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Selection.cpp
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Selection.cpp
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#include "RadiantTest.h"
#include <algorithm>
#include "ishaders.h"
#include "imap.h"
#include "ifilter.h"
#include "ilightnode.h"
#include "ibrush.h"
#include "ipatch.h"
#include "ientity.h"
#include "ishaders.h"
#include "ieclass.h"
#include "algorithm/Scene.h"
#include "algorithm/Primitives.h"
#include "scenelib.h"
#include "selectionlib.h"
#include "string/convert.h"
#include "render/View.h"
#include "render/CameraView.h"
#include "selection/SelectionVolume.h"
#include "Rectangle.h"
#include "registry/registry.h"
#include "algorithm/View.h"
namespace test
{
using SelectionTest = RadiantTest;
TEST_F(SelectionTest, ApplyShadersToForcedVisibleObjects)
{
loadMap("primitives_with_clip_material.map");
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::findFirstBrushWithMaterial(worldspawn, "textures/common/clip");
auto patch = algorithm::findFirstPatchWithMaterial(worldspawn, "textures/common/clip");
// Filter out the objects using the clip material
GlobalFilterSystem().setFilterState("Clip Textures", true);
// Glitch: Since this brush is completely filtered out, this won't be called by the filter system
Node_getIBrush(brush)->updateFaceVisibility();
EXPECT_FALSE(brush->visible());
EXPECT_FALSE(patch->visible());
Node_setSelected(brush, true);
Node_setSelected(patch, true);
EXPECT_TRUE(brush->visible());
EXPECT_TRUE(patch->visible());
// Apply the caulk material to the selection
selection::applyShaderToSelection("textures/common/caulk");
auto brushNode = std::dynamic_pointer_cast<IBrushNode>(brush);
auto patchNode = std::dynamic_pointer_cast<IPatchNode>(patch);
EXPECT_TRUE(brushNode->getIBrush().hasShader("textures/common/caulk"));
EXPECT_EQ(patchNode->getPatch().getShader(), ("textures/common/caulk"));
}
// #5443: Size display of lights doesn't change when modifying "light_radius"
TEST_F(SelectionTest, LightBoundsChangedAfterRadiusChange)
{
auto eclass = GlobalEntityClassManager().findOrInsert("light", false);
auto entityNode = GlobalEntityModule().createEntity(eclass);
EXPECT_TRUE(Node_getLightNode(entityNode));
auto* entity = Node_getEntity(entityNode);
entity->setKeyValue("light_radius", "300 200 100");
GlobalMapModule().getRoot()->addChildNode(entityNode);
Node_setSelected(entityNode, true);
auto defaultBounds = string::convert<Vector3>(entity->getKeyValue("light_radius"));
EXPECT_TRUE(math::isNear(GlobalSelectionSystem().getWorkZone().bounds.getExtents(), defaultBounds, 0.01));
// Modify just the light_radius spawnarg
entity->setKeyValue("light_radius", "30 20 10");
// The work zone should have adapted itself to the new bounds
// assuming that the LightNode recalculates its AABB
auto changedBounds = string::convert<Vector3>(entity->getKeyValue("light_radius"));
EXPECT_TRUE(math::isNear(GlobalSelectionSystem().getWorkZone().bounds.getExtents(), changedBounds, 0.01));
}
// #5484: Projected lights don't rotate around their origin anymore
TEST_F(SelectionTest, SelectionBoundsOfProjectedLights)
{
auto eclass = GlobalEntityClassManager().findOrInsert("light", false);
auto entityNode = GlobalEntityModule().createEntity(eclass);
EXPECT_TRUE(Node_getLightNode(entityNode));
auto* entity = Node_getEntity(entityNode);
entity->setKeyValue("origin", "0 0 0");
entity->setKeyValue("light_target", "0 0 -256");
entity->setKeyValue("light_right", "128 0 0");
entity->setKeyValue("light_up", "0 128 0");
entity->setKeyValue("light_start", "");
entity->setKeyValue("light_end", "");
GlobalMapModule().getRoot()->addChildNode(entityNode);
Node_setSelected(entityNode, true);
// The center of the selection AABB needs to be at its origin
