1108 lines
43 KiB
C++
1108 lines
43 KiB
C++
#include <gtest/gtest.h>
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#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 <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(testmapsQ2, detail)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map");
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EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
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// stats
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EXPECT_EQ(1, bsp.dmodels.size());
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// Q2 reserves leaf 0 as an invalid leaf
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const auto &leaf0 = bsp.dleafs[0];
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EXPECT_EQ(Q2_CONTENTS_SOLID, leaf0.contents);
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EXPECT_EQ(-1, leaf0.visofs);
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EXPECT_EQ(qvec3f{}, leaf0.mins);
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EXPECT_EQ(qvec3f{}, leaf0.maxs);
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EXPECT_EQ(0, leaf0.firstmarksurface);
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EXPECT_EQ(0, leaf0.nummarksurfaces);
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EXPECT_EQ(leaf0.ambient_level, (std::array<uint8_t, NUM_AMBIENTS>{0, 0, 0, 0}));
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EXPECT_EQ(CLUSTER_INVALID, leaf0.cluster);
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EXPECT_EQ(AREA_INVALID, leaf0.area);
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EXPECT_EQ(0, leaf0.firstleafbrush);
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EXPECT_EQ(0, leaf0.numleafbrushes);
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// no areaportals except the placeholder
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EXPECT_EQ(1, bsp.dareaportals.size());
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EXPECT_EQ(2, bsp.dareas.size());
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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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EXPECT_EQ(3, counts_by_contents.size()); // number of types
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EXPECT_EQ(1, counts_by_contents.at(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL)); // detail leafs
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EXPECT_EQ(8, counts_by_contents.at(0)); // empty leafs
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EXPECT_GE(counts_by_contents.at(Q2_CONTENTS_SOLID), 6);
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EXPECT_LE(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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EXPECT_EQ(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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EXPECT_EQ(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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EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), detail_leaf->contents);
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EXPECT_EQ(-1, detail_leaf->cluster);
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EXPECT_EQ(0, detail_leaf->area); // solid leafs get the invalid area 0
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// check for button (detail) brush
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EXPECT_EQ(1, Leaf_Brushes(&bsp, detail_leaf).size());
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EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), 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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EXPECT_EQ(0, empty_leaf_above_button->contents);
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EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_above_button).size());
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EXPECT_EQ(1, empty_leaf_above_button->area);
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auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room);
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EXPECT_EQ(0, empty_leaf_side_room->contents);
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EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_side_room).size());
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EXPECT_NE(empty_leaf_side_room->cluster, empty_leaf_above_button->cluster);
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EXPECT_EQ(1, empty_leaf_side_room->area);
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auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button);
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EXPECT_EQ(0, empty_leaf_beside_button->contents);
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EXPECT_NE(-1, empty_leaf_beside_button->cluster);
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EXPECT_EQ(empty_leaf_above_button->cluster, empty_leaf_beside_button->cluster);
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EXPECT_NE(empty_leaf_above_button, empty_leaf_beside_button);
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EXPECT_EQ(1, empty_leaf_beside_button->area);
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EXPECT_EQ(prt->portals.size(), 5);
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EXPECT_EQ(prt->portalleafs_real, 0); // not used by Q2
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EXPECT_EQ(prt->portalleafs, 4);
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}
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TEST(testmapsQ2, Q2DetailWithNodetail)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("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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EXPECT_EQ(Q2_CONTENTS_SOLID, inside_button_leaf->contents);
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EXPECT_GT(prt->portals.size(), 5);
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EXPECT_EQ(prt->portalleafs, 8);
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}
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TEST(testmapsQ2, Q2DetailWithOmitdetail)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-omitdetail"});
