
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const qvec3d playerclip_front_face{16, -152, 144};
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CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0}));
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// check for brush
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CHECK(1 == Leaf_Brushes(&bsp, playerclip_leaf).size());
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CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents);
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}
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TEST_CASE("areaportal" * doctest::test_suite("testmaps_q2"))
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_areaportal.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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// area 0 is a placeholder
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// areaportal 0 is a placeholder
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//
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// the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 and 2
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CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
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CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
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// look up the leafs
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const qvec3d player_start{-88, -112, 120};
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const qvec3d other_room{128, -112, 120};
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const qvec3d areaportal_pos{32, -112, 120};
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const qvec3d void_pos{-408, -112, 120};
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auto *player_start_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_start);
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auto *other_room_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_room);
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auto *areaportal_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], areaportal_pos);
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auto *void_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], void_pos);
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// check leaf contents
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CHECK(0 == player_start_leaf->contents);
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CHECK(0 == other_room_leaf->contents);
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CHECK(Q2_CONTENTS_AREAPORTAL == areaportal_leaf->contents);
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CHECK(Q2_CONTENTS_SOLID == void_leaf->contents);
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// make sure faces at these locations aren't clipped away
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const qvec3d floor_under_areaportal{32, -136, 96};
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1}));
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// check for brushes
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CHECK(1 == Leaf_Brushes(&bsp, areaportal_leaf).size());
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CHECK(Q2_CONTENTS_AREAPORTAL == Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents);
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CHECK(1 == Leaf_Brushes(&bsp, void_leaf).size());
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CHECK(Q2_CONTENTS_SOLID == Leaf_Brushes(&bsp, void_leaf).at(0)->contents);
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// check leaf areas
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CHECK_VECTORS_UNOREDERED_EQUAL((std::vector<int32_t>{1, 2}), std::vector<int32_t>{player_start_leaf->area, other_room_leaf->area});
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// the areaportal leaf itself actually gets assigned to one of the two sides' areas
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CHECK((areaportal_leaf->area == 1 || areaportal_leaf->area == 2));
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CHECK(0 == void_leaf->area); // a solid leaf gets the invalid area
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// check the func_areaportal entity had its "style" set
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parser_t parser(bsp.dentdata, { "qbsp_q2_areaportal.bsp" });
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auto ents = EntData_Parse(parser);
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auto it = std::find_if(ents.begin(), ents.end(),
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[](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; });
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REQUIRE(it != ents.end());
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REQUIRE("1" == it->get("style"));
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}
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/**
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* Similar to above test, but there's a detail brush sticking into the area portal
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*/
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TEST_CASE("areaportal_with_detail" * doctest::test_suite("testmaps_q2"))
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_areaportal_with_detail.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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// area 0 is a placeholder
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// areaportal 0 is a placeholder
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//
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// the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 and 2
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CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
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CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
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}
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TEST_CASE("nodraw_light" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_nodraw_light.map", {"-includeskip"});
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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const qvec3d topface_center {160, -148, 208};
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auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1});
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REQUIRE(nullptr != topface);
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auto *texinfo = Face_Texinfo(&bsp, topface);
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CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger");
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CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW));
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}
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TEST_CASE("nodraw_detail_light" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_nodraw_detail_light.map", {"-includeskip"});
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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const qvec3d topface_center {160, -148, 208};
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auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1});
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REQUIRE(nullptr != topface);
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auto *texinfo = Face_Texinfo(&bsp, topface);
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CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger");
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CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW));
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}
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TEST_CASE("base1" * doctest::test_suite("testmaps_q2") * doctest::skip())
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("base1-test.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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CHECK(prt);
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CheckFilled(bsp);
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// bspinfo output from a compile done with
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// https://github.com/qbism/q2tools-220 at 46fd97bbe1b3657ca9e93227f89aaf0fbd3677c9.