EXPECT_EQ(Node_getLightNode(entityNode)->getSelectAABB().getOrigin(), Vector3(0,0,0));
}
// #4846: Rotation widget does not re-center on selected object
TEST_F(SelectionTest, PivotIsResetAfterCancelingOperation)
{
loadMap("selection_test.map");
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::findFirstBrushWithMaterial(worldspawn, "textures/numbers/1");
GlobalSelectionSystem().setActiveManipulator(selection::IManipulator::Translate);
// Select the node, the pivot should now be at the node center
Node_setSelected(brush, true);
Vector3 originalBrushPosition = brush->worldAABB().getOrigin();
Matrix4 originalPivot = GlobalSelectionSystem().getPivot2World();
EXPECT_EQ(originalPivot.tCol().getVector3(), originalBrushPosition);
const auto& activeManipulator = GlobalSelectionSystem().getActiveManipulator();
// Construct an orthoview to test-select the manipulator
render::View view(false);
algorithm::constructCenteredOrthoview(view, originalBrushPosition);
SelectionVolume test = algorithm::constructOrthoviewSelectionTest(view);
activeManipulator->testSelect(test, originalPivot);
EXPECT_TRUE(activeManipulator->isSelected());
GlobalSelectionSystem().onManipulationStart();
activeManipulator->getActiveComponent()->beginTransformation(originalPivot, view, Vector2(0, 0));
// Transform by dragging stuff around
activeManipulator->getActiveComponent()->transform(originalPivot, view, Vector2(0.5, 0.5), false);
GlobalSelectionSystem().onManipulationChanged();
// The brush should have been moved
EXPECT_NE(brush->worldAABB().getOrigin(), originalBrushPosition);
// Pivot should have been moved
EXPECT_NE(GlobalSelectionSystem().getPivot2World().tCol().getVector3(), originalBrushPosition);
// Now cancel the operation
GlobalSelectionSystem().onManipulationCancelled();
// Brush should be back at its original position
EXPECT_EQ(brush->worldAABB().getOrigin(), originalBrushPosition);
// And as of #4846 the pivot should be back as well
EXPECT_EQ(GlobalSelectionSystem().getPivot2World().tCol().getVector3(), originalBrushPosition);
}
// #5460: Workzone not recalculated after selection change if XY view "Show Size Info" setting is off
TEST_F(SelectionTest, WorkzoneIsRecalculatedAfterSelectionChange)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
AABB tallBounds(Vector3(0, 0, 0), Vector3(64, 256, 128));
AABB smallBounds(Vector3(300, 300, 300), Vector3(64, 32, 64));
auto tallBrush = algorithm::createCuboidBrush(worldspawn, tallBounds);
auto smallBrush = algorithm::createCuboidBrush(worldspawn, smallBounds);
EXPECT_EQ(tallBrush->worldAABB().getOrigin(), tallBounds.getOrigin());
EXPECT_EQ(tallBrush->worldAABB().getExtents(), tallBounds.getExtents());
EXPECT_EQ(smallBrush->worldAABB().getOrigin(), smallBounds.getOrigin());
EXPECT_EQ(smallBrush->worldAABB().getExtents(), smallBounds.getExtents());
GlobalSelectionSystem().setSelectedAll(false);
render::View orthoView(false);
// Construct an orthoview to test-select the tall brush
algorithm::constructCenteredOrthoview(orthoView, tallBrush->worldAABB().getOrigin());
auto tallBrushTest = algorithm::constructOrthoviewSelectionTest(orthoView);
// Select and de-select first brush
GlobalSelectionSystem().selectPoint(tallBrushTest, SelectionSystem::eToggle, false);
EXPECT_TRUE(Node_isSelected(tallBrush));
// Workzone should match the size of the tall brush
EXPECT_EQ(GlobalSelectionSystem().getWorkZone().bounds, tallBounds);
// De-select the tall brush
GlobalSelectionSystem().selectPoint(tallBrushTest, SelectionSystem::eToggle, false);
EXPECT_FALSE(Node_isSelected(tallBrush));
// Workzone should still match the size of the tall brush
EXPECT_EQ(GlobalSelectionSystem().getWorkZone().bounds, tallBounds);
// Construct an orthoview to test-select the smaller brush
algorithm::constructCenteredOrthoview(orthoView, smallBrush->worldAABB().getOrigin());
