ericw-tools/tests/test_qbsp.cc

1674 lines
58 KiB
C++

#include "test_qbsp.hh"
#include <catch2/catch_test_macros.hpp>
#include <catch2/matchers/catch_matchers_vector.hpp>
#include <catch2/matchers/catch_matchers_string.hpp>
#include <qbsp/brush.hh>
#include <qbsp/brushbsp.hh>
#include <qbsp/qbsp.hh>
#include <qbsp/map.hh>
#include <common/fs.hh>
#include <common/bsputils.hh>
#include <common/decompile.hh>
#include <common/prtfile.hh>
#include <common/qvec.hh>
#include <testmaps.hh>
#include <subprocess.h>
#include <nanobench.h>
#include <algorithm>
#include <cstring>
#include <set>
#include <stdexcept>
#include <tuple>
#include <map>
// FIXME: Clear global data (planes, etc) between each test
const mapface_t *Mapbrush_FirstFaceWithTextureName(const mapbrush_t &brush, const std::string &texname)
{
for (auto &face : brush.faces) {
if (face.texname == texname) {
return &face;
}
}
return nullptr;
}
mapentity_t &LoadMap(const char *map)
{
qbsp_options.target_version = &bspver_q1;
qbsp_options.target_game = qbsp_options.target_version->game;
::map.entities.clear();
parser_t parser(map, { Catch::getResultCapture().getCurrentTestName() });
mapentity_t &entity = ::map.entities.emplace_back();
texture_def_issues_t issue_stats;
// FIXME: adds the brush to the global map...
Q_assert(ParseEntity(parser, entity, issue_stats));
CalculateWorldExtent();
return entity;
}
#include <common/bspinfo.hh>
#if 0
std::tuple<mbsp_t, bspxentries_t, std::optional<prtfile_t>> LoadTestmapRef(const std::filesystem::path &name)
{
const char *destdir = test_quake2_maps_dir;
if (strlen(destdir) == 0) {
return {};
}
auto testmap_path = std::filesystem::path(testmaps_dir) / name;
auto map_in_game_path = fs::path(destdir) / name.filename();
fs::copy(testmap_path, map_in_game_path, fs::copy_options::overwrite_existing);
std::string map_string = map_in_game_path.generic_string();
const char *command_line[] = {R"(C:\Users\Eric\Documents\q2tools-220\x64\Debug\4bsp.exe)",
map_string.c_str(),
NULL};
struct subprocess_s subprocess;
int result = subprocess_create(command_line, 0, &subprocess);
if (0 != result) {
throw std::runtime_error("error launching process");
}
// let the process write
FILE* p_stdout = subprocess_stdout(&subprocess);
char buf[32];
void *res;
do {
res = fgets(buf, 32, p_stdout);
} while (res != nullptr);
int retcode;
if (0 != subprocess_join(&subprocess, &retcode)) {
throw std::runtime_error("error joining");
}
// re-open the .bsp and return it
fs::path bsp_path = map_in_game_path;
bsp_path.replace_extension("bsp");
bspdata_t bspdata;
LoadBSPFile(bsp_path, &bspdata);
bspdata.version->game->init_filesystem(bsp_path, qbsp_options);
ConvertBSPFormat(&bspdata, &bspver_generic);
// write to .json for inspection
serialize_bsp(bspdata, std::get<mbsp_t>(bspdata.bsp), fs::path(bsp_path).replace_extension(".bsp.json"));
std::optional<prtfile_t> prtfile;
if (const auto prtpath = fs::path(bsp_path).replace_extension(".prt"); fs::exists(prtpath)) {
prtfile = {LoadPrtFile(prtpath, bspdata.loadversion)};
}
return std::make_tuple(std::move(std::get<mbsp_t>(bspdata.bsp)),
std::move(bspdata.bspx.entries),
std::move(prtfile));
}
std::tuple<mbsp_t, bspxentries_t, std::optional<prtfile_t>> LoadTestmapRefQ1(const std::filesystem::path &name)
{
auto testmap_path = std::filesystem::path(testmaps_dir) / name;
std::string testmap_path_string = testmap_path.generic_string();
const char *command_line[] = {R"(C:\Users\Eric\Downloads\ericw-tools-v0.18.1-win64\bin\qbsp.exe)",
testmap_path_string.c_str(),
NULL};
struct subprocess_s subprocess;
int result = subprocess_create(command_line, 0, &subprocess);
if (0 != result) {
throw std::runtime_error("error launching process");
}
// let the process write
FILE* p_stdout = subprocess_stdout(&subprocess);
char buf[32];
void *res;
do {
res = fgets(buf, 32, p_stdout);
} while (res != nullptr);
int retcode;
if (0 != subprocess_join(&subprocess, &retcode)) {
throw std::runtime_error("error joining");
}
// re-open the .bsp and return it
fs::path bsp_path = testmap_path;
bsp_path.replace_extension("bsp");
bspdata_t bspdata;
LoadBSPFile(bsp_path, &bspdata);
bspdata.version->game->init_filesystem(bsp_path, qbsp_options);
ConvertBSPFormat(&bspdata, &bspver_generic);
// write to .json for inspection
serialize_bsp(bspdata, std::get<mbsp_t>(bspdata.bsp), fs::path(bsp_path).replace_extension(".bsp.json"));
std::optional<prtfile_t> prtfile;
if (const auto prtpath = fs::path(bsp_path).replace_extension(".prt"); fs::exists(prtpath)) {
prtfile = {LoadPrtFile(prtpath, bspdata.loadversion)};
}
return std::make_tuple(std::move(std::get<mbsp_t>(bspdata.bsp)),
std::move(bspdata.bspx.entries),
std::move(prtfile));
}
#endif
std::tuple<mbsp_t, bspxentries_t, std::optional<prtfile_t>> LoadTestmap(const std::filesystem::path &name, std::vector<std::string> extra_args)
{
auto map_path = std::filesystem::path(testmaps_dir) / name;
auto bsp_path = map_path;
bsp_path.replace_extension(".bsp");
auto wal_metadata_path = std::filesystem::path(testmaps_dir) / "q2_wal_metadata";
std::vector<std::string> args{
"", // the exe path, which we're ignoring in this case
"-noverbose",
"-path",
wal_metadata_path.string()
};
for (auto &arg : extra_args) {
args.push_back(arg);
}
args.push_back(map_path.string());
args.push_back(bsp_path.string());
// run qbsp
InitQBSP(args);
ProcessFile();
const char *destdir = "";
// read cmake variables TEST_QUAKE_MAP_EXPORT_DIR / TEST_QUAKE2_MAP_EXPORT_DIR
if (qbsp_options.target_game->id == GAME_QUAKE_II) {
destdir = test_quake2_maps_dir;
} else if (qbsp_options.target_game->id == GAME_QUAKE) {
destdir = test_quake_maps_dir;
}
// copy .bsp to game's basedir/maps directory, for easy in-game testing
if (strlen(destdir) > 0) {
auto dest = fs::path(destdir) / name.filename();
dest.replace_extension(".bsp");
