ericw-tools/tests/test_qbsp_q2.cc

1108 lines
43 KiB
C++

#include <gtest/gtest.h>
#include <qbsp/map.hh>
#include <common/bsputils.hh>
#include <common/qvec.hh>
#include <cstring>
#include <set>
#include <stdexcept>
#include <tuple>
#include <map>
#include "test_qbsp.hh"
#include "testutils.hh"
TEST(testmapsQ2, detail)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
// stats
EXPECT_EQ(1, bsp.dmodels.size());
// Q2 reserves leaf 0 as an invalid leaf
const auto &leaf0 = bsp.dleafs[0];
EXPECT_EQ(Q2_CONTENTS_SOLID, leaf0.contents);
EXPECT_EQ(-1, leaf0.visofs);
EXPECT_EQ(qvec3f{}, leaf0.mins);
EXPECT_EQ(qvec3f{}, leaf0.maxs);
EXPECT_EQ(0, leaf0.firstmarksurface);
EXPECT_EQ(0, leaf0.nummarksurfaces);
EXPECT_EQ(leaf0.ambient_level, (std::array<uint8_t, NUM_AMBIENTS>{0, 0, 0, 0}));
EXPECT_EQ(CLUSTER_INVALID, leaf0.cluster);
EXPECT_EQ(AREA_INVALID, leaf0.area);
EXPECT_EQ(0, leaf0.firstleafbrush);
EXPECT_EQ(0, leaf0.numleafbrushes);
// no areaportals except the placeholder
EXPECT_EQ(1, bsp.dareaportals.size());
EXPECT_EQ(2, bsp.dareas.size());
// leafs:
// 6 solid leafs outside the room (* can be more depending on when the "divider" is cut)
// 1 empty leaf filling the room above the divider
// 2 empty leafs + 1 solid leaf for divider
// 1 detail leaf for button
// 4 empty leafs around + 1 on top of button
std::map<int32_t, int> counts_by_contents;
for (size_t i = 1; i < bsp.dleafs.size(); ++i) {
++counts_by_contents[bsp.dleafs[i].contents];
}
EXPECT_EQ(3, counts_by_contents.size()); // number of types
EXPECT_EQ(1, counts_by_contents.at(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL)); // detail leafs
EXPECT_EQ(8, counts_by_contents.at(0)); // empty leafs
EXPECT_GE(counts_by_contents.at(Q2_CONTENTS_SOLID), 6);
EXPECT_LE(counts_by_contents.at(Q2_CONTENTS_SOLID), 12);
// clusters:
// 1 empty cluster filling the room above the divider
// 2 empty clusters created by divider
// 1 cluster for the part of the room with the button
std::set<int> clusters;
// first add the empty leafs
for (size_t i = 1; i < bsp.dleafs.size(); ++i) {
if (0 == bsp.dleafs[i].contents) {
clusters.insert(bsp.dleafs[i].cluster);
}
}
EXPECT_EQ(4, clusters.size());
// various points in the main room cluster
const qvec3d under_button{246, 436, 96}; // directly on the main floor plane
const qvec3d inside_button{246, 436, 98};
const qvec3d above_button{246, 436, 120};
const qvec3d beside_button{246, 400, 100}; // should be a different empty leaf than above_button, but same cluster
// side room (different cluster)
const qvec3d side_room{138, 576, 140};
// detail clips away world faces
EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], under_button, {0, 0, 1}));
// check for correct contents
auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), detail_leaf->contents);
EXPECT_EQ(-1, detail_leaf->cluster);
EXPECT_EQ(0, detail_leaf->area); // solid leafs get the invalid area 0
// check for button (detail) brush
EXPECT_EQ(1, Leaf_Brushes(&bsp, detail_leaf).size());
EXPECT_EQ((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL), Leaf_Brushes(&bsp, detail_leaf).at(0)->contents);
// get more leafs
auto *empty_leaf_above_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button);
EXPECT_EQ(0, empty_leaf_above_button->contents);
EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_above_button).size());
EXPECT_EQ(1, empty_leaf_above_button->area);
auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room);
EXPECT_EQ(0, empty_leaf_side_room->contents);
EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_side_room).size());
EXPECT_NE(empty_leaf_side_room->cluster, empty_leaf_above_button->cluster);
EXPECT_EQ(1, empty_leaf_side_room->area);
auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button);
EXPECT_EQ(0, empty_leaf_beside_button->contents);
EXPECT_NE(-1, empty_leaf_beside_button->cluster);
EXPECT_EQ(empty_leaf_above_button->cluster, empty_leaf_beside_button->cluster);
EXPECT_NE(empty_leaf_above_button, empty_leaf_beside_button);
EXPECT_EQ(1, empty_leaf_beside_button->area);
EXPECT_EQ(prt->portals.size(), 5);
EXPECT_EQ(prt->portalleafs_real, 0); // not used by Q2
EXPECT_EQ(prt->portalleafs, 4);
}
TEST(testmapsQ2, Q2DetailWithNodetail)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-nodetail"});
const qvec3d inside_button{246, 436, 98};
auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
EXPECT_EQ(Q2_CONTENTS_SOLID, inside_button_leaf->contents);