auto smallBrushTest = algorithm::constructOrthoviewSelectionTest(orthoView);
// Select and de-select second brush (no getWorkZone() call in between)
GlobalSelectionSystem().selectPoint(smallBrushTest, SelectionSystem::eToggle, false);
EXPECT_TRUE(Node_isSelected(smallBrush));
GlobalSelectionSystem().selectPoint(smallBrushTest, SelectionSystem::eToggle, false);
EXPECT_FALSE(Node_isSelected(smallBrush));
// Workzone should match the size of the small brush now
EXPECT_EQ(GlobalSelectionSystem().getWorkZone().bounds, smallBounds);
}
class ViewSelectionTest :
public SelectionTest
{
protected:
virtual render::View createView() = 0;
virtual void constructView(render::View& view, const AABB& objectAABB) = 0;
void performViewSelectionTest(render::View& view, const scene::INodePtr& node, bool expectNodeIsSelectable)
{
// Selection Point
auto rectangle = selection::Rectangle::ConstructFromPoint(Vector2(0, 0), Vector2(8.0 / algorithm::DeviceWidth, 8.0 / algorithm::DeviceHeight));
ConstructSelectionTest(view, rectangle);
EXPECT_FALSE(Node_isSelected(node));
SelectionVolume test(view);
GlobalSelectionSystem().selectPoint(test, SelectionSystem::eToggle, false);
EXPECT_EQ(Node_isSelected(node), expectNodeIsSelectable);
// De-select to be sure
Node_setSelected(node, false);
}
void performSelectionTest(const scene::INodePtr& node, bool expectNodeIsSelectable)
{
// Move the orthoview exactly to the center of this object
render::View view = createView();
constructView(view, node->worldAABB());
performViewSelectionTest(view, node, expectNodeIsSelectable);
}
void performBrushSelectionTest(const std::string& materialName, bool expectNodeIsSelectable)
{
// Filter caulk faces
auto material = GlobalMaterialManager().getMaterial("textures/common/caulk");
material->setVisible(false);
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::findFirstBrushWithMaterial(worldspawn, materialName);
EXPECT_TRUE(brush);
Node_getIBrush(brush)->updateFaceVisibility();
performSelectionTest(brush, expectNodeIsSelectable);
}
void performPatchSelectionTest(const std::string& materialName, bool expectNodeIsSelectable)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto patch = algorithm::findFirstPatchWithMaterial(worldspawn, materialName);
EXPECT_TRUE(patch);
performSelectionTest(patch, expectNodeIsSelectable);
}
void performModelSelectionTest(const std::string& entityName, bool expectNodeIsSelectable)
{
auto entity = algorithm::getEntityByName(GlobalMapModule().getRoot(), entityName);
EXPECT_TRUE(entity);
performSelectionTest(entity, expectNodeIsSelectable);
}
};
class OrthoViewSelectionTest :
public ViewSelectionTest
{
protected:
virtual render::View createView() override
{
return render::View();
}
virtual void constructView(render::View& view, const AABB& objectAABB) override
{
algorithm::constructCenteredOrthoview(view, objectAABB.getOrigin());
}
};
class CameraViewSelectionTest :
public ViewSelectionTest
{
protected:
virtual render::View createView() override
{
return render::View(true);
}
virtual void constructView(render::View& view, const AABB& objectAABB) override
{
// Position the camera top-down, similar to what an XY view is seeing
auto objectHeight = std::max(objectAABB.getExtents().z(), 20.0); // use a minimum height
Vector3 origin = objectAABB.getOrigin() + Vector3(0, 0, objectHeight * 3);
Vector3 angles(-90, 0, 0);
auto farClip = 32768.0f;
Matrix4 projection = camera::calculateProjectionMatrix(farClip / 4096.0f, farClip, 75.0f, algorithm::DeviceWidth, algorithm::DeviceHeight);
Matrix4 modelview = camera::calculateModelViewMatrix(origin, angles);
view.construct(projection, modelview, algorithm::DeviceWidth, algorithm::DeviceHeight);
}
};
// --------- Brush with one-sided material -----
