/
Brush.cpp
422 lines (324 loc) · 17.8 KB
/
Brush.cpp
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#include "RadiantTest.h"
#include "ibrush.h"
#include "imap.h"
#include "iselection.h"
#include "itransformable.h"
#include "scenelib.h"
#include "math/Quaternion.h"
#include "algorithm/Scene.h"
#include "algorithm/Primitives.h"
#include "math/Vector3.h"
#include "os/path.h"
#include "testutil/FileSelectionHelper.h"
namespace test
{
// Fuzzy equality assertion for Plane3
void expectNear(const Plane3& p1, const Plane3& p2, double epsilon)
{
EXPECT_NEAR(p1.normal().x(), p2.normal().x(), epsilon);
EXPECT_NEAR(p1.normal().y(), p2.normal().y(), epsilon);
EXPECT_NEAR(p1.normal().z(), p2.normal().z(), epsilon);
EXPECT_NEAR(p1.dist(), p2.dist(), epsilon);
}
using Quake3BrushTest = RadiantTest;
class BrushTest: public RadiantTest
{
protected:
scene::INodePtr _brushNode;
void testFacePlane(const std::function<bool(const IBrushNodePtr&)>& functor)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
_brushNode = GlobalBrushCreator().createBrush();
worldspawn->addChildNode(_brushNode);
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(_brushNode, true);
const double size = 15;
Vector3 startPos(-size, -size, -size);
Vector3 endPos(size, size, size);
GlobalCommandSystem().executeCommand("ResizeSelectedBrushesToBounds",
startPos, endPos, std::string("shader"));
auto result = functor(std::dynamic_pointer_cast<IBrushNode>(_brushNode));
scene::removeNodeFromParent(_brushNode);
_brushNode.reset();
EXPECT_TRUE(result) << "Test failed to perform anything.";
}
};
inline bool isSane(double value)
{
return !std::isnan(value) && !std::isinf(value);
}
inline bool isSane(const Matrix3& matrix)
{
return isSane(matrix.xx()) && isSane(matrix.xy()) && isSane(matrix.xz()) &&
isSane(matrix.yx()) && isSane(matrix.yy()) && isSane(matrix.yz()) &&
isSane(matrix.zx()) && isSane(matrix.zy()) && isSane(matrix.zz());
}
TEST_F(BrushTest, FitTextureWithZeroScale)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brushNode = GlobalBrushCreator().createBrush();
worldspawn->addChildNode(brushNode);
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(brushNode, true);
const double size = 15;
Vector3 startPos(-size, -size, -size);
Vector3 endPos(size, size, size);
GlobalCommandSystem().executeCommand("ResizeSelectedBrushesToBounds",
startPos, endPos, std::string("shader"));
GlobalSelectionSystem().setSelectedAll(false);
auto brush = std::dynamic_pointer_cast<IBrushNode>(brushNode);
brush->getIBrush().evaluateBRep();
// Apply a texdef with a 0 scale component to the first face
ShiftScaleRotation scr;
scr.shift[0] = 0.0f;
scr.shift[1] = 0.0f;
scr.scale[0] = 1.0f;
scr.scale[1] = 0.0f; // zero scale
scr.rotate = 0.0f;
auto& face = brush->getIBrush().getFace(0);
face.setShiftScaleRotation(scr);
auto matrix = face.getProjectionMatrix();
EXPECT_FALSE(isSane(matrix)); // 5th matrix component is INF at the least
// Now fit the texture
face.fitTexture(1, 1);
matrix = face.getProjectionMatrix();
// The whole matrix should be sane now
EXPECT_TRUE(isSane(matrix)) << "Texture Projection Matrix is not sane after fitting";
scene::removeNodeFromParent(brushNode);
}
TEST_F(BrushTest, FacePlaneRotateWithMatrix)
{
testFacePlane([this](const IBrushNodePtr& brush)
{
// Get the plane facing down the x axis and check it
for (std::size_t i = 0; i < brush->getIBrush().getNumFaces(); ++i)
{
auto& face = brush->getIBrush().getFace(i);
if (math::isParallel(face.getPlane3().normal(), Vector3(1, 0, 0)))
{
Plane3 orig = face.getPlane3();
// Transform the plane with a rotation matrix
const double ANGLE = 2.0;
Matrix4 rot = Matrix4::getRotation(Vector3(0, 1, 0), ANGLE);
Node_getTransformable(_brushNode)->setRotation(
