godot/main/tests/test_astar.cpp
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00

377 lines
11 KiB
C++

/*************************************************************************/
/* test_astar.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_astar.h"
#include "core/math/a_star.h"
#include "core/math/math_funcs.h"
#include "core/os/os.h"
#include <math.h>
#include <stdio.h>
namespace TestAStar {
class ABCX : public AStar {
public:
enum { A,
B,
C,
X };
ABCX() {
add_point(A, Vector3(0, 0, 0));
add_point(B, Vector3(1, 0, 0));
add_point(C, Vector3(0, 1, 0));
add_point(X, Vector3(0, 0, 1));
connect_points(A, B);
connect_points(A, C);
connect_points(B, C);
connect_points(X, A);
}
// Disable heuristic completely
float _compute_cost(int p_from, int p_to) {
if (p_from == A && p_to == C) {
return 1000;
}
return 100;
}
};
bool test_abc() {
ABCX abcx;
Vector<int> path = abcx.get_id_path(ABCX::A, ABCX::C);
bool ok = path.size() == 3;
int i = 0;
ok = ok && path[i++] == ABCX::A;
ok = ok && path[i++] == ABCX::B;
ok = ok && path[i++] == ABCX::C;
return ok;
}
bool test_abcx() {
ABCX abcx;
Vector<int> path = abcx.get_id_path(ABCX::X, ABCX::C);
bool ok = path.size() == 4;
int i = 0;
ok = ok && path[i++] == ABCX::X;
ok = ok && path[i++] == ABCX::A;
ok = ok && path[i++] == ABCX::B;
ok = ok && path[i++] == ABCX::C;
return ok;
}
bool test_add_remove() {
AStar a;
bool ok = true;
// Manual tests
a.add_point(1, Vector3(0, 0, 0));
a.add_point(2, Vector3(0, 1, 0));
a.add_point(3, Vector3(1, 1, 0));
a.add_point(4, Vector3(2, 0, 0));
a.connect_points(1, 2, true);
a.connect_points(1, 3, true);
a.connect_points(1, 4, false);
ok = ok && (a.are_points_connected(2, 1) == true);
ok = ok && (a.are_points_connected(4, 1) == true);
ok = ok && (a.are_points_connected(2, 1, false) == true);
ok = ok && (a.are_points_connected(4, 1, false) == false);
a.disconnect_points(1, 2, true);
ok = ok && (a.get_point_connections(1).size() == 2); // 3, 4
ok = ok && (a.get_point_connections(2).size() == 0);
a.disconnect_points(4, 1, false);
ok = ok && (a.get_point_connections(1).size() == 2); // 3, 4
ok = ok && (a.get_point_connections(4).size() == 0);
a.disconnect_points(4, 1, true);
ok = ok && (a.get_point_connections(1).size() == 1); // 3
ok = ok && (a.get_point_connections(4).size() == 0);
a.connect_points(2, 3, false);
ok = ok && (a.get_point_connections(2).size() == 1); // 3
ok = ok && (a.get_point_connections(3).size() == 1); // 1
a.connect_points(2, 3, true);
ok = ok && (a.get_point_connections(2).size() == 1); // 3
ok = ok && (a.get_point_connections(3).size() == 2); // 1, 2
a.disconnect_points(2, 3, false);
ok = ok && (a.get_point_connections(2).size() == 0);
ok = ok && (a.get_point_connections(3).size() == 2); // 1, 2
a.connect_points(4, 3, true);
ok = ok && (a.get_point_connections(3).size() == 3); // 1, 2, 4
ok = ok && (a.get_point_connections(4).size() == 1); // 3
a.disconnect_points(3, 4, false);
ok = ok && (a.get_point_connections(3).size() == 2); // 1, 2
ok = ok && (a.get_point_connections(4).size() == 1); // 3
a.remove_point(3);
ok = ok && (a.get_point_connections(1).size() == 0);
ok = ok && (a.get_point_connections(2).size() == 0);
ok = ok && (a.get_point_connections(4).size() == 0);
a.add_point(0, Vector3(0, -1, 0));
a.add_point(3, Vector3(2, 1, 0));
// 0: (0, -1)
// 1: (0, 0)
// 2: (0, 1)
// 3: (2, 1)
// 4: (2, 0)
// Tests for get_closest_position_in_segment
a.connect_points(2, 3);
ok = ok && (a.get_closest_position_in_segment(Vector3(0.5, 0.5, 0)) == Vector3(0.5, 1, 0));
a.connect_points(3, 4);
a.connect_points(0, 3);
a.connect_points(1, 4);
a.disconnect_points(1, 4, false);
a.disconnect_points(4, 3, false);
a.disconnect_points(3, 4, false);
// Remaining edges: <2, 3>, <0, 3>, <1, 4> (directed)
ok = ok && (a.get_closest_position_in_segment(Vector3(2, 0.5, 0)) == Vector3(1.75, 0.75, 0));