TEST_F(OrthoViewSelectionTest, OnesidedBrushFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/numbers/1", true);
}
TEST_F(CameraViewSelectionTest, OnesidedBrushFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/numbers/1", true);
}
// #5444: Brushes faces facing away were unselectable in orthoview
TEST_F(OrthoViewSelectionTest, OnesidedBrushFacingAwayFromViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/numbers/2", true); // selectable in ortho
}
TEST_F(CameraViewSelectionTest, OnesidedBrushFacingAwayFromViewIsNotSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/numbers/2", false); // not selectable in camera
}
// --------- Brush face with two-sided material -----
TEST_F(OrthoViewSelectionTest, TwosidedBrushFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces", true);
}
TEST_F(CameraViewSelectionTest, TwosidedBrushFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces", true);
}
TEST_F(OrthoViewSelectionTest, TwosidedBrushFacingAwayFromViewIsSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", true); // selectable in ortho
}
TEST_F(CameraViewSelectionTest, TwosidedBrushFacingAwayFromViewIsNotSelectable)
{
loadMap("selection_test.map");
performBrushSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", false); // not selectable in camera, face is not visible
}
// --------- Patch with one-sided material -----
TEST_F(OrthoViewSelectionTest, OnesidedPatchFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/numbers/1", true);
}
TEST_F(CameraViewSelectionTest, OnesidedPatchFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/numbers/1", true);
}
TEST_F(OrthoViewSelectionTest, OnesidedPatchFacingAwayFromViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/numbers/2", true);
}
TEST_F(CameraViewSelectionTest, OnesidedPatchFacingAwayFromViewIsNotSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/numbers/2", false);
}
// --------- Patch with two-sided material -----
TEST_F(OrthoViewSelectionTest, TwosidedPatchFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", true);
}
TEST_F(CameraViewSelectionTest, TwosidedPatchFacingTowardsViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", true);
}
TEST_F(OrthoViewSelectionTest, TwosidedPatchFacingAwayFromViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", true); // selectable in ortho
}
TEST_F(CameraViewSelectionTest, TwosidedPatchFacingAwayFromViewIsSelectable)
{
loadMap("selection_test.map");
performPatchSelectionTest("textures/darkmod/decals/vegetation/ivy_mixed_pieces2", true); // selectable in camera
}
// --------- Model with one-sided material -----
TEST_F(OrthoViewSelectionTest, OnesidedModelFacingAwayIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("onesided_ivy_facing_down", true);
}
TEST_F(CameraViewSelectionTest, OnesidedModelFacingAwayIsNotSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("onesided_ivy_facing_down", false);
}
TEST_F(OrthoViewSelectionTest, OnesidedModelFacingUpIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("onesided_ivy_facing_up", true);
}
TEST_F(CameraViewSelectionTest, OnesidedModelFacingUpIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("onesided_ivy_facing_up", true);
}
// --------- Model with two-sided material -----
TEST_F(OrthoViewSelectionTest, TwosidedModelFacingAwayIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("twosided_ivy_facing_down", true);
}
TEST_F(CameraViewSelectionTest, TwosidedModelFacingAwayIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("twosided_ivy_facing_down", true);
}
TEST_F(OrthoViewSelectionTest, TwosidedModelFacingUpIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("twosided_ivy_facing_up", true);
}
TEST_F(CameraViewSelectionTest, TwosidedModelFacingUpIsSelectable)
{
loadMap("twosided_ivy.mapx");
performModelSelectionTest("twosided_ivy_facing_up", true);
}
}