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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-11-06 15:42:06 +00:00
idk man, I let it churn
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#define UNIT_TEST
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#include "GameDependencies.h"
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#include <gtest/gtest.h>
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#include "ModelComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "Strip.h"
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#include "NiQuaternion.h"
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#include "NiPoint3.h"
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#include "dMath.h"
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using namespace std::literals;
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static float RemainingAngleDeg(const NiQuaternion& cur, const NiQuaternion& target) {
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auto rem = cur.Diff(target);
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float w = rem.w;
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if (w < 0.0f) w = -w; // minimal quaternion
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if (w > 1.0f) w = 1.0f;
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return 2.0f * std::acos(w) * (180.0f / 3.14159265358979323846f);
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}
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// Test accessor must be global to match friend declaration in Strip.h
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#ifdef UNIT_TEST
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struct StripTestAccessor { static void InitRotation(Strip& s, const NiQuaternion& prev, const NiQuaternion& targ) {
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s.m_IsRotating = true;
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s.m_PreviousFrameRotation = prev;
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s.m_RotationTarget = targ;
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}};
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#else
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struct StripTestAccessor { static void InitRotation(Strip&, const NiQuaternion&, const NiQuaternion&) {} };
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#endif
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// Integration-style harness: instantiate Entity+Components, set up a Strip rotation, step SimplePhysicsComponent and call Strip::CheckRotation
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TEST_F(GameDependenciesTest, SimulateStripRotationNoOvershoot) {
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// Inline a lightweight dependency setup here to avoid loading CDClient defaults which
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// attempt database access in this unit test environment.
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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info.scale = 1.0f;
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info.spawner = nullptr;
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info.lot = 999;
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Game::logger = new Logger("./testing.log", true, true);
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Game::server = new dServerMock();
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Game::config = new dConfig("worldconfig.ini");
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Game::entityManager = new EntityManager();
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Game::zoneManager = new dZoneManager();
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Database::_setDatabase(new TestSQLDatabase());
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// Ensure CD client defaults are present so Entity initialization doesn't hit the DB
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CDClientManager::LoadValuesFromDefaults();
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Game::zoneManager->LoadZone(LWOZONEID(1, 0, 0));
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// Build a minimal EntityInfo and Entity
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EntityInfo info;
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info.lot = 0;
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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Entity* entity = Game::entityManager->CreateEntity(info, nullptr, nullptr);
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// Attach ModelComponent and SimplePhysicsComponent
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auto* model = entity->AddComponent<ModelComponent>();
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auto* phys = entity->AddComponent<SimplePhysicsComponent>(0);
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// Prepare a Strip and configure it as if an action started: previous rotation and a 90deg XYZ delta target
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Strip strip;
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NiQuaternion previous = NiQuaternionConstant::IDENTITY;
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NiPoint3 deltaDeg{90.0f, 90.0f, 90.0f};
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NiPoint3 deltaRad = NiPoint3{deltaDeg.x, deltaDeg.y, deltaDeg.z} * (3.14159265f / 180.0f);
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NiQuaternion deltaQ = NiQuaternion::FromEulerAngles(deltaRad);
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NiQuaternion target = previous * deltaQ;
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StripTestAccessor::InitRotation(strip, previous, target);
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// Set entity rotation to previous
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entity->SetRotation(previous);
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// Simulate applying the delta in one frame by setting angular velocity so that Update will rotate the entity by deltaRad
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// SimplePhysicsComponent applies rotation as FromEulerAngles(angularVelocity * dt)
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float dt = 1.0f / 60.0f;
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NiPoint3 requiredAngVel = NiPoint3{deltaRad.x / dt, deltaRad.y / dt, deltaRad.z / dt};
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phys->SetAngularVelocity(requiredAngVel);
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// Step physics once
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phys->Update(dt);
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// Now call Strip::CheckRotation which should observe the entity's rotation and snap because remaining <= EPS
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bool finished = strip.CheckRotation(dt, *model);
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EXPECT_TRUE(finished);
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// Verify final rotation was snapped to exactly target
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auto finalRot = entity->GetRotation();
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float rem = RemainingAngleDeg(finalRot, target);
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EXPECT_LE(rem, 0.2f);
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TearDownDependencies();
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}
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// Multi-frame rotation: apply a 90deg X rotation over many frames and ensure no overshoot
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TEST_F(GameDependenciesTest, MultiFrameRotation_NoOvershoot) {
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// Inline setup as above (avoid CDClientManager DB access)
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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info.scale = 1.0f;
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info.spawner = nullptr;
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info.lot = 999;
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Game::logger = new Logger("./testing.log", true, true);
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Game::server = new dServerMock();
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Game::config = new dConfig("worldconfig.ini");
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Game::entityManager = new EntityManager();
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Game::zoneManager = new dZoneManager();
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Database::_setDatabase(new TestSQLDatabase());
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CDClientManager::LoadValuesFromDefaults();
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Game::zoneManager->LoadZone(LWOZONEID(1, 0, 0));
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EntityInfo info;
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info.lot = 0;
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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Entity* entity = Game::entityManager->CreateEntity(info, nullptr, nullptr);
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auto* model = entity->AddComponent<ModelComponent>();