fs::copy(qbsp_options.bsp_path, dest, fs::copy_options::overwrite_existing);
}
// re-open the .bsp and return it
qbsp_options.bsp_path.replace_extension("bsp");
bspdata_t bspdata;
LoadBSPFile(qbsp_options.bsp_path, &bspdata);
bspdata.version->game->init_filesystem(qbsp_options.bsp_path, qbsp_options);
ConvertBSPFormat(&bspdata, &bspver_generic);
// write to .json for inspection
serialize_bsp(bspdata, std::get<mbsp_t>(bspdata.bsp), fs::path(qbsp_options.bsp_path).replace_extension(".bsp.json"));
std::optional<prtfile_t> prtfile;
if (const auto prtpath = fs::path(bsp_path).replace_extension(".prt"); fs::exists(prtpath)) {
prtfile = {LoadPrtFile(prtpath, bspdata.loadversion)};
}
// decompile .bsp hulls
if (qbsp_options.target_game->id == GAME_QUAKE) {
fs::path decompiled_map_path = qbsp_options.bsp_path;
decompiled_map_path.replace_extension("");
decompiled_map_path.replace_filename(decompiled_map_path.stem().string() + "-decompiled-hull1");
decompiled_map_path.replace_extension(".map");
std::ofstream f(decompiled_map_path);
if (!f)
Error("couldn't open {} for writing\n", decompiled_map_path);
decomp_options options;
options.hullnum = 1;
DecompileBSP(&std::get<mbsp_t>(bspdata.bsp), options, f);
}
return std::make_tuple(std::move(std::get<mbsp_t>(bspdata.bsp)),
std::move(bspdata.bspx.entries),
std::move(prtfile));
}
std::tuple<mbsp_t, bspxentries_t, std::optional<prtfile_t>> LoadTestmapQ2(const std::filesystem::path &name, std::vector<std::string> extra_args)
{
#if 0
return LoadTestmapRef(name);
#else
extra_args.insert(extra_args.begin(), "-q2bsp");
return LoadTestmap(name, extra_args);
#endif
}
std::tuple<mbsp_t, bspxentries_t, std::optional<prtfile_t>> LoadTestmapQ1(const std::filesystem::path &name, std::vector<std::string> extra_args)
{
#if 0
return LoadTestmapRefQ1(name);
#else
return LoadTestmap(name, extra_args);
#endif
}
void CheckFilled(const mbsp_t &bsp, hull_index_t hullnum)
{
int32_t contents = BSP_FindContentsAtPoint(&bsp, hullnum, &bsp.dmodels[0], qvec3d{8192, 8192, 8192});
if (bsp.loadversion->game->id == GAME_QUAKE_II) {
CHECK(contents == Q2_CONTENTS_SOLID);
} else {
CHECK(contents == CONTENTS_SOLID);
}
}
void CheckFilled(const mbsp_t &bsp)
{
if (bsp.loadversion->game->id == GAME_QUAKE_II) {
CheckFilled(bsp, 0);
} else {
auto hullsizes = bsp.loadversion->game->get_hull_sizes();
for (int i = 0; i < hullsizes.size(); ++i) {
CheckFilled(bsp, i);
}
}
}
#if 0
mbsp_t LoadBsp(const std::filesystem::path &path_in)
{
std::filesystem::path path = path_in;
bspdata_t bspdata;
LoadBSPFile(path, &bspdata);
ConvertBSPFormat(&bspdata, &bspver_generic);
return std::get<mbsp_t>(bspdata.bsp);
}
#endif
std::map<std::string, std::vector<const mface_t *>> MakeTextureToFaceMap(const mbsp_t &bsp)
{
std::map<std::string, std::vector<const mface_t *>> result;
for (auto &face : bsp.dfaces) {
result[Face_TextureName(&bsp, &face)].push_back(&face);
}
return result;
}
const texvecf &GetTexvecs(const char *map, const char *texname)
{
mapentity_t &worldspawn = LoadMap(map);
const mapbrush_t &mapbrush = worldspawn.mapbrushes.front();
const mapface_t *mapface = Mapbrush_FirstFaceWithTextureName(mapbrush, "tech02_1");
Q_assert(nullptr != mapface);
return mapface->get_texvecs();
}
std::vector<std::string> TexNames(const mbsp_t &bsp, std::vector<const mface_t *> faces)
{
std::vector<std::string> result;
for (auto &face : faces) {
result.push_back(Face_TextureName(&bsp, face));
}
return result;
}
std::vector<const mface_t *> FacesWithTextureName(const mbsp_t &bsp, const std::string &name)
{
std::vector<const mface_t *> result;
for (auto &face : bsp.dfaces) {
if (Face_TextureName(&bsp, &face) == name) {
result.push_back(&face);
}
}
return result;
}
// https://github.com/ericwa/ericw-tools/issues/158
TEST_CASE("testTextureIssue", "[qbsp]")
{
const char *bufActual = R"(
{
"classname" "worldspawn"
"wad" "Q.wad"
{
( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -152 -4 72.000008 ) ( -104.000168 -4 24.000172 ) ( -104.000168 4 24.000172 ) tech02_1 0 -8 0 1.000000 0.750000 0 0 0
}
}
)";
const char *bufExpected = R"(
{
"classname" "worldspawn"
"wad" "Q.wad"
{
( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0
( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0
( -152 -4 72 ) ( -104 -4 24 ) ( -104 4 24 ) tech02_1 0 -8 0 1 0.75 0 0 0
}
}
)";
const auto texvecsExpected = GetTexvecs(bufExpected, "tech02_1");
const auto texvecsActual = GetTexvecs(bufActual, "tech02_1");
// not going to fix #158 for now
#if 0
for (int i=0; i<2; i++) {
for (int j=0; j<4; j++) {
CHECK(Catch::Approx(texvecsExpected[i][j]) == texvecsActual[i][j]);
}
}
#endif
}
TEST_CASE("duplicatePlanes", "[qbsp]")
{
// a brush from e1m4.map with 7 planes, only 6 unique.
const char *mapWithDuplicatePlanes = R"(
{
"classname" "worldspawn"
{
( 512 120 1184 ) ( 512 104 1184 ) ( 512 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 1072 104 1184 ) ( 176 104 1184 ) ( 176 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 896 56 1184 ) ( 896 72 1184 ) ( 896 -24 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 176 88 1184 ) ( 1072 88 1184 ) ( 1072 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 176 88 1184 ) ( 176 104 1184 ) ( 1072 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 1072 8 1088 ) ( 176 8 1088 ) ( 176 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000
( 960 8 1088 ) ( 864 104 1184 ) ( 848 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000
}
}
)";
mapentity_t &worldspawn = LoadMap(mapWithDuplicatePlanes);
REQUIRE(1 == worldspawn.mapbrushes.size());
CHECK(6 == worldspawn.mapbrushes.front().faces.size());
auto brush = LoadBrush(worldspawn, worldspawn.mapbrushes.front(), {CONTENTS_SOLID}, 0, std::nullopt);
CHECK(6 == brush->sides.size());
}
/**
* Test that this skip face gets auto-corrected.
