// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include "UnitTestFramework.h" #include "PhysicsTestContext.h" #include #include #include #include TEST_SUITE("HeightFieldShapeTests") { static void sRandomizeMaterials(HeightFieldShapeSettings &ioSettings, uint inMaxMaterials) { // Create materials for (uint i = 0; i < inMaxMaterials; ++i) ioSettings.mMaterials.push_back(new PhysicsMaterialSimple("Material " + ConvertToString(i), Color::sGetDistinctColor(i))); if (inMaxMaterials > 1) { // Make random material indices UnitTestRandom random; uniform_int_distribution index_distribution(0, inMaxMaterials - 1); ioSettings.mMaterialIndices.resize(Square(ioSettings.mSampleCount - 1)); for (uint y = 0; y < ioSettings.mSampleCount - 1; ++y) for (uint x = 0; x < ioSettings.mSampleCount - 1; ++x) ioSettings.mMaterialIndices[y * (ioSettings.mSampleCount - 1) + x] = uint8(index_distribution(random)); } } static Ref sValidateGetPosition(const HeightFieldShapeSettings &inSettings, float inMaxError) { // Create shape Ref shape = static_cast(inSettings.Create().Get().GetPtr()); // Validate it float max_diff = -1.0f; for (uint y = 0; y < inSettings.mSampleCount; ++y) for (uint x = 0; x < inSettings.mSampleCount; ++x) { // Perform a raycast from above the height field on this location RayCast ray { inSettings.mOffset + inSettings.mScale * Vec3((float)x, 100.0f, (float)y), inSettings.mScale.GetY() * Vec3(0, -200, 0) }; RayCastResult hit; shape->CastRay(ray, SubShapeIDCreator(), hit); // Get original (unscaled) height float height = inSettings.mHeightSamples[y * inSettings.mSampleCount + x]; if (height != HeightFieldShapeConstants::cNoCollisionValue) { // Check there is collision CHECK(!shape->IsNoCollision(x, y)); // Calculate position Vec3 original_pos = inSettings.mOffset + inSettings.mScale * Vec3((float)x, height, (float)y); // Calculate position from the shape Vec3 shape_pos = shape->GetPosition(x, y); // Calculate delta float diff = (original_pos - shape_pos).Length(); max_diff = max(max_diff, diff); // Materials are defined on the triangle, not on the sample points if (x < inSettings.mSampleCount - 1 && y < inSettings.mSampleCount - 1) { const PhysicsMaterial *m1 = PhysicsMaterial::sDefault; if (!inSettings.mMaterialIndices.empty()) m1 = inSettings.mMaterials[inSettings.mMaterialIndices[y * (inSettings.mSampleCount - 1) + x]]; else if (!inSettings.mMaterials.empty()) m1 = inSettings.mMaterials.front(); const PhysicsMaterial *m2 = shape->GetMaterial(x, y); CHECK(m1 == m2); } // Don't test borders, the ray may or may not hit if (x > 0 && y > 0 && x < inSettings.mSampleCount - 1 && y < inSettings.mSampleCount - 1) { // Check that the ray hit the height field Vec3 hit_pos = ray.mOrigin + ray.mDirection * hit.mFraction; CHECK_APPROX_EQUAL(hit_pos, shape_pos, 1.0e-3f); } } else { // Should be no collision here CHECK(shape->IsNoCollision(x, y)); // Ray should not have given a hit CHECK(hit.mFraction > 1.0f); } } // Check error CHECK(max_diff <= inMaxError); return shape; } TEST_CASE("TestPlane") { // Create flat plane with offset and scale HeightFieldShapeSettings settings; settings.mOffset = Vec3(3, 5, 7); settings.mScale = Vec3(9, 13, 17); settings.mSampleCount = 32; settings.mBitsPerSample = 1; settings.mBlockSize = 4; settings.mHeightSamples.resize(Square(settings.mSampleCount)); for (float &h : settings.mHeightSamples) h = 1.0f; // Make some random holes UnitTestRandom random; uniform_int_distribution index_distribution(0, (uint)settings.mHeightSamples.size() - 1); for (int i = 0; i < 10; ++i) settings.mHeightSamples[index_distribution(random)] = HeightFieldShapeConstants::cNoCollisionValue; // We should be able to encode a flat plane in 1 bit CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1); sRandomizeMaterials(settings, 256); sValidateGetPosition(settings, 0.0f); } TEST_CASE("TestPlaneCloseToOrigin") { // Create flat plane very close to origin, this tests that we don't introduce a quantization error on a flat plane HeightFieldShapeSettings settings; settings.mSampleCount = 32; settings.mBitsPerSample = 1; settings.mBlockSize = 4; settings.mHeightSamples.resize(Square(settings.mSampleCount)); for (float &h : settings.mHeightSamples) h = 1.0e-6f; // We should be able to encode a flat plane in 1 bit CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1); sRandomizeMaterials(settings, 50); sValidateGetPosition(settings, 0.0f); } TEST_CASE("TestRandomHeightField") { const float cMinHeight = -5.0f; const float cMaxHeight = 10.0f; UnitTestRandom random; uniform_real_distribution height_distribution(cMinHeight, cMaxHeight); // Create height field with random samples HeightFieldShapeSettings settings; settings.mOffset = Vec3(0.3f, 0.5f, 0.7f); settings.mScale = Vec3(1.1f, 1.2f, 1.3f); settings.mSampleCount = 32; settings.mBitsPerSample = 8; settings.mBlockSize = 4; settings.mHeightSamples.resize(Square(settings.mSampleCount)); for (float &h : settings.mHeightSamples) h = height_distribution(random); // Check if bits per sample is ok for (uint32 bits_per_sample = 1; bits_per_sample <= 8; ++bits_per_sample) { // Calculate maximum error you can get if you quantize using bits_per_sample. // We ignore the fact that we have range blocks that give much better compression, although // with random input data there shouldn't be much benefit of that. float max_error = 0.5f * (cMaxHeight - cMinHeight) / ((1 << bits_per_sample) - 1); uint32 calculated_bits_per_sample = settings.CalculateBitsPerSampleForError(max_error); CHECK(calculated_bits_per_sample <= bits_per_sample); } sRandomizeMaterials(settings, 1); sValidateGetPosition(settings, settings.mScale.GetY() * (cMaxHeight - cMinHeight) / ((1 << settings.mBitsPerSample) - 1)); } TEST_CASE("TestEmptyHeightField") { // Create height field with no collision HeightFieldShapeSettings settings; settings.mSampleCount = 32; settings.mHeightSamples.resize(Square(settings.mSampleCount)); for (float &h : settings.mHeightSamples) h = HeightFieldShapeConstants::cNoCollisionValue; // This should use the minimum amount of bits CHECK(settings.CalculateBitsPerSampleForError(0.0f) == 1); sRandomizeMaterials(settings, 50); Ref shape = sValidateGetPosition(settings, 0.0f); // Check that we allocated the minimum amount of memory Shape::Stats stats = shape->GetStats(); CHECK(stats.mNumTriangles == 0); CHECK(stats.mSizeBytes == sizeof(HeightFieldShape)); } }