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auto* phys = entity->AddComponent<SimplePhysicsComponent>(0);
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Strip strip;
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NiQuaternion previous = NiQuaternionConstant::IDENTITY;
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NiPoint3 deltaDeg{90.0f, 0.0f, 0.0f};
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NiPoint3 deltaRad = NiPoint3{deltaDeg.x, deltaDeg.y, deltaDeg.z} * (3.14159265f / 180.0f);
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NiQuaternion target = previous * NiQuaternion::FromEulerAngles(deltaRad);
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StripTestAccessor::InitRotation(strip, previous, target);
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entity->SetRotation(previous);
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// Use a moderate angular velocity: 30 deg/s -> 0.5235987756 rad/s
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const float angVelRad = Math::DegToRad(30.0f);
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const float dt = 1.0f / 60.0f;
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// Set angular velocity on physics component (rad/s)
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phys->SetAngularVelocity(NiPoint3{angVelRad, 0.0f, 0.0f});
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float initialRem = RemainingAngleDeg(previous, target);
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float maxRem = initialRem;
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const int maxFrames = 10000;
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bool finished = false;
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for (int i = 0; i < maxFrames; ++i) {
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phys->Update(dt);
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float rem = RemainingAngleDeg(entity->GetRotation(), target);
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if (rem > maxRem) maxRem = rem;
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if (strip.CheckRotation(dt, *model)) { finished = true; break; }
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}
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EXPECT_TRUE(finished);
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float finalRem = RemainingAngleDeg(entity->GetRotation(), target);
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EXPECT_LE(finalRem, 0.2f);
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EXPECT_LE(maxRem, initialRem + 1.0f);
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TearDownDependencies();
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}
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// Multi-axis multi-frame rotation: apply 90deg on X/Y/Z over several frames
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TEST_F(GameDependenciesTest, MultiFrame_MultiAxis_NoOvershoot) {
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// Inline setup as above (avoid CDClientManager DB access)
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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info.scale = 1.0f;
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info.spawner = nullptr;
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info.lot = 999;
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Game::logger = new Logger("./testing.log", true, true);
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Game::server = new dServerMock();
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Game::config = new dConfig("worldconfig.ini");
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Game::entityManager = new EntityManager();
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Game::zoneManager = new dZoneManager();
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Database::_setDatabase(new TestSQLDatabase());
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CDClientManager::LoadValuesFromDefaults();
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Game::zoneManager->LoadZone(LWOZONEID(1, 0, 0));
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EntityInfo info;
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info.lot = 0;
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info.pos = NiPoint3Constant::ZERO;
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info.rot = NiQuaternionConstant::IDENTITY;
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Entity* entity = Game::entityManager->CreateEntity(info, nullptr, nullptr);
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auto* model = entity->AddComponent<ModelComponent>();
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auto* phys = entity->AddComponent<SimplePhysicsComponent>(0);
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Strip strip;
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NiQuaternion previous = NiQuaternionConstant::IDENTITY;
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NiPoint3 deltaDeg{90.0f, 90.0f, 90.0f};
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NiPoint3 deltaRad = NiPoint3{deltaDeg.x, deltaDeg.y, deltaDeg.z} * (3.14159265f / 180.0f);
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NiQuaternion target = previous * NiQuaternion::FromEulerAngles(deltaRad);
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StripTestAccessor::InitRotation(strip, previous, target);
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entity->SetRotation(previous);
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// Perform the multi-axis rotation as three sequential single-axis actions (X, then Y, then Z)
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const float angVelRad = Math::DegToRad(15.0f);
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const float dt = 1.0f / 60.0f;
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float initialRem = RemainingAngleDeg(previous, target);
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float maxRem = initialRem;
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const int maxFramesPerAxis = 10000;
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NiQuaternion currentPrev = previous;
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bool allFinished = true;
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// helper to run one axis rotation
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auto runAxis = [&](const NiPoint3& axisVel, const NiQuaternion& axisTarget) -> bool {
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phys->SetAngularVelocity(axisVel);
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for (int i = 0; i < maxFramesPerAxis; ++i) {
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phys->Update(dt);
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float rem = RemainingAngleDeg(entity->GetRotation(), axisTarget);
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if (rem > maxRem) maxRem = rem;
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if (strip.CheckRotation(dt, *model)) return true;
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}
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return false;
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};
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// X axis (90 deg)
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NiQuaternion targetX = currentPrev * NiQuaternion::FromEulerAngles(NiPoint3{Math::DegToRad(90.0f), 0.0f, 0.0f});
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StripTestAccessor::InitRotation(strip, currentPrev, targetX);
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if (!runAxis(NiPoint3{angVelRad, 0.0f, 0.0f}, targetX)) allFinished = false;
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currentPrev = entity->GetRotation();
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// Y axis (90 deg)
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NiQuaternion targetY = currentPrev * NiQuaternion::FromEulerAngles(NiPoint3{0.0f, Math::DegToRad(90.0f), 0.0f});
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StripTestAccessor::InitRotation(strip, currentPrev, targetY);
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if (!runAxis(NiPoint3{0.0f, angVelRad, 0.0f}, targetY)) allFinished = false;
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currentPrev = entity->GetRotation();
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// Z axis (90 deg)
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NiQuaternion targetZ = currentPrev * NiQuaternion::FromEulerAngles(NiPoint3{0.0f, 0.0f, Math::DegToRad(90.0f)});
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StripTestAccessor::InitRotation(strip, currentPrev, targetZ);
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if (!runAxis(NiPoint3{0.0f, 0.0f, angVelRad}, targetZ)) allFinished = false;
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EXPECT_TRUE(allFinished);
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float finalRem = RemainingAngleDeg(entity->GetRotation(), targetZ);
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EXPECT_LE(finalRem, 0.2f);
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EXPECT_LE(maxRem, initialRem + 2.0f); // multi-axis sequential should still be bounded
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TearDownDependencies();
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}
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