Quaternion::createForY(-ANGLE)
);
Node_getTransformable(_brushNode)->freezeTransform();
double EPSILON = 0.001;
EXPECT_NE(face.getPlane3(), orig);
expectNear(face.getPlane3(), orig.transformed(rot), EPSILON);
EXPECT_NEAR(face.getPlane3().normal().getLength(), 1, EPSILON);
return true;
}
}
return false;
});
}
TEST_F(BrushTest, FacePlaneTranslate)
{
testFacePlane([this](const IBrushNodePtr& brush)
{
// Get the plane facing down the x axis and check it
for (std::size_t i = 0; i < brush->getIBrush().getNumFaces(); ++i)
{
auto& face = brush->getIBrush().getFace(i);
if (math::isParallel(face.getPlane3().normal(), Vector3(0, 1, 0)))
{
Plane3 orig = face.getPlane3();
// Translate in the Y direction
const Vector3 translation(0, 3, 0);
Node_getTransformable(_brushNode)->setTranslation(translation);
Node_getTransformable(_brushNode)->freezeTransform();
EXPECT_NE(face.getPlane3(), orig);
EXPECT_EQ(face.getPlane3().normal(), orig.normal());
EXPECT_EQ(face.getPlane3().dist(), orig.dist() + translation.y());
EXPECT_NEAR(face.getPlane3().normal().getLength(), 1, 0.001);
return true;
}
}
return false;
});
}
// Load a brush with one vertex at 0,0,0, and an identity shift/scale/rotation texdef
TEST_F(Quake3BrushTest, LoadBrushWithIdentityTexDef)
{
std::string mapPath = "maps/quake3maps/brush_no_transform.map";
GlobalCommandSystem().executeCommand("OpenMap", mapPath);
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
EXPECT_EQ(algorithm::getChildCount(worldspawn), 1) << "Scene has not exactly 1 brush";
// Check that we have exactly one brush loaded
auto brushNode = algorithm::findFirstBrushWithMaterial(worldspawn, "textures/a_1024x512");
EXPECT_TRUE(brushNode && brushNode->getNodeType() == scene::INode::Type::Brush) << "Couldn't locate the test brush";
auto face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, 0, 1));
EXPECT_TRUE(face != nullptr) << "No brush plane is facing upwards?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 64), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3( 0, 0, 64), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3( 0, 64, 64), Vector2(0, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 64), Vector2(0.0625, -0.125)));
face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, 0, -1));
EXPECT_TRUE(face != nullptr) << "No brush plane is facing down?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 0, 0), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 0), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 0), Vector2(0.0625, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 64, 0), Vector2(0, -0.125)));
face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, -1, 0));
EXPECT_TRUE(face != nullptr) << "No brush plane with normal 0,-1,0?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 0), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 0, 0), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 0, 64), Vector2(0, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 64), Vector2(0.0625, -0.125)));
face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, 1, 0));
EXPECT_TRUE(face != nullptr) << "No brush plane with normal 0,1,0?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 64, 0), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 0), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 64), Vector2(0.0625, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 64, 64), Vector2(0, -0.125)));
face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(1, 0, 0));
EXPECT_TRUE(face != nullptr) << "No brush plane with normal 1,0,0?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 0), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 0), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 0, 64), Vector2(0, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(64, 64, 64), Vector2(0.0625, -0.125)));