*/
TEST_CASE("InvalidTextureProjection", "[qbsp]")
{
const char *map = R"(
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1
( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 1 1
}
}
)";
mapentity_t &worldspawn = LoadMap(map);
Q_assert(1 == worldspawn.mapbrushes.size());
const mapface_t *face = &worldspawn.mapbrushes.front().faces[5];
REQUIRE("skip" == face->texname);
const auto texvecs = face->get_texvecs();
CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1)));
}
/**
* Same as above but the texture scales are 0
*/
TEST_CASE("InvalidTextureProjection2", "[qbsp]")
{
const char *map = R"(
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1
( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 0 0
}
}
)";
mapentity_t &worldspawn = LoadMap(map);
Q_assert(1 == worldspawn.mapbrushes.size());
const mapface_t *face = &worldspawn.mapbrushes.front().faces[5];
REQUIRE("skip" == face->texname);
const auto texvecs = face->get_texvecs();
CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1)));
}
/**
* More realistic: *lava1 has tex vecs perpendicular to face
*/
TEST_CASE("InvalidTextureProjection3", "[qbsp]")
{
const char *map = R"(
// entity 0
{
"classname" "worldspawn"
"wad" "Q.wad"
// brush 0
{
( 512 512 64 ) ( 512 512 -0 ) ( 512 448 64 ) *04mwat1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1
( -0 448 -0 ) ( -0 512 -0 ) ( -0 448 64 ) *04mwat1 [ 0 -1 0 0 ] [ -0 -0 -1 0 ] -0 1 1
( 512 512 64 ) ( -0 512 64 ) ( 512 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ 0 0 -1 0 ] -0 1 1
( -0 448 -0 ) ( -0 448 64 ) ( 512 448 -0 ) *lava1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1
( 512 512 64 ) ( 512 448 64 ) ( -0 512 64 ) *04mwat1 [ 1 0 0 0 ] [ 0 -1 0 0 ] -0 1 1
( -0 448 -0 ) ( 512 448 -0 ) ( -0 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ -0 -1 -0 -0 ] -0 1 1
}
}
)";
mapentity_t &worldspawn = LoadMap(map);
Q_assert(1 == worldspawn.mapbrushes.size());
const mapface_t *face = &worldspawn.mapbrushes.front().faces[3];
REQUIRE("*lava1" == face->texname);
const auto texvecs = face->get_texvecs();
CHECK(IsValidTextureProjection(face->get_plane().get_normal(), texvecs.row(0), texvecs.row(1)));
}
TEST_CASE("WindingArea", "[mathlib]")
{
winding_t w(5);
// poor test.. but at least checks that the colinear point is treated correctly
w[0] = {0, 0, 0};
w[1] = {0, 32, 0}; // colinear
w[2] = {0, 64, 0};
w[3] = {64, 64, 0};
w[4] = {64, 0, 0};
CHECK(64.0f * 64.0f == w.area());
}
// Q1 testmaps
/**
* checks that options are reset across tests.
* set two random options and check that they don't carry over.
*/
TEST_CASE("options_reset1", "[testmaps_q1]")
{
LoadTestmap("qbsp_simple_sealed.map", {"-transsky"});
CHECK_FALSE(qbsp_options.forcegoodtree.value());
CHECK(qbsp_options.transsky.value());
}
TEST_CASE("options_reset2", "[testmaps_q1]")
{
LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"});
CHECK(qbsp_options.forcegoodtree.value());
CHECK_FALSE(qbsp_options.transsky.value());
}
/**
* The brushes are touching but not intersecting, so ChopBrushes shouldn't change anything.
*/
TEST_CASE("chop_no_change", "[testmaps_q1]")
{
LoadTestmapQ1("qbsp_chop_no_change.map");
// TODO: ideally we should check we get back the same brush pointers from ChopBrushes
}
TEST_CASE("simple_sealed", "[testmaps_q1]")
{
const std::vector<std::string> quake_maps{"qbsp_simple_sealed.map", "qbsp_simple_sealed_rotated.map"};
for (const auto& mapname : quake_maps) {
DYNAMIC_SECTION("testing " << mapname) {
const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname);
REQUIRE(bsp.dleafs.size() == 2);
REQUIRE(bsp.dleafs[0].contents == CONTENTS_SOLID);
REQUIRE(bsp.dleafs[1].contents == CONTENTS_EMPTY);
// just a hollow box
REQUIRE(bsp.dfaces.size() == 6);
// no bspx lumps
CHECK(bspx.empty());
// check markfaces
CHECK(bsp.dleafs[0].nummarksurfaces == 0);
CHECK(bsp.dleafs[0].firstmarksurface == 0);
CHECK(bsp.dleafs[1].nummarksurfaces == 6);
CHECK(bsp.dleafs[1].firstmarksurface == 0);
CHECK_THAT(bsp.dleaffaces, Catch::Matchers::UnorderedEquals(std::vector<uint32_t>{0, 1, 2, 3, 4, 5}));
}
}
}
TEST_CASE("simple_sealed2", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_sealed2.map");
CHECK(bsp.dleafs.size() == 3);
CHECK(bsp.dleafs[0].contents == CONTENTS_SOLID);
CHECK(bsp.dleafs[1].contents == CONTENTS_EMPTY);
CHECK(bsp.dleafs[2].contents == CONTENTS_EMPTY);
// L-shaped room
// 2 ceiling + 2 floor + 6 wall faces
CHECK(bsp.dfaces.size() == 10);
// get markfaces
const qvec3d player_pos{-56, -96, 120};
const qvec3d other_empty_leaf_pos{-71, -288, 102};
auto *player_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos);
auto *other_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_empty_leaf_pos);
auto player_markfaces = Leaf_Markfaces(&bsp, player_leaf);
auto other_markfaces = Leaf_Markfaces(&bsp, other_leaf);
// other room's expected markfaces
auto *other_floor = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 64), qvec3d(0, 0, 1));
auto *other_ceil = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 192), qvec3d(0, 0, -1));
auto *other_minus_x =
BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-16, -272, 128), qvec3d(-1, 0, 0));
auto *other_plus_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-128, -272, 128), qvec3d(1, 0, 0)); // +X normal wall (extends into player leaf)
auto *other_plus_y =
BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-64, -368, 128), qvec3d(0, 1, 0)); // back wall +Y normal
CHECK_THAT(other_markfaces, Catch::Matchers::UnorderedEquals(std::vector<const mface_t*>{
other_floor, other_ceil, other_minus_x, other_plus_x, other_plus_y
}));
}
TEST_CASE("simple_worldspawn_worldspawn", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_worldspawn.map", {"-tjunc", "rotate"});
// 1 solid leaf
// 5 empty leafs around the button
REQUIRE(bsp.dleafs.size() == 6);
// 5 faces for the "button"
// 9 faces for the room (6 + 3 extra for the floor splits)
REQUIRE(bsp.dfaces.size() == 14);
int fan_faces = 0;
int room_faces = 0;
for (auto &face : bsp.dfaces) {
const char *texname = Face_TextureName(&bsp, &face);
if (!strcmp(texname, "orangestuff8")) {
++room_faces;
} else if (!strcmp(texname, "+0fan")) {
++fan_faces;
} else {
FAIL();
}
}
REQUIRE(fan_faces == 5);
REQUIRE(room_faces == 9);
}
TEST_CASE("simple_worldspawn_detail_wall", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail_wall.map");
REQUIRE(prt.has_value());
// 5 faces for the "button"
// 6 faces for the room
REQUIRE(bsp.dfaces.size() == 11);
}
TEST_CASE("simple_worldspawn_detail", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail.map", {"-tjunc", "rotate"});
REQUIRE(prt.has_value());
// 5 faces for the "button"
// 9 faces for the room
REQUIRE(bsp.dfaces.size() == 14);
// 6 for the box room
// 5 for the "button"
CHECK(bsp.dnodes.size() == 11);
// this is how many we get with ericw-tools-v0.18.1-32-g6660c5f-win64
CHECK(bsp.dclipnodes.size() <= 22);
}
TEST_CASE("simple_worldspawn_detail_illusionary", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_detail_illusionary.map");
REQUIRE(prt.has_value());
// 5 faces for the "button"
// 6 faces for the room
CHECK(bsp.dfaces.size() == 11);
// leaf/node counts
CHECK(11 == bsp.dnodes.size()); // one node per face
CHECK(7 == bsp.dleafs.size()); // shared solid leaf + 6 empty leafs inside the room
// where the func_detail_illusionary sticks into the void