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EXPECT_EQ(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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EXPECT_EQ(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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EXPECT_EQ(inside_button_leaf, above_button_leaf);
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}
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TEST(testmapsQ2, omitdetailRemovingAllBrushesInAFunc)
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{
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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(testmapsQ2, playerclip)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_playerclip.map");
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EXPECT_EQ(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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EXPECT_EQ((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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EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1}));
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EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0}));
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EXPECT_NE(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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EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0}));
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// check for brush
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EXPECT_EQ(1, Leaf_Brushes(&bsp, playerclip_leaf).size());
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EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL), Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents);
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}
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TEST(testmapsQ2, areaportal)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal.map");
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EXPECT_EQ(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
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// and 2
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EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
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EXPECT_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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EXPECT_EQ(0, player_start_leaf->contents);
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EXPECT_EQ(0, other_room_leaf->contents);
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EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, areaportal_leaf->contents);
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EXPECT_EQ(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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EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1}));
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// check for brushes
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EXPECT_EQ(1, Leaf_Brushes(&bsp, areaportal_leaf).size());
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EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents);
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EXPECT_EQ(1, Leaf_Brushes(&bsp, void_leaf).size());
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EXPECT_EQ(Q2_CONTENTS_SOLID, Leaf_Brushes(&bsp, void_leaf).at(0)->contents);
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// check leaf areas
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EXPECT_VECTORS_UNOREDERED_EQUAL(
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(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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EXPECT_TRUE(areaportal_leaf->area == 1 || areaportal_leaf->area == 2);
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EXPECT_EQ(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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auto ents = EntData_Parse(bsp);
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auto it = std::find_if(
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ents.begin(), ents.end(), [](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; });
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ASSERT_NE(it, ents.end());
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ASSERT_EQ("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(testmapsQ2, areaportalWithDetail)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_with_detail.map");
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EXPECT_EQ(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
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// and 2
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EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
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EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
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}
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TEST(testmapsQ2, nodrawLight)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_nodraw_light.map", {"-includeskip"});
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EXPECT_EQ(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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ASSERT_NE(nullptr, topface);
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auto *texinfo = Face_Texinfo(&bsp, topface);
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EXPECT_EQ(std::string(texinfo->texture.data()), "e1u1/trigger");
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EXPECT_EQ(texinfo->flags.native, (Q2_SURF_LIGHT | Q2_SURF_NODRAW));
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}
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TEST(testmapsQ2, longTextureName)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_long_texture_name.map");
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EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
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auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 16}, {0, 0, 1});
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ASSERT_NE(nullptr, topface);