face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(-1, 0, 0));
EXPECT_TRUE(face != nullptr) << "No brush plane with normal -1,0,0?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 0, 0), Vector2(0, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 64, 0), Vector2(0.0625, 0)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 64, 64), Vector2(0.0625, -0.125)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(0, 0, 64), Vector2(0, -0.125)));
}
// Load an axis-aligned brush somewhere at (-600 1000 56) and some shift/scale/rotation values
TEST_F(Quake3BrushTest, LoadAxisAlignedBrushWithTransform)
{
std::string mapPath = "maps/quake3maps/brush_with_transform.map";
GlobalCommandSystem().executeCommand("OpenMap", mapPath);
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
EXPECT_EQ(algorithm::getChildCount(worldspawn), 1) << "Scene has not exactly 1 brush";
// Check that we have exactly one brush loaded
auto brushNode = algorithm::findFirstBrushWithMaterial(worldspawn, "textures/a_1024x512");
EXPECT_TRUE(brushNode && brushNode->getNodeType() == scene::INode::Type::Brush) << "Couldn't locate the test brush";
auto face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, 0, 1));
EXPECT_TRUE(face != nullptr) << "No brush plane is facing upwards?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-624, 800, 64), Vector2(5, 13)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-688, 800, 64), Vector2(5.5, 13)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-688, 1024, 64), Vector2(5.5, 16.5)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-624, 1024, 64), Vector2(5, 16.5)));
}
// This loads the same brush as in the LoadAxisAlignedBrushWithTransform test
// and stores it again using the Quake3 brush format
TEST_F(Quake3BrushTest, SaveAxisAlignedBrushWithTransform)
{
std::string mapPath = "maps/quake3maps/brush_with_transform.map";
GlobalCommandSystem().executeCommand("OpenMap", mapPath);
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
EXPECT_EQ(algorithm::getChildCount(worldspawn), 1) << "Scene has not exactly 1 brush";
fs::path tempPath = _context.getTemporaryDataPath();
tempPath /= "brushexport.map";
auto format = GlobalMapFormatManager().getMapFormatForGameType("quake3", os::getExtension(tempPath.string()));
EXPECT_FALSE(fs::exists(tempPath)) << "File already exists: " << tempPath;
FileSelectionHelper helper(tempPath.string(), format);
GlobalCommandSystem().executeCommand("ExportMap");
EXPECT_TRUE(fs::exists(tempPath)) << "File still doesn't exist: " << tempPath;
std::ifstream tempFile(tempPath);
std::stringstream content;
content << tempFile.rdbuf();
auto savedContent = content.str();
// This is checking the actual face string as written by the LegacyBrushDefExporter
// including whitespace and all the syntax details
// The incoming brush had a rotation of 180 degrees and a positive scale
// the map exporter code will re-calculate that and spit out 0 rotation and a negative scale.
// The incoming also had the plane points picked from the middle of the brush edge,
// the DR exporter is using the winding vertices as points
constexpr const char* const expectedBrushFace =
"( -688 1024 64 ) ( -624 800 64 ) ( -688 800 64 ) a_1024x512 128 256 0 -0.125 -0.125 134217728 0 0";
EXPECT_NE(savedContent.find(expectedBrushFace), std::string::npos) <<
"Couldn't locate the brush face " << expectedBrushFace << "\n, Saved Content is:\n" << savedContent;
}
#if 0
// This test case is not working since the Q3 texture projection mechanics
// are different from idTech4, so DR cannot render angled faces as they would
// appear in a Q3 engine.