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// only took a couple of seconds (debug build)
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// 35 models
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// 9918 planes 198360
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//10367 vertexes 124404
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// 5177 nodes 144956
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// 637 texinfos 48412
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// 7645 faces 152900
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// 5213 leafs 145964
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// 9273 leaffaces 18546
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// 7307 leafbrushes 14614
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//20143 edges 80572
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//37287 surfedges 149148
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// 1765 brushes 21180
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//15035 brushsides 60140
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// 3 areas 24
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// 3 areaportals 24
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// lightdata 0
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// visdata 0
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// entdata 53623
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CHECK(3 == bsp.dareaportals.size());
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CHECK(3 == bsp.dareas.size());
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// check for a sliver face which we had issues with being missing
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{
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const qvec3d face_point {-315.975, -208.036, -84.5};
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const qvec3d normal_point {-315.851, -208.051, -84.5072}; // obtained in TB
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const qvec3d normal = qv::normalize(normal_point - face_point);
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auto *sliver_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_point, normal);
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REQUIRE(nullptr != sliver_face);
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CHECK(std::string_view("e1u1/metal3_5") == Face_TextureName(&bsp, sliver_face));
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CHECK(Face_Winding(&bsp, sliver_face).area() < 5.0);
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}
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}
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TEST_CASE("base1leak" * doctest::test_suite("testmaps_q2"))
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("base1leak.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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CHECK(8 == bsp.dbrushes.size());
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CHECK(bsp.dleafs.size() >= 8); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room)
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CHECK(bsp.dleafs.size() <= 12); //q2tools-220 generates 12
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const qvec3d in_plus_y_wall{-776, 976, -24};
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auto *plus_y_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_plus_y_wall);
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CHECK(Q2_CONTENTS_SOLID == plus_y_wall_leaf->contents);
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CHECK(3 == plus_y_wall_leaf->numleafbrushes);
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CHECK(prt->portals.size() == 0);
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CHECK(prt->portalleafs == 1);
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}
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/**
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* e1u1/brlava brush intersecting e1u1/clip
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**/
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TEST_CASE("lavaclip" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_lavaclip.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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// not touching the lava, but inside the clip
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const qvec3d playerclip_outside1 { -88, -32, 8};
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const qvec3d playerclip_outside2 { 88, -32, 8};
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// inside both clip and lava
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const qvec3d playerclip_inside_lava { 0, -32, 8};
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const qvec3d in_lava_only {0, 32, 8};
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// near the player start's feet. There should be a lava face here
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const qvec3d lava_top_face_in_playerclip { 0, -32, 16};
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// check leaf contents
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CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside1)->contents);
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CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside2)->contents);
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CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL | Q2_CONTENTS_LAVA) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_inside_lava)->contents);
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CHECK(Q2_CONTENTS_LAVA == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_lava_only)->contents);
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// search for face
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auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], lava_top_face_in_playerclip, {0, 0, 1});
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REQUIRE(nullptr != topface);
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auto *texinfo = Face_Texinfo(&bsp, topface);
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CHECK(std::string(texinfo->texture.data()) == "e1u1/brlava");
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CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_WARP));
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}
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/**
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* check that e1u1/clip intersecting mist doesn't split up the mist faces
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**/
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TEST_CASE("mist_clip" * doctest::test_suite("testmaps_q2"))
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_mist_clip.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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// mist is two sided, so 12 faces for a cube
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CHECK(12 == bsp.dfaces.size());
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}
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/**
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* e1u1/brlava brush intersecting e1u1/brwater
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**/
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TEST_CASE("lavawater" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_lavawater.map");
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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const qvec3d inside_both { 0, 32, 8};
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|
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// check leaf contents
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CHECK((Q2_CONTENTS_LAVA | Q2_CONTENTS_WATER) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_both)->contents);
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}
|
|
|
|
/**
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* Weird mystery issue with a func_wall with broken collision
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* (ended up being a PLANE_X/Y/Z plane with negative facing normal, which is illegal - engine assumes they are positive)
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|
*/
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TEST_CASE("qbsp_q2_bmodel_collision" * doctest::test_suite("testmaps_q2")) {
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const auto [bsp, bspx, prt] = LoadTestmapQ2("qbsp_q2_bmodel_collision.map");
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|
|
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CHECK(GAME_QUAKE_II == bsp.loadversion->game->id);
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|
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const qvec3d in_bmodel {-544, -312, -258};
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REQUIRE(2 == bsp.dmodels.size());
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CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[1], in_bmodel)->contents);
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|
}
|
|
|
|
TEST_CASE("q2_liquids" * doctest::test_suite("testmaps_q2"))
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|
{
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|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_liquids.map");
|
|
|
|
// water/air face is two sided
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|
{
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|
const qvec3d watertrans66_air{-116, -168, 144};
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const qvec3d watertrans33_trans66 = watertrans66_air - qvec3d(0, 0, 48);
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const qvec3d wateropaque_trans33 = watertrans33_trans66 - qvec3d(0, 0, 48);
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const qvec3d floor_wateropaque = wateropaque_trans33 - qvec3d(0, 0, 48);
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|
|
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CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_air)),
|
|
std::vector<std::string>({"e1u1/bluwter", "e1u1/bluwter"}));
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CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans33_trans66).size());
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|
CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], wateropaque_trans33).size());
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|
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("qbsp_q2_seal_empty_rooms" * doctest::test_suite("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" * doctest::test_suite("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);
|
|
}
|
|
|
|
/**
|
|
* 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("qbsp_q2_mirrorinside.map");
|
|
|
|
{
|
|
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"}));
|
|
}
|
|
}
|