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// this won't work in game, but we're mostly checking for lack of memory corruption
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// (a warning is issued)
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auto *texinfo = Face_Texinfo(&bsp, topface);
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EXPECT_EQ(std::string(texinfo->texture.data()), "long_folder_name_test/long_text");
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EXPECT_EQ(texinfo->nexttexinfo, -1);
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}
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TEST(testmapsQ2, base1)
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{
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GTEST_SKIP();
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const auto [bsp, bspx, prt] = LoadTestmapQ2("base1-test.map");
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EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
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EXPECT_TRUE(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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EXPECT_EQ(3, bsp.dareaportals.size());
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EXPECT_EQ(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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ASSERT_NE(nullptr, sliver_face);
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EXPECT_EQ(std::string_view("e1u1/metal3_5"), Face_TextureName(&bsp, sliver_face));
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EXPECT_LT(Face_Winding(&bsp, sliver_face).area(), 5.0);
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}
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}
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TEST(testmapsQ2, base1leak)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("base1leak.map");
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EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
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EXPECT_EQ(8, bsp.dbrushes.size());
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EXPECT_GE(bsp.dleafs.size(), 8); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room)
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EXPECT_LE(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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EXPECT_EQ(Q2_CONTENTS_SOLID, plus_y_wall_leaf->contents);
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EXPECT_EQ(3, plus_y_wall_leaf->numleafbrushes);
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EXPECT_EQ(prt->portals.size(), 0);
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EXPECT_EQ(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(testmapsQ2, lavaclip)
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{
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const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_lavaclip.map");
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EXPECT_EQ(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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EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL),
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BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside1)->contents);
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EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL),
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BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside2)->contents);
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EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL | Q2_CONTENTS_LAVA),
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BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_inside_lava)->contents);
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EXPECT_EQ(Q2_CONTENTS_LAVA, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_lava_only)->contents);
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// search for face
|
|
auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], lava_top_face_in_playerclip, {0, 0, 1});
|
|
ASSERT_NE(nullptr, topface);
|
|
|
|
auto *texinfo = Face_Texinfo(&bsp, topface);
|
|
EXPECT_EQ(std::string(texinfo->texture.data()), "e1u1/brlava");
|
|
EXPECT_EQ(texinfo->flags.native, (Q2_SURF_LIGHT | Q2_SURF_WARP));
|
|
}
|
|
|
|
/**
|
|
* check that e1u1/clip intersecting mist doesn't split up the mist faces
|
|
**/
|
|
TEST(testmapsQ2, mistClip)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mist_clip.map");
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
|
|
// mist is two sided, so 12 faces for a cube
|
|
EXPECT_EQ(12, bsp.dfaces.size());
|
|
}
|
|
|
|
/**
|
|
* e1u1/brlava brush intersecting e1u1/brwater
|
|
**/
|
|
TEST(testmapsQ2, lavawater)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_lavawater.map");
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
|
|
const qvec3d inside_both{0, 32, 8};
|
|
|
|
// check leaf contents
|
|
EXPECT_EQ((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(testmapsQ2, bmodelCollision)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_bmodel_collision.map");
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
|
|
const qvec3d in_bmodel{-544, -312, -258};
|
|
ASSERT_EQ(2, bsp.dmodels.size());
|
|
EXPECT_EQ(Q2_CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[1], in_bmodel)->contents);
|
|
}
|
|
|
|
TEST(testmapsQ2, liquids)
|
|
{
|
|
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);
|
|
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_air)),
|
|
std::vector<std::string>({"e1u1/bluwter", "e1u1/bluwter"}));
|
|
EXPECT_EQ(0, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans33_trans66).size());
|
|
EXPECT_EQ(0, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], wateropaque_trans33).size());
|
|
EXPECT_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
|
|
{
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(
|
|
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, -1, 0))),
|
|
std::vector<std::string>({"e1u1/sewer1"}));
|
|
|
|
EXPECT_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);
|
|
{
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(
|
|