TEST_F(Quake3BrushTest, TextureOnAngledBrush)
{
std::string mapPath = "maps/quake3maps/angled_brush.map";
GlobalCommandSystem().executeCommand("OpenMap", mapPath);
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
EXPECT_EQ(algorithm::getChildCount(worldspawn), 1) << "Scene has not exactly 1 brush";
// Check that we have exactly one brush loaded
auto brushNode = algorithm::findFirstBrushWithMaterial(worldspawn, "textures/a_1024x512");
EXPECT_TRUE(brushNode && brushNode->getNodeType() == scene::INode::Type::Brush) << "Couldn't locate the test brush";
auto face = algorithm::findBrushFaceWithNormal(Node_getIBrush(brushNode), Vector3(0, -0.351123, +0.936329));
EXPECT_TRUE(face != nullptr) << "Couldn't find the upwards facing brush face?";
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-624, 1040, 64), Vector2(5, 16.5)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-688, 1040, 64), Vector2(5.5, 16.5)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-688, 1168, 112), Vector2(5.5, 18.5)));
EXPECT_TRUE(algorithm::faceHasVertex(face, Vector3(-624, 1168, 112), Vector2(5, 18.5)));
}
#endif
inline void checkFaceNormalAndShader(IBrush* brush, int faceIndex, const Vector3& expectedNormal, const std::string& expectedMaterial)
{
EXPECT_TRUE(math::isNear(brush->getFace(faceIndex).getPlane3().normal(), expectedNormal, 0.01)) <<
"Face " << faceIndex << " failed the normal check";
EXPECT_EQ(brush->getFace(faceIndex).getShader(), expectedMaterial) << "Face " << faceIndex << " doesn't have the expected material";
}
// Create a defined brush with a certain AABB for the rotation tests
// Face with (0,0,1) will have textures/numbers/10
// Face with (0,1,0) will have textures/numbers/11
inline scene::INodePtr createBrushForRotationTest()
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brushNode = algorithm::createCuboidBrush(worldspawn, AABB({ 192, 8, 48 }, { 48, 8, 50 }), "textures/numbers/1");
Node_setSelected(brushNode, true);
auto brush = Node_getIBrush(brushNode);
// Set up two faces with defined materials to later detect how the brush has been rotated
algorithm::findBrushFaceWithNormal(brush, { 0, 0, 1 })->setShader("textures/numbers/10");
algorithm::findBrushFaceWithNormal(brush, { 0, 1, 0 })->setShader("textures/numbers/11");
// Check the faces explicitly
checkFaceNormalAndShader(brush, 0, { 1, 0, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 1, {-1, 0, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 2, { 0, 1, 0 }, "textures/numbers/11");
checkFaceNormalAndShader(brush, 3, { 0,-1, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 4, { 0, 0, 1 }, "textures/numbers/10");
checkFaceNormalAndShader(brush, 5, { 0, 0,-1 }, "textures/numbers/1");
return brushNode;
}
// #5770: Brushes disappear due to transformation being applied twice while freezing the brush node (first face is transformed twice)
TEST_F(BrushTest, RotateBrushZ90Degrees)
{
auto brushNode = createBrushForRotationTest();
GlobalCommandSystem().executeCommand("RotateSelectionZ");
auto brush = Node_getIBrush(brushNode);
// Check the faces explicitly, normals should have been rotated, order of faces unchanged
checkFaceNormalAndShader(brush, 0, { 0,-1, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 1, { 0, 1, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 2, { 1, 0, 0 }, "textures/numbers/11");
checkFaceNormalAndShader(brush, 3, {-1, 0, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 4, { 0, 0, 1 }, "textures/numbers/10");
checkFaceNormalAndShader(brush, 5, { 0, 0,-1 }, "textures/numbers/1");
}
TEST_F(BrushTest, RotateBrushX90Degrees)
{
auto brushNode = createBrushForRotationTest();
GlobalCommandSystem().executeCommand("RotateSelectionX");
auto brush = Node_getIBrush(brushNode);
// Check the faces explicitly, normals should have been rotated, order of faces unchanged
checkFaceNormalAndShader(brush, 0, { 1, 0, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 1, {-1, 0, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 2, { 0, 0,-1 }, "textures/numbers/11");
checkFaceNormalAndShader(brush, 3, { 0, 0, 1 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 4, { 0, 1, 0 }, "textures/numbers/10");
checkFaceNormalAndShader(brush, 5, { 0,-1, 0 }, "textures/numbers/1");
}
TEST_F(BrushTest, RotateBrushY90Degrees)
{
auto brushNode = createBrushForRotationTest();
GlobalCommandSystem().executeCommand("RotateSelectionY");
auto brush = Node_getIBrush(brushNode);
// Check the faces explicitly, normals should have been rotated, order of faces unchanged
checkFaceNormalAndShader(brush, 0, { 0, 0,-1 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 1, { 0, 0, 1 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 2, { 0, 1, 0 }, "textures/numbers/11");
checkFaceNormalAndShader(brush, 3, { 0,-1, 0 }, "textures/numbers/1");
checkFaceNormalAndShader(brush, 4, { 1, 0, 0 }, "textures/numbers/10");
checkFaceNormalAndShader(brush, 5, {-1, 0, 0 }, "textures/numbers/1");
}
}