const qvec3d illusionary_in_void{8, -40, 72};
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], illusionary_in_void)->contents);
CHECK(prt->portals.size() == 0);
CHECK(prt->portalleafs == 1);
}
TEST_CASE("simple_worldspawn_sky", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple_worldspawn_sky.map");
REQUIRE(prt.has_value());
// just a box with sky on the ceiling
const auto textureToFace = MakeTextureToFaceMap(bsp);
CHECK(1 == textureToFace.at("sky3").size());
CHECK(5 == textureToFace.at("orangestuff8").size());
// leaf/node counts
// - we'd get 7 nodes if it's cut like a cube (solid outside), with 1 additional cut inside to divide sky / empty
// - we'd get 11 if it's cut as the sky plane (1), then two open cubes (5 nodes each)
// - can get in between values if it does some vertical cuts, then the sky plane, then other vertical cuts
//
// the 7 solution is better but the BSP heuristics won't help reach that one in this trivial test map
CHECK(bsp.dnodes.size() >= 7);
CHECK(bsp.dnodes.size() <= 11);
CHECK(3 == bsp.dleafs.size()); // shared solid leaf + empty + sky
// check contents
const qvec3d player_pos{-88, -64, 120};
const double inside_sky_z = 232;
CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents);
// way above map is solid - sky should not fill outwards
// (otherwise, if you had sky with a floor further up above it, it's not clear where the leafs would be divided, or
// if the floor contents would turn to sky, etc.)
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
CHECK(CONTENTS_SKY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d(player_pos[0], player_pos[1], inside_sky_z))->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 500, 0))->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, -500, 0))->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 0, -500))->contents);
CHECK(prt->portals.size() == 0);
// FIXME: unsure what the expected number of visclusters is, does sky get one?
}
TEST_CASE("water_detail_illusionary", "[testmaps_q1]")
{
static const std::string basic_mapname = "qbsp_water_detail_illusionary.map";
static const std::string mirrorinside_mapname = "qbsp_water_detail_illusionary_mirrorinside.map";
for (const auto& mapname : {basic_mapname, mirrorinside_mapname}) {
DYNAMIC_SECTION("testing " << mapname) {
const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname);
REQUIRE(prt.has_value());
const qvec3d inside_water_and_fence{-20, -52, 124};
const qvec3d inside_fence{-20, -52, 172};
CHECK(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_water_and_fence)->contents == CONTENTS_WATER);
CHECK(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_fence)->contents == CONTENTS_EMPTY);
const qvec3d underwater_face_pos{-40, -52, 124};
const qvec3d above_face_pos{-40, -52, 172};
// make sure the detail_illusionary face underwater isn't clipped away
auto *underwater_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0});
auto *underwater_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {1, 0, 0});
auto *above_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0});
auto *above_face_inner = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {1, 0, 0});
REQUIRE(nullptr != underwater_face);
REQUIRE(nullptr != above_face);
CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face));
CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face));
if (mapname == mirrorinside_mapname) {
REQUIRE(underwater_face_inner != nullptr);
REQUIRE(above_face_inner != nullptr);
CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face_inner));
CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face_inner));
} else {
CHECK(underwater_face_inner == nullptr);
CHECK(above_face_inner == nullptr);
}
}
}
}
TEST_CASE("noclipfaces", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_noclipfaces.map");
REQUIRE(prt.has_value());
REQUIRE(bsp.dfaces.size() == 2);
// TODO: contents should be empty in hull0 because it's func_detail_illusionary
for (auto &face : bsp.dfaces) {
REQUIRE(std::string("{trigger") == Face_TextureName(&bsp, &face));
}
CHECK(prt->portals.size() == 0);
CHECK(prt->portalleafs == 1);
}
/**
* _noclipfaces 1 detail_wall meeting a _noclipfaces 0 one.
*
* Currently, to simplify the implementation, we're treating that the same as if both had _noclipfaces 1
*/
TEST_CASE("noclipfaces_junction")
{
const std::vector<std::string> maps{
"qbsp_noclipfaces_junction.map",
"q2_noclipfaces_junction.map"
};
for (const auto& map : maps) {
const bool q2 = (map.find("q2") == 0);
DYNAMIC_SECTION(map) {
const auto [bsp, bspx, prt] =
q2 ? LoadTestmapQ2(map) : LoadTestmapQ1(map);
CHECK(bsp.dfaces.size() == 12);
const qvec3d portal_pos {96, 56, 32};
auto *pos_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], portal_pos, {1, 0, 0});
auto *neg_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], portal_pos, {-1, 0, 0});
REQUIRE(pos_x != nullptr);
REQUIRE(neg_x != nullptr);
if (q2) {
CHECK(std::string("e1u1/wndow1_2") == Face_TextureName(&bsp, pos_x));
CHECK(std::string("e1u1/window1") == Face_TextureName(&bsp, neg_x));
} else {
CHECK(std::string("{trigger") == Face_TextureName(&bsp, pos_x));
CHECK(std::string("blood1") == Face_TextureName(&bsp, neg_x));
}
}
}
}
/**
* Same as previous test, but the T shaped brush entity has _mirrorinside
*/
TEST_CASE("noclipfaces_mirrorinside", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_noclipfaces_mirrorinside.map");
REQUIRE(prt.has_value());
REQUIRE(bsp.dfaces.size() == 4);
// TODO: contents should be empty in hull0 because it's func_detail_illusionary
for (auto &face : bsp.dfaces) {
REQUIRE(std::string("{trigger") == Face_TextureName(&bsp, &face));
}
CHECK(prt->portals.size() == 0);
CHECK(prt->portalleafs == 1);
}
TEST_CASE("detail_illusionary_intersecting", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_intersecting.map", {"-tjunc", "rotate"});
REQUIRE(prt.has_value());
// sides: 3*4 = 12
// top: 3 (4 with new tjunc code that prefers more faces over 0-area tris)
// bottom: 3 (4 with new tjunc code that prefers more faces over 0-area tris)
CHECK(bsp.dfaces.size() >= 18);
CHECK(bsp.dfaces.size() <= 20);
for (auto &face : bsp.dfaces) {
CHECK(std::string("{trigger") == Face_TextureName(&bsp, &face));
}
// top of cross
CHECK(1 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size());
// interior face that should be clipped away
CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size());
CHECK(prt->portals.size() == 0);
CHECK(prt->portalleafs == 1);
}
TEST_CASE("detail_illusionary_noclipfaces_intersecting", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_illusionary_noclipfaces_intersecting.map", {"-tjunc", "rotate"});
REQUIRE(prt.has_value());
for (auto &face : bsp.dfaces) {
CHECK(std::string("{trigger") == Face_TextureName(&bsp, &face));
}
// top of cross has 2 faces Z-fighting, because we disabled clipping
// (with qbsp3 method, there won't ever be z-fighting since we only ever generate 1 face per portal)
size_t faces_at_top = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size();
CHECK(faces_at_top >= 1);
CHECK(faces_at_top <= 2);
// interior face not clipped away
CHECK(1 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size());
CHECK(prt->portals.size() == 0);
CHECK(prt->portalleafs == 1);
}
/**
* Since moving to a qbsp3 codebase, detail seals by default.