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, -1, 0))),
|
|
std::vector<std::string>({"e1u1/brlava"}));
|
|
|
|
EXPECT_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(testmapsQ2, sealEmptyRooms)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_seal_empty_rooms.map");
|
|
|
|
EXPECT_EQ(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
|
|
EXPECT_EQ(Q2_CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents);
|
|
EXPECT_EQ(Q2_CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_empty_room)->contents);
|
|
|
|
EXPECT_EQ(prt->portals.size(), 0);
|
|
EXPECT_EQ(prt->portalleafs, 1);
|
|
}
|
|
|
|
TEST(testmapsQ2, detailNonSealing)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_non_sealing.map");
|
|
|
|
EXPECT_EQ(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
|
|
EXPECT_EQ(Q2_CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents);
|
|
EXPECT_EQ(Q2_CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents);
|
|
}
|
|
|
|
TEST(testmapsQ2, detailOverlappingSolidSealing)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_overlapping_solid_sealing.map");
|
|
|
|
EXPECT_EQ(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
|
|
EXPECT_EQ(Q2_CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents);
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID & BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents), Q2_CONTENTS_SOLID);
|
|
}
|
|
|
|
/**
|
|
* 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(testmapsQ2, doubleAreaportal)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_double_areaportal.map");
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
CheckFilled(bsp);
|
|
|
|
EXPECT_EQ(4, bsp.dareas.size());
|
|
EXPECT_EQ(5, bsp.dareaportals.size());
|
|
}
|
|
|
|
TEST(testmapsQ2, areaportalSplit)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_split.map");
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
CheckFilled(bsp);
|
|
|
|
EXPECT_EQ(3, bsp.dareas.size()); // 1 invalid index zero reserved + 2 areas
|
|
EXPECT_EQ(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(testmapsQ2, door)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_door.map");
|
|
|
|
EXPECT_EQ(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}};
|
|
|
|
EXPECT_EQ(world_tight_bounds.mins(), bsp.dmodels[0].mins);
|
|
EXPECT_EQ(world_tight_bounds.maxs(), bsp.dmodels[0].maxs);
|
|
|
|
EXPECT_EQ(bmodel_tight_bounds.mins(), bsp.dmodels[1].mins);
|
|
EXPECT_EQ(bmodel_tight_bounds.maxs(), bsp.dmodels[1].maxs);
|
|
}
|
|
|
|
TEST(testmapsQ2, mirrorinside)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mirrorinside.map");
|
|
|
|
{
|
|
SCOPED_TRACE("window is not two sided by default");
|
|
const qvec3d window_pos{192, 96, 156};
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], window_pos)),
|
|
std::vector<std::string>({"e2u2/wndow1_1"}));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("aux is not two sided by default");
|
|
const qvec3d aux_pos{32, 96, 156};
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], aux_pos)),
|
|
std::vector<std::string>({"e1u1/brwater"}));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("mist is two sided by default");
|
|
const qvec3d mist_pos{32, -28, 156};
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_pos)),
|
|
std::vector<std::string>({"e1u1/brwater", "e1u1/brwater"}));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("_mirrorinside 0 disables the inside faces on mist");
|
|
const qvec3d mist_mirrorinside0_pos{32, -224, 156};
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(
|
|
TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_mirrorinside0_pos)),
|
|
std::vector<std::string>({"e1u1/brwater"}));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("_mirrorinside 1 works on func_detail_fence");
|
|
EXPECT_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], {32, -348, 156})),
|
|
std::vector<std::string>({"e1u1/alphamask", "e1u1/alphamask"}));
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, alphatestWindow)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_window.map");
|
|
|
|
SCOPED_TRACE("alphatest + window implies detail and translucent");
|
|
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
|
|
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
|
|
}
|
|
|
|
TEST(testmapsQ2, alphatestSolid)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_solid.map");
|
|
|
|
SCOPED_TRACE("alphatest + solid implies window, detail and translucent");
|
|
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
|
|
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
|
|
}
|
|
|
|
TEST(testmapsQ2, trans33Window)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_window.map");
|
|
|
|
SCOPED_TRACE("trans33 + window implies detail and translucent");
|
|
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
|
|
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT));
|
|
}
|
|
|
|
TEST(testmapsQ2, trans33Solid)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_solid.map");
|
|
|
|
SCOPED_TRACE("trans33 + solid implies window, detail and translucent");
|
|
auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0});
|
|
|
|
EXPECT_EQ(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(testmapsQ2, leaked)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_leaked.map");
|
|
|
|
EXPECT_FALSE(prt);
|
|
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
|
|
|
|
EXPECT_EQ(bsp.dareaportals.size(), 1);
|
|
EXPECT_EQ(bsp.dareas.size(), 2);
|
|
EXPECT_EQ(bsp.dleafs.size(), 8);
|
|
for (auto &leaf : bsp.dleafs) {
|
|
if (leaf.contents == Q2_CONTENTS_SOLID) {
|
|
EXPECT_EQ(0, leaf.area);
|
|
} else {
|
|
EXPECT_EQ(1, leaf.area);
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, missingFaces)
|
|
{
|
|
GTEST_SKIP();
|
|
|
|
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);
|
|
EXPECT_TRUE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face));
|
|
EXPECT_TRUE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face2));
|
|
EXPECT_TRUE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_present_face));
|
|
}
|
|
|
|
TEST(testmapsQ2, ladder)
|
|
{
|
|
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.
|
|
// ladder and detail flags are preseved now.
|
|
// (previously we were wiping them out and just writing out leafs as Q2_CONTENTS_SOLID).
