mirror of
https://github.com/space-wizards/RobustToolbox.git
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119 lines
5.6 KiB
C#
119 lines
5.6 KiB
C#
using System;
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using System.Linq;
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using System.Numerics;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.UnitTesting.Shared.Map
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{
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[TestFixture]
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public sealed class GridRotation_Tests : RobustIntegrationTest
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{
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// Because integration tests are ten billion percent easier we'll just do all the rotation tests here.
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// These are mainly looking out for situations where the grid is rotated 90 / 180 degrees and we
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// need to rotate points about the grid's origin which is a /very/ common source of bugs.
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[Test]
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public async Task TestLocalWorldConversions()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var entMan = server.ResolveDependency<IEntityManager>();
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var mapMan = server.ResolveDependency<IMapManager>();
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var mapSystem = entMan.System<SharedMapSystem>();
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var transformSystem = entMan.System<SharedTransformSystem>();
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await server.WaitAssertion(() =>
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{
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mapSystem.CreateMap(out var mapId);
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var grid = mapMan.CreateGridEntity(mapId);
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var gridEnt = grid.Owner;
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var coordinates = new EntityCoordinates(gridEnt, new Vector2(10, 0));
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// if no rotation and 0,0 position should just be the same coordinate.
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Assert.That(transformSystem.GetWorldRotation(gridEnt), Is.EqualTo(Angle.Zero));
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Assert.That(mapSystem.WorldToLocal(grid.Owner, grid.Comp, coordinates.Position), Is.EqualTo(coordinates.Position));
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// Rotate 180 degrees should show -10, 0 for the position in map-terms and 10, 0 for the position in entity terms (i.e. no change).
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transformSystem.SetWorldRotation(gridEnt, transformSystem.GetWorldRotation(gridEnt) + new Angle(MathF.PI));
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Assert.That(transformSystem.GetWorldRotation(gridEnt), Is.EqualTo(new Angle(MathF.PI)));
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// Check the map coordinate rotates correctly
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Assert.That(mapSystem.WorldToLocal(gridEnt, grid.Comp, new Vector2(10, 0)).EqualsApprox(new Vector2(-10, 0), 0.01f));
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Assert.That(mapSystem.LocalToWorld(gridEnt, grid.Comp, coordinates.Position).EqualsApprox(new Vector2(-10, 0), 0.01f));
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// Now we'll do the same for 180 degrees.
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transformSystem.SetWorldRotation(gridEnt, transformSystem.GetWorldRotation(gridEnt) + MathF.PI / 2f);
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// If grid facing down then worldpos of 10, 0 gets rotated 90 degrees CCW and hence should be 0, 10
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Assert.That(mapSystem.WorldToLocal(gridEnt, grid.Comp, new Vector2(10, 0)).EqualsApprox(new Vector2(0, 10), 0.01f));
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// If grid facing down then local 10,0 pos should just return 0, -10 given it's aligned with the rotation.
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Assert.That(mapSystem.LocalToWorld(gridEnt, grid.Comp, coordinates.Position).EqualsApprox(new Vector2(0, -10), 0.01f));
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});
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}
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[Test]
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public async Task TestChunkRotations()
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{
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// This is mainly checking for the purposes of rendering at this stage.
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var server = StartServer();
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await server.WaitIdleAsync();
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var entMan = server.ResolveDependency<IEntityManager>();
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var mapMan = server.ResolveDependency<IMapManager>();
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var mapSystem = entMan.System<SharedMapSystem>();
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await server.WaitAssertion(() =>
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{
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mapSystem.CreateMap(out var mapId);
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var grid = mapMan.CreateGridEntity(mapId);
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var gridEnt = grid.Owner;
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/* Test for map chunk rotations */
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var tile = new Tile(1);
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for (var x = 0; x < 2; x++)
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{
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for (var y = 0; y < 10; y++)
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{
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mapSystem.SetTile(grid, new Vector2i(x, y), tile);
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}
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}
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var chunks = mapSystem.GetMapChunks(gridEnt, grid.Comp).Select(c => c.Value).ToList();
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Assert.That(chunks.Count, Is.EqualTo(1));
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var chunk = chunks[0];
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var aabb = mapSystem.CalcWorldAABB(gridEnt, grid, chunk);
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var bounds = new Box2(new Vector2(0, 0), new Vector2(2, 10));
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// With all cardinal directions these should align.
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Assert.That(aabb, Is.EqualTo(bounds));
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entMan.GetComponent<TransformComponent>(gridEnt).LocalRotation = new Angle(Math.PI);
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aabb = mapSystem.CalcWorldAABB(gridEnt, grid, chunk);
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bounds = new Box2(new Vector2(-2, -10), new Vector2(0, 0));
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Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}");
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entMan.GetComponent<TransformComponent>(gridEnt).LocalRotation = new Angle(-Math.PI / 2);
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aabb = mapSystem.CalcWorldAABB(gridEnt, grid, chunk);
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bounds = new Box2(new Vector2(0, -2), new Vector2(10, 0));
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Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}");
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entMan.GetComponent<TransformComponent>(gridEnt).LocalRotation = new Angle(-Math.PI / 4);
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aabb = mapSystem.CalcWorldAABB(gridEnt, grid, chunk);
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bounds = new Box2(new Vector2(0, -1.4142135f), new Vector2(8.485281f, 7.071068f));
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Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}");
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});
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}
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}
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}
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