*/
TEST_CASE("detail_seals", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_seals.map");
CHECK(prt.has_value());
}
TEST_CASE("detail_doesnt_remove_world_nodes", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_detail_doesnt_remove_world_nodes.map");
REQUIRE(prt.has_value());
{
// check for a face under the start pos
const qvec3d floor_under_start{-56, -72, 64};
auto *floor_under_start_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_start, {0, 0, 1});
CHECK(nullptr != floor_under_start_face);
}
{
// floor face should be clipped away by detail
const qvec3d floor_inside_detail{64, -72, 64};
auto *floor_inside_detail_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_inside_detail, {0, 0, 1});
CHECK(nullptr == floor_inside_detail_face);
}
// make sure the detail face exists
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {32, -72, 136}, {-1, 0, 0}));
#if 0
// fixme-brushbsp: with qbsp3 code, the strucutral node is actually clippped away.
// we could repurpose this test case to test func_detail_wall (q2 window) in which case it would not be clipped away.
{
// but the sturctural nodes/leafs should not be clipped away by detail
const qvec3d covered_by_detail{48, -88, 128};
auto *covered_by_detail_node = BSP_FindNodeAtPoint(&bsp, &bsp.dmodels[0], covered_by_detail, {-1, 0, 0});
CHECK(nullptr != covered_by_detail_node);
}
#endif
}
TEST_CASE("merge", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_merge.map");
REQUIRE_FALSE(prt.has_value());
REQUIRE(bsp.dfaces.size() >= 6);
// BrushBSP does a split through the middle first to keep the BSP balanced, which prevents
// two of the side face from being merged
REQUIRE(bsp.dfaces.size() <= 8);
const auto exp_bounds = aabb3d{{48,0,96}, {224,96,96}};
auto* top_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {48,0,96}, {0,0,1});
const auto top_winding = Face_Winding(&bsp, top_face);
CHECK(top_winding.bounds().mins() == exp_bounds.mins());
CHECK(top_winding.bounds().maxs() == exp_bounds.maxs());
}
TEST_CASE("tjunc_many_sided_face", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_tjunc_many_sided_face.map", {"-tjunc", "rotate"});
REQUIRE(prt.has_value());
std::map<qvec3d, std::vector<const mface_t *>> faces_by_normal;
for (auto &face : bsp.dfaces) {
faces_by_normal[Face_Normal(&bsp, &face)].push_back(&face);
}
REQUIRE(6 == faces_by_normal.size());
// the floor has a 0.1 texture scale, so it gets subdivided into many small faces
CHECK(15 * 15 == (faces_by_normal.at({0, 0, 1}).size()));
// the ceiling gets split into 2 faces because fixing T-Junctions with all of the
// wall sections exceeds the max vertices per face limit
CHECK(2 == (faces_by_normal.at({0, 0, -1}).size()));
}
TEST_CASE("tjunc_angled_face", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_tjunc_angled_face.map");
CheckFilled(bsp);
auto faces = FacesWithTextureName(bsp, "bolt6");
REQUIRE(faces.size() == 1);
auto *bolt6_face = faces.at(0);
CHECK(bolt6_face->numedges == 5);
}
/**
* Because it comes second, the sbutt2 brush should "win" in clipping against the floor,
* in both a worldspawn test case, as well as a func_wall.
*/
TEST_CASE("brush_clipping_order", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_brush_clipping_order.map", {"-tjunc", "rotate"});
REQUIRE(prt.has_value());
const qvec3d world_button{-8, -8, 16};
const qvec3d func_wall_button{152, -8, 16};
// 0 = world, 1 = func_wall
REQUIRE(2 == bsp.dmodels.size());
REQUIRE(20 == bsp.dfaces.size());
REQUIRE(10 == bsp.dmodels[0].numfaces); // 5 faces for the sides + bottom, 5 faces for the top
REQUIRE(10 == bsp.dmodels[1].numfaces); // (same on worldspawn and func_wall)
auto *world_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], world_button, {0, 0, 1});
REQUIRE(nullptr != world_button_face);
REQUIRE(std::string("sbutt2") == Face_TextureName(&bsp, world_button_face));
auto *func_wall_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], func_wall_button, {0, 0, 1});
REQUIRE(nullptr != func_wall_button_face);
REQUIRE(std::string("sbutt2") == Face_TextureName(&bsp, func_wall_button_face));
}
/**
* Box room with a rotating fan (just a cube). Works in a mod with hiprotate - AD, Quoth, etc.
*/
TEST_CASE("origin", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_origin.map");
REQUIRE(prt.has_value());
// 0 = world, 1 = rotate_object
REQUIRE(2 == bsp.dmodels.size());
// check that the origin brush didn't clip away any solid faces, or generate faces
REQUIRE(6 == bsp.dmodels[1].numfaces);
// FIXME: should the origin brush update the dmodel's origin too?