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_SOLID | Q2_CONTENTS_LADDER | Q2_CONTENTS_DETAIL));
|
|
|
|
EXPECT_EQ(1, Leaf_Brushes(&bsp, leaf).size());
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_LADDER | Q2_CONTENTS_DETAIL), Leaf_Brushes(&bsp, leaf).at(0)->contents);
|
|
}
|
|
|
|
TEST(testmapsQ2, hintMissingFaces)
|
|
{
|
|
GTEST_SKIP();
|
|
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_hint_missing_faces.map");
|
|
|
|
EXPECT_TRUE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {36, 144, 30}));
|
|
}
|
|
|
|
TEST(testmapsQ2, tbCleanup)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_tb_cleanup.map");
|
|
|
|
{
|
|
SCOPED_TRACE("check that __TB_empty was converted to skip");
|
|
EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}));
|
|
}
|
|
|
|
{
|
|
auto ents = EntData_Parse(bsp);
|
|
|
|
ASSERT_EQ(ents.size(), 2);
|
|
SCOPED_TRACE("check that _tb_textures was stripped out");
|
|
EXPECT_EQ((entdict_t{{"classname", "worldspawn"}}), ents[0]);
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, detailWall)
|
|
{
|
|
// 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) {
|
|
SCOPED_TRACE(mapname);
|
|
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname);
|
|
auto *game = bsp.loadversion->game;
|
|
|
|
EXPECT_EQ(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);
|
|
|
|
{
|
|
SCOPED_TRACE("check leaf / brush contents");
|
|
|
|
SCOPED_TRACE(game->create_contents_from_native(detail_wall_leaf->contents).to_string(game));
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), detail_wall_leaf->contents);
|
|
|
|
ASSERT_EQ(1, Leaf_Brushes(&bsp, detail_wall_leaf).size());
|
|
auto *brush = Leaf_Brushes(&bsp, detail_wall_leaf).at(0);
|
|
|
|
SCOPED_TRACE(game->create_contents_from_native(brush->contents).to_string(game));
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), brush->contents);
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("check fully covered face is deleted");
|
|
EXPECT_FALSE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], deleted_face_pos));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("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});
|
|
|
|
EXPECT_TRUE(face_under_fence);
|
|
EXPECT_EQ(face_under_fence, face_outside_fence);
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, detailFence)
|
|
{
|
|
const std::vector<std::string> maps{"q2_detail_fence.map", "q2_detail_fence_with_detail_bit.map"};
|
|
|
|
for (const auto &mapname : maps) {
|
|
SCOPED_TRACE(mapname);
|
|
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname);
|
|
auto *game = bsp.loadversion->game;
|
|
|
|
EXPECT_EQ(GAME_QUAKE_II, game->id);
|
|
|
|
auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 100});
|
|
|
|
{
|
|
SCOPED_TRACE("check leaf / brush contents");
|
|
SCOPED_TRACE(game->create_contents_from_native(detail_wall_leaf->contents).to_string(game));
|
|
|
|
EXPECT_EQ(
|
|
(Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT), detail_wall_leaf->contents);
|
|
|
|
ASSERT_EQ(1, Leaf_Brushes(&bsp, detail_wall_leaf).size());
|
|
EXPECT_EQ((Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT),
|
|
Leaf_Brushes(&bsp, detail_wall_leaf).at(0)->contents);
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("check fully covered face is not deleted");
|
|
EXPECT_TRUE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 96}));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("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});
|
|
|
|
EXPECT_TRUE(face_under_fence);
|
|
EXPECT_EQ(face_under_fence, face_outside_fence);
|
|
}
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, mistTranswater)
|
|
{
|
|
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});
|
|
|
|
ASSERT_EQ(1, up_faces.size());
|
|
ASSERT_EQ(1, down_faces.size());
|
|
|
|
// water has a higher priority (lower content bits are stronger), so it should cut a hole in the mist
|
|
EXPECT_EQ(Face_TextureNameView(&bsp, up_faces[0]), "e1u1/water6");
|
|
EXPECT_EQ(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();
|
|
|
|
EXPECT_TRUE(Face_Winding(&bsp, up_faces[0]).directional_equal(top_of_water_up));
|
|
EXPECT_TRUE(Face_Winding(&bsp, down_faces[0]).directional_equal(top_of_water_dn));
|
|
}
|
|
|
|
TEST(testmapsQ2, tjuncMatrix)
|
|
{
|
|
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;
|
|
|
|
EXPECT_EQ(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;
|
|
};
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_DETAIL_WALL horizontal");
|
|
EXPECT_TRUE( 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
|
|
EXPECT_TRUE( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID));
|
|
// same as INDEX_DETAIL_WALL, INDEX_SOLID
|
|
EXPECT_TRUE( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID_DETAIL));
|
|
EXPECT_FALSE(has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_FALSE(has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_WATER));
|
|
EXPECT_FALSE(has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_MIST));
|
|
EXPECT_FALSE(has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_FALSE(has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_AUX));
|
|
// same as INDEX_DETAIL_WALL, INDEX_SOLID
|
|
EXPECT_TRUE( has_tjunc(INDEX_DETAIL_WALL, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_SOLID horizontal - welds with anything opaque except detail_wall");
