mirror of
https://github.com/orange-cpp/omath.git
synced 2026-04-18 18:43:27 +00:00
added more tests
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@@ -8,6 +8,29 @@
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using namespace omath;
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using namespace omath::pathfinding;
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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static NavigationMesh make_linear_chain(int length)
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{
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// 0 -> 1 -> 2 -> ... -> length-1 (directed)
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NavigationMesh nav;
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for (int i = 0; i < length; ++i)
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{
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const Vector3<float> v{static_cast<float>(i), 0.f, 0.f};
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if (i + 1 < length)
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nav.m_vertex_map[v] = {Vector3<float>{static_cast<float>(i + 1), 0.f, 0.f}};
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else
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nav.m_vertex_map[v] = {};
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}
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return nav;
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}
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// ---------------------------------------------------------------------------
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// Basic reachability
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// ---------------------------------------------------------------------------
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TEST(AStarExtra, TrivialNeighbor)
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{
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NavigationMesh nav;
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@@ -78,7 +101,7 @@ TEST(AStarExtra, LongerPathAvoidsBlock)
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constexpr Vector3<float> goal = idx(2, 1);
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const auto path = Astar::find_path(start, goal, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.front(), goal); // Astar convention: single-element or endpoint present
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EXPECT_EQ(path.front(), goal);
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}
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TEST(AstarTests, TrivialDirectNeighborPath)
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@@ -91,9 +114,6 @@ TEST(AstarTests, TrivialDirectNeighborPath)
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nav.m_vertex_map.emplace(v2, std::vector<Vector3<float>>{v1});
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const auto path = Astar::find_path(v1, v2, nav);
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// Current A* implementation returns the end vertex as the reconstructed
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// path (single-element) in the simple neighbor scenario. Assert that the
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// endpoint is present and reachable.
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ASSERT_EQ(path.size(), 1u);
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EXPECT_EQ(path.front(), v2);
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}
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@@ -133,4 +153,155 @@ TEST(unit_test_a_star, finding_right_path)
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mesh.m_vertex_map[{0.f, 2.f, 0.f}] = {{0.f, 3.f, 0.f}};
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mesh.m_vertex_map[{0.f, 3.f, 0.f}] = {};
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std::ignore = omath::pathfinding::Astar::find_path({}, {0.f, 3.f, 0.f}, mesh);
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}
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}
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// ---------------------------------------------------------------------------
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// Directed edges
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// ---------------------------------------------------------------------------
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TEST(AstarTests, DirectedEdge_ForwardPathExists)
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{
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// A -> B only; path from A to B should succeed
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NavigationMesh nav;
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constexpr Vector3<float> a{0.f, 0.f, 0.f};
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constexpr Vector3<float> b{1.f, 0.f, 0.f};
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nav.m_vertex_map[a] = {b};
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nav.m_vertex_map[b] = {}; // no edge back
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const auto path = Astar::find_path(a, b, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), b);
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}
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TEST(AstarTests, DirectedEdge_ReversePathMissing)
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{
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// A -> B only; path from B to A should fail
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NavigationMesh nav;
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constexpr Vector3<float> a{0.f, 0.f, 0.f};
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constexpr Vector3<float> b{1.f, 0.f, 0.f};
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nav.m_vertex_map[a] = {b};
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nav.m_vertex_map[b] = {};
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const auto path = Astar::find_path(b, a, nav);
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EXPECT_TRUE(path.empty());
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}
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// ---------------------------------------------------------------------------
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// Vertex snapping
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// ---------------------------------------------------------------------------
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TEST(AstarTests, OffMeshStart_SnapsToNearestVertex)
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{
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NavigationMesh nav;
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constexpr Vector3<float> v1{0.f, 0.f, 0.f};
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constexpr Vector3<float> v2{10.f, 0.f, 0.f};
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nav.m_vertex_map[v1] = {v2};
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nav.m_vertex_map[v2] = {v1};
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// Start is slightly off v1 but closer to it than to v2
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constexpr Vector3<float> off_start{0.1f, 0.f, 0.f};
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const auto path = Astar::find_path(off_start, v2, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), v2);
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}
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TEST(AstarTests, OffMeshEnd_SnapsToNearestVertex)
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{
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NavigationMesh nav;
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constexpr Vector3<float> v1{0.f, 0.f, 0.f};
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constexpr Vector3<float> v2{10.f, 0.f, 0.f};
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nav.m_vertex_map[v1] = {v2};
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nav.m_vertex_map[v2] = {v1};
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// Goal is slightly off v2 but closer to it than to v1
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constexpr Vector3<float> off_goal{9.9f, 0.f, 0.f};
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const auto path = Astar::find_path(v1, off_goal, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), v2);
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}
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// ---------------------------------------------------------------------------
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// Cycle handling
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// ---------------------------------------------------------------------------
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TEST(AstarTests, CyclicGraph_FindsPathWithoutLooping)
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{
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// Triangle: A <-> B <-> C <-> A
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NavigationMesh nav;
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constexpr Vector3<float> a{0.f, 0.f, 0.f};
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constexpr Vector3<float> b{1.f, 0.f, 0.f};
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constexpr Vector3<float> c{0.5f, 1.f, 0.f};
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nav.m_vertex_map[a] = {b, c};
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nav.m_vertex_map[b] = {a, c};
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nav.m_vertex_map[c] = {a, b};
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const auto path = Astar::find_path(a, c, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), c);
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}
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TEST(AstarTests, SelfLoopVertex_DoesNotBreakSearch)
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{
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// Vertex with itself as a neighbor
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NavigationMesh nav;
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constexpr Vector3<float> a{0.f, 0.f, 0.f};
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constexpr Vector3<float> b{1.f, 0.f, 0.f};
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nav.m_vertex_map[a] = {a, b}; // self-loop on a
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nav.m_vertex_map[b] = {a};
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const auto path = Astar::find_path(a, b, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), b);
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}
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// ---------------------------------------------------------------------------
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// Longer chains
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// ---------------------------------------------------------------------------
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TEST(AstarTests, LinearChain_ReachesEnd)
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{
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constexpr int kLength = 10;
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const NavigationMesh nav = make_linear_chain(kLength);
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const Vector3<float> start{0.f, 0.f, 0.f};
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const Vector3<float> goal{static_cast<float>(kLength - 1), 0.f, 0.f};
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const auto path = Astar::find_path(start, goal, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), goal);
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}
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TEST(AstarTests, LinearChain_MidpointReachable)
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{
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constexpr int kLength = 6;
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const NavigationMesh nav = make_linear_chain(kLength);
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const Vector3<float> start{0.f, 0.f, 0.f};
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const Vector3<float> mid{3.f, 0.f, 0.f};
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const auto path = Astar::find_path(start, mid, nav);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), mid);
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}
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// ---------------------------------------------------------------------------
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// Serialize -> pathfind integration
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// ---------------------------------------------------------------------------
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TEST(AstarTests, PathfindAfterSerializeDeserialize)
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{
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NavigationMesh nav;
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constexpr Vector3<float> a{0.f, 0.f, 0.f};
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constexpr Vector3<float> b{1.f, 0.f, 0.f};
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constexpr Vector3<float> c{2.f, 0.f, 0.f};
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nav.m_vertex_map[a] = {b};
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nav.m_vertex_map[b] = {a, c};
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nav.m_vertex_map[c] = {b};
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NavigationMesh nav2;
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nav2.deserialize(nav.serialize());
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const auto path = Astar::find_path(a, c, nav2);
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ASSERT_FALSE(path.empty());
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EXPECT_EQ(path.back(), c);
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}
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