EXPECT_GT(prt->portals.size(), 5);
EXPECT_EQ(prt->portalleafs, 8);
}
TEST(testmapsQ2, Q2DetailWithOmitdetail)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-omitdetail"});
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
const qvec3d inside_button{246, 436, 98};
const qvec3d above_button{246, 436, 120};
auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
EXPECT_EQ(Q2_CONTENTS_EMPTY, inside_button_leaf->contents);
auto *above_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button);
EXPECT_EQ(inside_button_leaf, above_button_leaf);
}
TEST(testmapsQ2, omitdetailRemovingAllBrushesInAFunc)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_omitdetail_in_func.map", {"-omitdetail"});
}
TEST(testmapsQ2, playerclip)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_playerclip.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
const qvec3d in_playerclip{32, -136, 144};
auto *playerclip_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_playerclip);
EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL), playerclip_leaf->contents);
// make sure faces at these locations aren't clipped away
const qvec3d floor_under_clip{32, -136, 96};
const qvec3d pillar_side_in_clip1{32, -48, 144};
const qvec3d pillar_side_in_clip2{32, -208, 144};
EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1}));
EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0}));
EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip2, {0, 1, 0}));
// make sure no face is generated for the playerclip brush
const qvec3d playerclip_front_face{16, -152, 144};
EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0}));
// check for brush
EXPECT_EQ(1, Leaf_Brushes(&bsp, playerclip_leaf).size());
EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL), Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents);
}
TEST(testmapsQ2, areaportal)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
// area 0 is a placeholder
// areaportal 0 is a placeholder
//
// the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1
// and 2
EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
// look up the leafs
const qvec3d player_start{-88, -112, 120};
const qvec3d other_room{128, -112, 120};
const qvec3d areaportal_pos{32, -112, 120};
const qvec3d void_pos{-408, -112, 120};
auto *player_start_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_start);
auto *other_room_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_room);
auto *areaportal_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], areaportal_pos);
auto *void_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], void_pos);
// check leaf contents
EXPECT_EQ(0, player_start_leaf->contents);
EXPECT_EQ(0, other_room_leaf->contents);
EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, areaportal_leaf->contents);
EXPECT_EQ(Q2_CONTENTS_SOLID, void_leaf->contents);
// make sure faces at these locations aren't clipped away
const qvec3d floor_under_areaportal{32, -136, 96};
EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1}));
// check for brushes
EXPECT_EQ(1, Leaf_Brushes(&bsp, areaportal_leaf).size());
EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents);
EXPECT_EQ(1, Leaf_Brushes(&bsp, void_leaf).size());
EXPECT_EQ(Q2_CONTENTS_SOLID, Leaf_Brushes(&bsp, void_leaf).at(0)->contents);
// check leaf areas
EXPECT_VECTORS_UNOREDERED_EQUAL(
(std::vector<int32_t>{1, 2}), std::vector<int32_t>{player_start_leaf->area, other_room_leaf->area});
// the areaportal leaf itself actually gets assigned to one of the two sides' areas
EXPECT_TRUE(areaportal_leaf->area == 1 || areaportal_leaf->area == 2);
EXPECT_EQ(0, void_leaf->area); // a solid leaf gets the invalid area
// check the func_areaportal entity had its "style" set
auto ents = EntData_Parse(bsp);
auto it = std::find_if(
ents.begin(), ents.end(), [](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; });
ASSERT_NE(it, ents.end());
ASSERT_EQ("1", it->get("style"));
}
/**
* Similar to above test, but there's a detail brush sticking into the area portal
*/
TEST(testmapsQ2, areaportalWithDetail)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_with_detail.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
// area 0 is a placeholder
// areaportal 0 is a placeholder
//
// the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1
// and 2
EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector<dareaportal_t>{{0, 0}, {1, 1}, {1, 2}});