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_SOLID_DETAIL));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_MIST));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_SOLID_DETAIL horizontal - same as INDEX_SOLID");
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID_DETAIL, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID_DETAIL));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_MIST));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_TRANSPARENT_WATER horizontal");
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID_DETAIL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( 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
|
|
EXPECT_FALSE(has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_MIST));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_OPAQUE_WATER horizontal");
|
|
// detail wall is stronger than water, so cuts a hole and the water then welds with itself
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID_DETAIL));
|
|
// welds because opaque water and translucent don't get a face between them
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_MIST));
|
|
// window is stronger and cuts a hole in the water
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WINDOW));
|
|
// same with aux
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_OPAQUE_MIST horizontal");
|
|
// detail wall is stronger, cuts mist
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID_DETAIL));
|
|
// water is stronger, cuts mist
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_MIST));
|
|
// window is stronger, cuts mist
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_TRANSPARENT_WINDOW horizontal");
|
|
// detail wall is stronger than window, cuts a hole in the window, so window
|
|
// tjuncs with itself
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_DETAIL_WALL));
|
|
// solid cuts a hole in the window
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID_DETAIL));
|
|
// translucent window and translucent water weld
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_FALSE(has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_WATER));
|
|
EXPECT_FALSE(has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_MIST));
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WINDOW));
|
|
// note, aux is lower priority than window, so bottom face of aux gets cut away
|
|
EXPECT_FALSE(has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_AUX));
|
|
// sky cuts hole in window
|
|
EXPECT_TRUE( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_OPAQUE_AUX horizontal");
|
|
// detail_wall is higher priority, cuts a hole in aux, which welds with itself
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID_DETAIL));
|
|
EXPECT_FALSE(has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_MIST));
|
|
// window is stronger, cuts a hole which causes aux to weld
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SKY));
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("INDEX_SKY horizontal - same as INDEX_SOLID");
|
|
EXPECT_FALSE(has_tjunc(INDEX_SKY, INDEX_DETAIL_WALL));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_SOLID));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_SOLID_DETAIL));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_OPAQUE_WATER));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_OPAQUE_MIST));
|
|
EXPECT_FALSE(has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WINDOW));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_OPAQUE_AUX));
|
|
EXPECT_TRUE( has_tjunc(INDEX_SKY, INDEX_SKY));
|
|
}
|
|
}
|
|
|
|
TEST(testmapsQ2, unknownContents)
|
|
{
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_unknown_contents.map");
|
|
|
|
{
|
|
SCOPED_TRACE("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?
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_SOLID | 1024));
|
|
|
|
EXPECT_EQ(1, Leaf_Brushes(&bsp, leaf).size());
|
|
// FIXME: should the unknown contents have SOLID added in the brush?
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID | 1024),
|
|
Leaf_Brushes(&bsp, leaf).at(0)->contents);
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("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?
|
|
EXPECT_EQ(leaf->contents, (Q2_CONTENTS_SOLID | nth_bit(30)));
|
|
|
|
EXPECT_EQ(1, Leaf_Brushes(&bsp, leaf).size());
|
|
// FIXME: should the unknown contents have SOLID added in the brush?
|
|
EXPECT_EQ((Q2_CONTENTS_SOLID | nth_bit(30)),
|
|
Leaf_Brushes(&bsp, leaf).at(0)->contents);
|
|
}
|
|
|
|
{
|
|
SCOPED_TRACE("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});
|
|
ASSERT_TRUE(top_face);
|
|
|
|
auto *texinfo = BSP_GetTexinfo(&bsp, top_face->texinfo);
|
|
ASSERT_TRUE(texinfo);
|
|
|
|
EXPECT_EQ(texinfo->flags.native, 1024);
|
|
}
|
|
}
|
|
|
|
TEST(ltfaceQ2, noclipfacesNodraw)
|
|
{
|
|
GTEST_SKIP();
|
|
|
|
SCOPED_TRACE("when _noclipfaces has a choice of faces, don't use the nodraw one");
|
|
|
|
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_noclipfaces_nodraw.map");
|
|
|
|
const qvec3d top_of_water = {0, 0, 0};
|
|
|
|
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});
|
|
|
|
ASSERT_EQ(1, up_faces.size());
|
|
ASSERT_EQ(1, down_faces.size());
|
|
|
|
EXPECT_EQ(Face_TextureNameView(&bsp, up_faces[0]), "e1u1/water1_8");
|
|
EXPECT_EQ(Face_TextureNameView(&bsp, down_faces[0]), "e1u1/water1_8");
|
|
}
|