REQUIRE(qvec3f(0, 0, 0) == bsp.dmodels[1].origin);
// check that the origin brush updated the entity lump
parser_t parser(bsp.dentdata, { "qbsp_origin.bsp" });
auto ents = EntData_Parse(parser);
auto it = std::find_if(ents.begin(), ents.end(),
[](const entdict_t &dict) -> bool { return dict.get("classname") == "rotate_object"; });
REQUIRE(it != ents.end());
CHECK_THAT(it->get("origin"), Catch::Matchers::Equals("216 -216 340")
|| Catch::Matchers::Equals("216.00 -216.00 340.00"));
}
TEST_CASE("simple", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map");
REQUIRE_FALSE(prt.has_value());
}
/**
* Just a solid cuboid
*/
TEST_CASE("q1_cube", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cube.map");
REQUIRE_FALSE(prt.has_value());
const aabb3d cube_bounds {
{32, -240, 80},
{80, -144, 112}
};
CHECK(bsp.dedges.size() == 13); // index 0 is reserved, and the cube has 12 edges
REQUIRE(7 == bsp.dleafs.size());
// check the solid leaf
auto& solid_leaf = bsp.dleafs[0];
CHECK(solid_leaf.mins == qvec3d(0,0,0));
CHECK(solid_leaf.maxs == qvec3d(0,0,0));
// check the empty leafs
for (int i = 1; i < 7; ++i) {
DYNAMIC_SECTION("leaf " << i) {
auto &leaf = bsp.dleafs[i];
CHECK(CONTENTS_EMPTY == leaf.contents);
CHECK(1 == leaf.nummarksurfaces);
}
}
REQUIRE(6 == bsp.dfaces.size());
// node bounds
auto cube_bounds_grown = cube_bounds.grow(24);
auto &headnode = bsp.dnodes[bsp.dmodels[0].headnode[0]];
CHECK(cube_bounds_grown.mins() == headnode.mins);
CHECK(cube_bounds_grown.maxs() == headnode.maxs);
// model bounds are shrunk by 1 unit on each side for some reason
CHECK(cube_bounds.grow(-1).mins() == bsp.dmodels[0].mins);
CHECK(cube_bounds.grow(-1).maxs() == bsp.dmodels[0].maxs);
CHECK(6 == bsp.dnodes.size());
CHECK(12 == bsp.dclipnodes.size());
}
/**
* Two solid cuboids touching along one edge
*/
TEST_CASE("q1_cubes", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_cubes.map");
// index 0 is reserved, and the first cube has 12 edges, the second can share one edge so only needs 11
CHECK(bsp.dedges.size() == 24);
}
/**
* Ensure submodels that are all "clip" get bounds set correctly
*/
TEST_CASE("q1_clip_func_wall", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_clip_func_wall.map");
REQUIRE(prt.has_value());
const aabb3d cube_bounds {
{64, 64, 48},
{128, 128, 80}
};
REQUIRE(2 == bsp.dmodels.size());
// node bounds
auto &headnode = bsp.dnodes[bsp.dmodels[1].headnode[0]];
CHECK(cube_bounds.grow(24).mins() == headnode.mins);
CHECK(cube_bounds.grow(24).maxs() == headnode.maxs);
// model bounds are shrunk by 1 unit on each side for some reason
CHECK(cube_bounds.grow(-1).mins() == bsp.dmodels[1].mins);
CHECK(cube_bounds.grow(-1).maxs() == bsp.dmodels[1].maxs);
}
/**
* Lots of features in one map, more for testing in game than automated testing
*/
TEST_CASE("features", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbspfeatures.map");
REQUIRE(prt.has_value());
CHECK(bsp.loadversion == &bspver_q1);
}
bool PortalMatcher(const prtfile_winding_t& a, const prtfile_winding_t &b)
{
return a.undirectional_equal(b);
}
TEST_CASE("qbsp_func_detail various types", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_func_detail.map");
REQUIRE(prt.has_value());
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(1 == bsp.dmodels.size());
const qvec3d in_func_detail{56, -56, 120};
const qvec3d in_func_detail_wall{56, -136, 120};
const qvec3d in_func_detail_illusionary{56, -216, 120};
const qvec3d in_func_detail_illusionary_mirrorinside{56, -296, 120};
//const double floor_z = 96;
// detail clips away world faces, others don't
CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail - qvec3d(0,0,24), {0, 0, 1}));
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_wall - qvec3d(0,0,24), {0, 0, 1}));
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary - qvec3d(0,0,24), {0, 0, 1}));
CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary_mirrorinside - qvec3d(0,0,24), {0, 0, 1}));
// check for correct contents
auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail);
auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_wall);
auto *detail_illusionary_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary);
auto *detail_illusionary_mirrorinside_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_func_detail_illusionary_mirrorinside);
CHECK(CONTENTS_SOLID == detail_leaf->contents);
CHECK(CONTENTS_SOLID == detail_wall_leaf->contents);
CHECK(CONTENTS_EMPTY == detail_illusionary_leaf->contents);
CHECK(CONTENTS_EMPTY == detail_illusionary_mirrorinside_leaf->contents);
// portals
REQUIRE(2 == prt->portals.size());
const auto p0 = prtfile_winding_t{{-160, -8, 352}, {56, -8, 352}, {56, -8, 96}, {-160, -8, 96}};
const auto p1 = p0.translate({232, 0, 0});
CHECK(((PortalMatcher(prt->portals[0].winding, p0) && PortalMatcher(prt->portals[1].winding, p1))
|| (PortalMatcher(prt->portals[0].winding, p1) && PortalMatcher(prt->portals[1].winding, p0))));
CHECK(prt->portalleafs == 3);
CHECK(prt->portalleafs_real > 3);
}
TEST_CASE("qbsp_angled_brush", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_angled_brush.map");
REQUIRE(prt.has_value());
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(1 == bsp.dmodels.size());
// tilted cuboid floating in a box room, so shared solid leaf + 6 empty leafs around the cube
CHECK(6 + 1 == bsp.dleafs.size());
}
TEST_CASE("qbsp_sealing_point_entity_on_outside", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_sealing_point_entity_on_outside.map");
REQUIRE(prt.has_value());
}
TEST_CASE("qbsp_q1_0125unit_faces", "[testmaps_q1][!mayfail]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_0125unit_faces.map");
CHECK(bsp.loadversion == &bspver_q1);
CHECK(2 == bsp.dfaces.size());
}
TEST_CASE("quake maps", "[testmaps_q1][.releaseonly]")
{
const std::vector<std::string> quake_maps{"DM1-test.map", "DM2-test.map", "DM3-test.map", "DM4-test.map",
"DM5-test.map", "DM6-test.map", "DM7-test.map", "E1M1-test.map", "E1M2-test.map", "E1M3-test.map",
"E1M4-test.map", "E1M5-test.map", "E1M6-test.map", "E1M7-test.map", "E1M8-test.map", "E2M1-test.map",
"E2M2-test.map", "E2M3-test.map", "E2M4-test.map", "E2M5-test.map", "E2M6-test.map", "E2M7-test.map",
"E3M1-test.map", "E3M2-test.map", "E3M3-test.map", "E3M4-test.map", "E3M5-test.map", "E3M6-test.map",
"E3M7-test.map", "E4M1-test.map", "E4M2-test.map", "E4M3-test.map", "E4M4-test.map", "E4M5-test.map",
"E4M6-test.map", "E4M7-test.map", "E4M8-test.map", "END-test.map"};
for (const auto& map : quake_maps) {
DYNAMIC_SECTION("testing " << map) {
const auto [bsp, bspx, prt] = LoadTestmapQ1("quake_map_source/" + map);
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(prt);
CheckFilled(bsp);
}
}
}
TEST_CASE("chop", "[testmaps_q1][.releaseonly]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("quake_map_source/DM1-test.map", {"-chop", "-debugchop"});
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(prt);
CheckFilled(bsp);
}
TEST_CASE("mountain", "[testmaps_q1][.releaseonly][!mayfail]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_mountain.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(prt);
CheckFilled(bsp);
}
/**
* Q1 sealing test:
* - hull0 can use Q2 method (fill inside)
* - hull1+ can't, because it would cause areas containing no entities but connected by a thin gap to the
* rest of the world to get sealed off as solid.
