114 lines
4.7 KiB
C#
114 lines
4.7 KiB
C#
using NUnit.Framework;
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using ProjectM.Simulation;
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using Unity.Mathematics;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Pure-function tests for <see cref="BaseGridMath"/> (no ECS world), mirroring PlayerSpawnRingTests.
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/// Pins the locked M5 home-base grid coordinate space: planar 32x32, CellSize 1.0, corner-origin,
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/// center-returning, half-open cell bounds, floor-based world->cell. M6 placement builds on this.
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/// </summary>
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public class BaseGridMathTests
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{
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const float Eps = 1e-4f;
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// Locked config: center at (0,1,0); 32x32 cells of 1.0u => origin corner at (-16,1,-16).
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static BaseAnchor MakeAnchor()
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{
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var dims = new int2(32, 32);
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float cell = 1f;
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var anchorPos = new float3(0f, 1f, 0f);
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var gridOrigin = new float3(
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anchorPos.x - dims.x * cell * 0.5f,
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anchorPos.y,
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anchorPos.z - dims.y * cell * 0.5f);
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return new BaseAnchor { AnchorPos = anchorPos, GridOrigin = gridOrigin, CellSize = cell, GridDims = dims };
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}
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[Test]
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public void CellToWorld_Returns_Cell_Centers()
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{
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var a = MakeAnchor();
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AssertXz(BaseGridMath.CellToWorld(a, new int2(0, 0)), -15.5f, -15.5f);
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AssertXz(BaseGridMath.CellToWorld(a, new int2(31, 31)), 15.5f, 15.5f);
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AssertXz(BaseGridMath.CellToWorld(a, new int2(16, 16)), 0.5f, 0.5f);
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// Centers stay on the base plane.
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Assert.AreEqual(1f, BaseGridMath.CellToWorld(a, new int2(5, 9)).y, Eps);
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}
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[Test]
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public void RoundTrip_CellToWorld_Then_WorldToCell()
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{
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var a = MakeAnchor();
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AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(0, 0))), 0, 0);
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AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(31, 31))), 31, 31);
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AssertCell(BaseGridMath.WorldToCell(a, BaseGridMath.CellToWorld(a, new int2(16, 16))), 16, 16);
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}
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[Test]
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public void WorldToCell_Uses_Floor_Not_Truncation()
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{
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var a = MakeAnchor();
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// local x = worldX + 16, then floor. z = 0 -> cell.y = 16.
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Assert.AreEqual(0, BaseGridMath.WorldToCell(a, new float3(-15.6f, 1f, 0f)).x);
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Assert.AreEqual(-1, BaseGridMath.WorldToCell(a, new float3(-16.4f, 1f, 0f)).x);
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// A point exactly on a cell's lower edge belongs to the higher cell (half-open).
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Assert.AreEqual(1, BaseGridMath.WorldToCell(a, new float3(-15.0f, 1f, 0f)).x);
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Assert.AreEqual(16, BaseGridMath.WorldToCell(a, new float3(-15.6f, 1f, 0f)).y);
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}
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[Test]
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public void IsCellInPlot_Is_HalfOpen()
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{
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var a = MakeAnchor();
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Assert.IsTrue(BaseGridMath.IsCellInPlot(a, new int2(0, 0)));
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Assert.IsTrue(BaseGridMath.IsCellInPlot(a, new int2(31, 31)));
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Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(-1, 0)));
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Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(0, 32)));
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Assert.IsFalse(BaseGridMath.IsCellInPlot(a, new int2(32, 32)));
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}
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[Test]
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public void IsPointInPlot_Bounds()
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{
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var a = MakeAnchor();
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Assert.IsTrue(BaseGridMath.IsPointInPlot(a, a.AnchorPos)); // center
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Assert.IsTrue(BaseGridMath.IsPointInPlot(a, new float3(-16f, 1f, 0f))); // lower corner edge -> cell 0
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Assert.IsTrue(BaseGridMath.IsPointInPlot(a, new float3(15.9f, 1f, 15.9f))); // cell (31,31)
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Assert.IsFalse(BaseGridMath.IsPointInPlot(a, new float3(-16.1f, 1f, 0f))); // cell (-1,*) out
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Assert.IsFalse(BaseGridMath.IsPointInPlot(a, new float3(16f, 1f, 0f))); // far edge -> cell 32 out
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}
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[Test]
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public void ClampCell_Bounds_To_Plot()
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{
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var a = MakeAnchor();
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AssertCell(BaseGridMath.ClampCell(a, new int2(-5, 99)), 0, 31);
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AssertCell(BaseGridMath.ClampCell(a, new int2(10, 10)), 10, 10);
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}
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[Test]
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public void PlotCenter_Equals_AnchorPos()
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{
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var a = MakeAnchor();
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var c = BaseGridMath.PlotCenter(a);
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Assert.AreEqual(a.AnchorPos.x, c.x, Eps);
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Assert.AreEqual(a.AnchorPos.y, c.y, Eps);
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Assert.AreEqual(a.AnchorPos.z, c.z, Eps);
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}
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static void AssertXz(float3 p, float x, float z)
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{
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Assert.AreEqual(x, p.x, Eps);
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Assert.AreEqual(z, p.z, Eps);
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}
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static void AssertCell(int2 c, int x, int y)
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{
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Assert.AreEqual(x, c.x);
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Assert.AreEqual(y, c.y);
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}
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}
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}
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