Files
DarkflameServer/tests/dGameTests/dPropertyBehaviorsTests/StripRotationIntegrationTest.cpp
2025-08-31 13:22:21 -05:00

240 lines
9.5 KiB
C++

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