**/
TEST_CASE("qbsp_q1_sealing", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_q1_sealing.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
const qvec3d in_start_room {-192, 144, 104};
const qvec3d in_emptyroom {-168, 544, 104};
const qvec3d in_void {-16, -800, 56};
const qvec3d connected_by_thin_gap {72, 136, 104};
// check leaf contents in hull 0
CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents);
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_emptyroom)->contents); // can get sealed, since there are no entities
CHECK(CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents);
CHECK(CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], connected_by_thin_gap)->contents);
// check leaf contents in hull 1
CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_start_room));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_emptyroom));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], in_void));
// ideally this wouldn't get sealed, but we need to do the "inside filling" for compatibility with complex
// maps using e.g. obj2map geometry, otherwise the clipnodes count explodes
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], connected_by_thin_gap));
// check leaf contents in hull 2
CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_start_room));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_emptyroom));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], in_void));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], connected_by_thin_gap));
CHECK(prt->portals.size() == 2);
CHECK(prt->portalleafs == 3); // 2 connected rooms + gap (other room is filled in with solid)
CHECK(prt->portalleafs_real == 3); // no detail, so same as above
}
/**
* Test for WAD internal textures
**/
TEST_CASE("q1_wad_internal", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(bsp.dtex.textures.size() == 4);
// skip is only here because of the water
CHECK(bsp.dtex.textures[0].name == "skip");
CHECK(bsp.dtex.textures[1].name == "orangestuff8");
CHECK(bsp.dtex.textures[2].name == "*zwater1");
CHECK(bsp.dtex.textures[3].name == "brown_brick");
CHECK(!bsp.dtex.textures[1].data.empty());
CHECK(!bsp.dtex.textures[2].data.empty());
CHECK(!bsp.dtex.textures[3].data.empty());
CHECK(img::load_mip("orangestuff8", bsp.dtex.textures[1].data, false, bsp.loadversion->game));
CHECK(img::load_mip("*zwater1", bsp.dtex.textures[2].data, false, bsp.loadversion->game));
CHECK(img::load_mip("brown_brick", bsp.dtex.textures[3].data, false, bsp.loadversion->game));
}
/**
* Test for WAD internal textures
**/
TEST_CASE("q1_wad_external", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("qbsp_simple.map", { "-xwadpath", std::string(testmaps_dir) });
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(bsp.dtex.textures.size() == 4);
// skip is only here because of the water
CHECK(bsp.dtex.textures[0].name == "skip");
CHECK(bsp.dtex.textures[1].name == "orangestuff8");
CHECK(bsp.dtex.textures[2].name == "*zwater1");
CHECK(bsp.dtex.textures[3].name == "brown_brick");
CHECK(bsp.dtex.textures[1].data.size() == sizeof(dmiptex_t));
CHECK(bsp.dtex.textures[2].data.size() == sizeof(dmiptex_t));
CHECK(bsp.dtex.textures[3].data.size() == sizeof(dmiptex_t));
}
/**
* Test that we automatically try to load X.wad when compiling X.map
**/
TEST_CASE("q1_wad_mapname", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_wad_mapname.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
CHECK(bsp.dtex.textures.size() == 2);
CHECK(bsp.dtex.textures[0].name == "skip");
CHECK(bsp.dtex.textures[0].data.size() == sizeof(dmiptex_t)); // no texture data
CHECK(bsp.dtex.textures[1].name == "{trigger");
CHECK(bsp.dtex.textures[1].data.size() > sizeof(dmiptex_t));
}
TEST_CASE("q1_merge_maps", "[testmaps_q1]") {
const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_merge_maps_base.map", { "-add", "q1_merge_maps_addition.map" });
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
// check brushwork from the two maps is merged
REQUIRE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {5,0,16}, {0, 0, 1}));
REQUIRE(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-5,0,16}, {0, 0, 1}));
// check that the worldspawn keys from the base map are used
parser_t parser(bsp.dentdata, { "q1_merge_maps_base.bsp" });
auto ents = EntData_Parse(parser);
REQUIRE(ents.size() == 3); // worldspawn, info_player_start, func_wall
REQUIRE(ents[0].get("classname") == "worldspawn");
CHECK(ents[0].get("message") == "merge maps base");
// check info_player_start
auto it = std::find_if(ents.begin(), ents.end(),
[](const entdict_t &dict) -> bool { return dict.get("classname") == "info_player_start"; });
REQUIRE(it != ents.end());
// check func_wall entity from addition map is included
it = std::find_if(ents.begin(), ents.end(),
[](const entdict_t &dict) -> bool { return dict.get("classname") == "func_wall"; });
REQUIRE(it != ents.end());
}
/**
* Tests that hollow obj2map style geometry (tetrahedrons) get filled in, in all hulls.
*/
TEST_CASE("q1_rocks", "[testmaps_q1][!mayfail]")
{
constexpr auto* q1_rocks_structural_cube = "q1_rocks_structural_cube.map";
const auto mapnames = {
"q1_rocks.map", // box room with a func_detail "mountain" of tetrahedrons with a hollow inside
"q1_rocks_merged.map", // same as above but the mountain has been merged in the .map file into 1 brush
"q1_rocks_structural.map", // same as q1_rocks.map but without the use of func_detail
"q1_rocks_structural_merged.map",
q1_rocks_structural_cube // simpler version where the mountain is just a cube
};
for (auto *mapname : mapnames) {
DYNAMIC_SECTION(mapname) {
INFO(mapname);
const auto [bsp, bspx, prt] = LoadTestmapQ1(mapname);
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
const qvec3d point{48, 320, 88};
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 0, &bsp.dmodels[0], point));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point));
CHECK(CONTENTS_SOLID == BSP_FindContentsAtPoint(&bsp, 2, &bsp.dmodels[0], point));
for (int i = 1; i <= 2; ++i) {
INFO("hull " << i);
const auto clipnodes = CountClipnodeLeafsByContentType(bsp, i);
REQUIRE(clipnodes.size() == 2);
REQUIRE(clipnodes.find(CONTENTS_SOLID) != clipnodes.end());
REQUIRE(clipnodes.find(CONTENTS_EMPTY) != clipnodes.end());
// 6 for the walls of the box, and 1 for the rock structure, which is convex
CHECK(clipnodes.at(CONTENTS_SOLID) == 7);
if (std::string(q1_rocks_structural_cube) == mapname) {
CHECK((5 + 6) == CountClipnodeNodes(bsp, i));
}
}
// for completion's sake, check the nodes
if (std::string(q1_rocks_structural_cube) == mapname) {
CHECK((5 + 6) == bsp.dnodes.size());
}
}
}
}
static void CountClipnodeLeafsByContentType_r(const mbsp_t& bsp, int clipnode, std::map<int, int> &result)
{
if (clipnode < 0) {
// we're in a leaf node and `clipnode` is actually the content type
++result[clipnode];
return;
}
auto &node = bsp.dclipnodes.at(clipnode);
CountClipnodeLeafsByContentType_r(bsp, node.children[0], result);
CountClipnodeLeafsByContentType_r(bsp, node.children[1], result);
}
std::map<int, int> CountClipnodeLeafsByContentType(const mbsp_t& bsp, int hullnum)
{
Q_assert(hullnum > 0);
int headnode = bsp.dmodels.at(0).headnode.at(hullnum);
std::map<int, int> result;
CountClipnodeLeafsByContentType_r(bsp, headnode, result);
return result;
}
static int CountClipnodeNodes_r(const mbsp_t& bsp, int clipnode)
{
if (clipnode < 0) {
// we're in a leaf node and `clipnode` is actually the content type
return 0;
}
auto &node = bsp.dclipnodes.at(clipnode);
return 1 + CountClipnodeNodes_r(bsp, node.children[0])
+ CountClipnodeNodes_r(bsp, node.children[1]);
}
/**
* Count the non-leaf clipnodes of the worldmodel for the given hull's decision tree.