EXPECT_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector<darea_t>{{0, 0}, {1, 1}, {1, 2}});
}
TEST(testmapsQ2, nodrawLight)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_nodraw_light.map", {"-includeskip"});
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
const qvec3d topface_center{160, -148, 208};
auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1});
ASSERT_NE(nullptr, topface);
auto *texinfo = Face_Texinfo(&bsp, topface);
EXPECT_EQ(std::string(texinfo->texture.data()), "e1u1/trigger");
EXPECT_EQ(texinfo->flags.native, (Q2_SURF_LIGHT | Q2_SURF_NODRAW));
}
TEST(testmapsQ2, longTextureName)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_long_texture_name.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 16}, {0, 0, 1});
ASSERT_NE(nullptr, topface);
// this won't work in game, but we're mostly checking for lack of memory corruption
// (a warning is issued)
auto *texinfo = Face_Texinfo(&bsp, topface);
EXPECT_EQ(std::string(texinfo->texture.data()), "long_folder_name_test/long_text");
EXPECT_EQ(texinfo->nexttexinfo, -1);
}
TEST(testmapsQ2, base1)
{
GTEST_SKIP();
const auto [bsp, bspx, prt] = LoadTestmapQ2("base1-test.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
EXPECT_TRUE(prt);
CheckFilled(bsp);
// bspinfo output from a compile done with
// https://github.com/qbism/q2tools-220 at 46fd97bbe1b3657ca9e93227f89aaf0fbd3677c9.
// only took a couple of seconds (debug build)
// 35 models
// 9918 planes 198360
// 10367 vertexes 124404
// 5177 nodes 144956
// 637 texinfos 48412
// 7645 faces 152900
// 5213 leafs 145964
// 9273 leaffaces 18546
// 7307 leafbrushes 14614
// 20143 edges 80572
// 37287 surfedges 149148
// 1765 brushes 21180
// 15035 brushsides 60140
// 3 areas 24
// 3 areaportals 24
// lightdata 0
// visdata 0
// entdata 53623
EXPECT_EQ(3, bsp.dareaportals.size());
EXPECT_EQ(3, bsp.dareas.size());
// check for a sliver face which we had issues with being missing
{
const qvec3d face_point{-315.975, -208.036, -84.5};
const qvec3d normal_point{-315.851, -208.051, -84.5072}; // obtained in TB
const qvec3d normal = qv::normalize(normal_point - face_point);
auto *sliver_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_point, normal);
ASSERT_NE(nullptr, sliver_face);
EXPECT_EQ(std::string_view("e1u1/metal3_5"), Face_TextureName(&bsp, sliver_face));
EXPECT_LT(Face_Winding(&bsp, sliver_face).area(), 5.0);
}
}
TEST(testmapsQ2, base1leak)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("base1leak.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
EXPECT_EQ(8, bsp.dbrushes.size());
EXPECT_GE(bsp.dleafs.size(), 8); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room)
EXPECT_LE(bsp.dleafs.size(), 12); // q2tools-220 generates 12
const qvec3d in_plus_y_wall{-776, 976, -24};
auto *plus_y_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_plus_y_wall);
EXPECT_EQ(Q2_CONTENTS_SOLID, plus_y_wall_leaf->contents);
EXPECT_EQ(3, plus_y_wall_leaf->numleafbrushes);
EXPECT_EQ(prt->portals.size(), 0);
EXPECT_EQ(prt->portalleafs, 1);
}
/**
* e1u1/brlava brush intersecting e1u1/clip
**/
TEST(testmapsQ2, lavaclip)
{
const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_lavaclip.map");
EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id);
// not touching the lava, but inside the clip
const qvec3d playerclip_outside1{-88, -32, 8};
const qvec3d playerclip_outside2{88, -32, 8};
// inside both clip and lava
const qvec3d playerclip_inside_lava{0, -32, 8};
const qvec3d in_lava_only{0, 32, 8};
// near the player start's feet. There should be a lava face here
const qvec3d lava_top_face_in_playerclip{0, -32, 16};
// check leaf contents
EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL),
BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside1)->contents);
EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL),
BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside2)->contents);
EXPECT_EQ((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL | Q2_CONTENTS_LAVA),
BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_inside_lava)->contents);
EXPECT_EQ(Q2_CONTENTS_LAVA, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_lava_only)->contents);
// search for face
auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], lava_top_face_in_playerclip, {0, 0, 1});
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");
}