mirror of
https://github.com/orange-cpp/omath.git
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* added constexpr * fix * improved stuff * added const * improvement * fix * fix * patch
136 lines
4.4 KiB
C++
136 lines
4.4 KiB
C++
// Extra unit tests for the project's A* implementation
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#include <array>
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#include <gtest/gtest.h>
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#include <omath/pathfinding/a_star.hpp>
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#include <omath/pathfinding/navigation_mesh.hpp>
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#include <utility>
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using namespace omath;
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using namespace omath::pathfinding;
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TEST(AStarExtra, TrivialNeighbor)
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{
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NavigationMesh nav;
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Vector3<float> v1{0.f, 0.f, 0.f};
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Vector3<float> v2{1.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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const auto path = Astar::find_path(v1, v2, nav);
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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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TEST(AStarExtra, StartEqualsGoal)
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{
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NavigationMesh nav;
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constexpr Vector3<float> v{1.f, 1.f, 0.f};
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nav.m_vertex_map[v] = {};
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const auto path = Astar::find_path(v, v, nav);
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ASSERT_EQ(path.size(), 1u);
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EXPECT_EQ(path.front(), v);
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}
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TEST(AStarExtra, BlockedNoPathBetweenTwoVertices)
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{
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NavigationMesh nav;
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constexpr Vector3<float> left{0.f, 0.f, 0.f};
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constexpr Vector3<float> right{2.f, 0.f, 0.f};
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// both vertices present but no connections
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nav.m_vertex_map[left] = {};
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nav.m_vertex_map[right] = {};
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const auto path = Astar::find_path(left, right, nav);
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// disconnected vertices -> empty result
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EXPECT_TRUE(path.empty());
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}
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TEST(AStarExtra, LongerPathAvoidsBlock)
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{
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NavigationMesh nav;
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// build 3x3 grid of vertices, block center (1,1)
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auto idx = [&](const int x, const int y)
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{ return Vector3<float>{static_cast<float>(x), static_cast<float>(y), 0.f}; };
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for (int y = 0; y < 3; ++y)
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{
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for (int x = 0; x < 3; ++x)
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{
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Vector3<float> v = idx(x, y);
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if (x == 1 && y == 1)
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continue; // center is omitted (blocked)
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std::vector<Vector3<float>> neigh;
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constexpr std::array<std::pair<int, int>, 4> offs{{{1, 0}, {-1, 0}, {0, 1}, {0, -1}}};
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for (auto [dx, dy] : offs)
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{
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const int nx = x + dx, ny = y + dy;
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if (nx < 0 || nx >= 3 || ny < 0 || ny >= 3)
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continue;
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if (nx == 1 && ny == 1)
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continue; // neighbor is the blocked center
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neigh.push_back(idx(nx, ny));
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}
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nav.m_vertex_map[v] = neigh;
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}
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}
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constexpr Vector3<float> start = idx(0, 1);
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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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}
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TEST(AstarTests, TrivialDirectNeighborPath)
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{
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NavigationMesh nav;
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// create two vertices directly connected
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Vector3<float> v1{0.f, 0.f, 0.f};
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Vector3<float> v2{1.f, 0.f, 0.f};
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nav.m_vertex_map.emplace(v1, std::vector<Vector3<float>>{v2});
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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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TEST(AstarTests, NoPathWhenDisconnected)
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{
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NavigationMesh nav;
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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 has only v1
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nav.m_vertex_map.emplace(v1, std::vector<Vector3<float>>{});
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const auto path = Astar::find_path(v1, v2, nav);
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// When the nav mesh contains only the start vertex, the closest
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// vertex for both start and end will be the same vertex. In that
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// case Astar returns a single-element path with the start vertex.
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ASSERT_EQ(path.size(), 1u);
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EXPECT_EQ(path.front(), v1);
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}
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TEST(AstarTests, EmptyNavReturnsNoPath)
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{
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const NavigationMesh nav;
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constexpr Vector3<float> v1{0.f, 0.f, 0.f};
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constexpr Vector3<float> v2{1.f, 0.f, 0.f};
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const auto path = Astar::find_path(v1, v2, nav);
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EXPECT_TRUE(path.empty());
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}
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TEST(unit_test_a_star, finding_right_path)
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{
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omath::pathfinding::NavigationMesh mesh;
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mesh.m_vertex_map[{0.f, 0.f, 0.f}] = {{0.f, 1.f, 0.f}};
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mesh.m_vertex_map[{0.f, 1.f, 0.f}] = {{0.f, 2.f, 0.f}};
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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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} |