*/
int CountClipnodeNodes(const mbsp_t& bsp, int hullnum)
{
Q_assert(hullnum > 0);
int headnode = bsp.dmodels.at(0).headnode.at(hullnum);
return CountClipnodeNodes_r(bsp, headnode);
}
/**
* Tests a bad hull expansion
*/
TEST_CASE("q1_hull_expansion_lip", "[testmaps_q1][!mayfail]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_hull_expansion_lip.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
const qvec3d point {174, 308, 42};
CHECK(CONTENTS_EMPTY == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point));
for (int i = 1; i <= 2; ++i) {
INFO("hull " << i);
const auto clipnodes = CountClipnodeLeafsByContentType(bsp, i);
REQUIRE(clipnodes.size() == 2);
REQUIRE(clipnodes.find(CONTENTS_SOLID) != clipnodes.end());
REQUIRE(clipnodes.find(CONTENTS_EMPTY) != clipnodes.end());
// room shaped like:
//
// |\ /|
// | \__/ |
// |______|
//
// 6 solid leafs for the walls/floor, 3 for the empty regions inside
CHECK(clipnodes.at(CONTENTS_SOLID) == 6);
CHECK(clipnodes.at(CONTENTS_EMPTY) == 3);
// 6 walls + 2 floors
CHECK(CountClipnodeNodes(bsp, i) == 8);
}
}
TEST_CASE("q1_hull1_content_types", "[testmaps_q1]")
{
const auto [bsp, bspx, prt] = LoadTestmapQ1("q1_hull1_content_types.map");
CHECK(GAME_QUAKE == bsp.loadversion->game->id);
struct expected_types_t
{
int hull0_contenttype;
int hull1_contenttype;
};
const std::vector<std::tuple<qvec3d, expected_types_t>> expected{
{{0, 0, 0}, {CONTENTS_SOLID, CONTENTS_SOLID}},
{{64, 0, 0}, {CONTENTS_WATER, CONTENTS_EMPTY}}, // liquids are absent in hull1
{{128, 0, 0}, {CONTENTS_SLIME, CONTENTS_EMPTY}},
{{192, 0, 0}, {CONTENTS_LAVA, CONTENTS_EMPTY}},
{{256, 0, 0}, {CONTENTS_SKY, CONTENTS_SOLID}}, // sky is solid in hull1
{{320, 0, 0}, {CONTENTS_SOLID, CONTENTS_SOLID}}, // func_detail is solid in hull1
{{384, 0, 0}, {CONTENTS_SOLID, CONTENTS_SOLID}}, // func_detail_fence is solid in hull1
{{384, -64, 0}, {CONTENTS_SOLID, CONTENTS_SOLID}}, // func_detail_fence + _mirrorinside is solid in hull1
{{448, 0, 0}, {CONTENTS_EMPTY, CONTENTS_EMPTY}}, // func_detail_illusionary is empty in hull1
{{448, -64, 0}, {CONTENTS_EMPTY, CONTENTS_EMPTY}} // func_detail_illusionary + _mirrorinside is empty in hull1
};
for (const auto &[point, expected_types] : expected) {
INFO("Testing point " << point);
CHECK(expected_types.hull0_contenttype == BSP_FindContentsAtPoint(&bsp, 0, &bsp.dmodels[0], point));
CHECK(expected_types.hull1_contenttype == BSP_FindContentsAtPoint(&bsp, 1, &bsp.dmodels[0], point));
}
}
TEST_CASE("winding", "[benchmark][.releaseonly]") {
ankerl::nanobench::Bench bench;
bench.run("std::vector<double> reserve(3*4*6)", [&] {
std::vector<double> temp;
temp.reserve(3 * 4 * 6);
ankerl::nanobench::doNotOptimizeAway(temp);
});
bench.run("std::vector<qvec3d> reserve(4*6)", [&] {
std::vector<qvec3d> temp;
temp.reserve(4 * 6);
ankerl::nanobench::doNotOptimizeAway(temp);
});
bench.run("std::array<double, 3*4*6>", [&] {
std::array<double, 3 * 4 * 6> temp;
ankerl::nanobench::doNotOptimizeAway(temp);
});
bench.run("std::array<qvec3d, 4*6>", [&] {
std::array<qvec3d, 4 * 6> temp;
ankerl::nanobench::doNotOptimizeAway(temp);
});
bench.run("polylib::winding_base_t<6> construct", [&] {
polylib::winding_base_t<polylib::winding_storage_hybrid_t<6>> temp;
ankerl::nanobench::doNotOptimizeAway(temp);
});
}
TEST_CASE("BrushFromBounds") {
map.reset();
qbsp_options.reset();
qbsp_options.worldextent.setValue(1024, settings::source::COMMANDLINE);
auto brush = BrushFromBounds({{2,2,2}, {32, 32, 32}});
CHECK(brush->sides.size() == 6);
const auto top_winding = winding_t{{2, 2, 32}, {2, 32, 32}, {32, 32, 32}, {32, 2, 32}};
const auto bottom_winding = winding_t{{32, 2, 2},{32, 32, 2}, {2, 32, 2}, {2, 2, 2}};
int found = 0;
for (auto &side : brush->sides) {
CHECK(side.w);
if (side.w.directional_equal(top_winding)) {
found++;
auto &plane = side.get_plane();
CHECK(plane.get_normal() == qvec3d{0,0,1});
CHECK(plane.get_dist() == 32);
}
if (side.w.directional_equal(bottom_winding)) {
found++;
auto plane = side.get_plane();
CHECK(plane.get_normal() == qvec3d{0,0,-1});
CHECK(plane.get_dist() == -2);
}
}
CHECK(found == 2);
}