ok = ok && (a.get_closest_position_in_segment(Vector3(-1, 0.2, 0)) == Vector3(0, 0, 0));
ok = ok && (a.get_closest_position_in_segment(Vector3(3, 2, 0)) == Vector3(2, 1, 0));
Math::seed(0);
// Random tests for connectivity checks
for (int i = 0; i < 20000; i++) {
int u = Math::rand() % 5;
int v = Math::rand() % 4;
if (u == v) v = 4;
if (Math::rand() % 2 == 1) {
// Add a (possibly existing) directed edge and confirm connectivity
a.connect_points(u, v, false);
ok = ok && (a.are_points_connected(u, v, false) == true);
} else {
// Remove a (possibly nonexistent) directed edge and confirm disconnectivity
a.disconnect_points(u, v, false);
ok = ok && (a.are_points_connected(u, v, false) == false);
}
}
// Random tests for point removal
for (int i = 0; i < 20000; i++) {
a.clear();
for (int j = 0; j < 5; j++)
a.add_point(j, Vector3(0, 0, 0));
// Add or remove random edges
for (int j = 0; j < 10; j++) {
int u = Math::rand() % 5;
int v = Math::rand() % 4;
if (u == v) v = 4;
if (Math::rand() % 2 == 1)
a.connect_points(u, v, false);
else
a.disconnect_points(u, v, false);
}
// Remove point 0
a.remove_point(0);
// White box: this will check all edges remaining in the segments set
for (int j = 1; j < 5; j++) {
ok = ok && (a.are_points_connected(0, j, true) == false);
}
}
// It's been great work, cheers \(^ ^)/
return ok;
}
bool test_solutions() {
// Random stress tests with Floyd-Warshall
const int N = 30;
Math::seed(0);
for (int test = 0; test < 1000; test++) {
AStar a;
Vector3 p[N];
bool adj[N][N] = { { false } };
// Assign initial coordinates
for (int u = 0; u < N; u++) {
p[u].x = Math::rand() % 100;
p[u].y = Math::rand() % 100;
p[u].z = Math::rand() % 100;
a.add_point(u, p[u]);
}
// Generate a random sequence of operations
for (int i = 0; i < 1000; i++) {
// Pick two different vertices
int u, v;
u = Math::rand() % N;
v = Math::rand() % (N - 1);
if (u == v) v = N - 1;
// Pick a random operation
int op = Math::rand();
switch (op % 9) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
// Add edge (u, v); possibly bidirectional
a.connect_points(u, v, op % 2);
adj[u][v] = true;
if (op % 2) adj[v][u] = true;
break;
case 6:
case 7:
// Remove edge (u, v); possibly bidirectional
a.disconnect_points(u, v, op % 2);
adj[u][v] = false;
if (op % 2) adj[v][u] = false;
break;
case 8:
// Remove point u and add it back; clears adjacent edges and changes coordinates
a.remove_point(u);
p[u].x = Math::rand() % 100;
p[u].y = Math::rand() % 100;
p[u].z = Math::rand() % 100;
a.add_point(u, p[u]);
for (v = 0; v < N; v++)
adj[u][v] = adj[v][u] = false;
break;
}
}
// Floyd-Warshall
float d[N][N];
for (int u = 0; u < N; u++)
for (int v = 0; v < N; v++)
d[u][v] = (u == v || adj[u][v]) ? p[u].distance_to(p[v]) : INFINITY;
for (int w = 0; w < N; w++)
for (int u = 0; u < N; u++)
for (int v = 0; v < N; v++)
if (d[u][v] > d[u][w] + d[w][v])
d[u][v] = d[u][w] + d[w][v];
// Display statistics
int count = 0;
for (int u = 0; u < N; u++)
for (int v = 0; v < N; v++)
if (adj[u][v]) count++;
printf("Test #%4d: %3d edges, ", test + 1, count);
count = 0;
for (int u = 0; u < N; u++)
for (int v = 0; v < N; v++)
if (!Math::is_inf(d[u][v])) count++;
printf("%3d/%d pairs of reachable points\n", count - N, N * (N - 1));
// Check A*'s output
bool match = true;
for (int u = 0; u < N; u++)
for (int v = 0; v < N; v++)
if (u != v) {
Vector<int> route = a.get_id_path(u, v);
if (!Math::is_inf(d[u][v])) {
// Reachable
if (route.size() == 0) {
printf("From %d to %d: A* did not find a path\n", u, v);
match = false;
goto exit;
}
float astar_dist = 0;
for (int i = 1; i < route.size(); i++) {
if (!adj[route[i - 1]][route[i]]) {
printf("From %d to %d: edge (%d, %d) does not exist\n",
u, v, route[i - 1], route[i]);
match = false;
goto exit;
}
astar_dist += p[route[i - 1]].distance_to(p[route[i]]);
}
if (!Math::is_equal_approx(astar_dist, d[u][v])) {
printf("From %d to %d: Floyd-Warshall gives %.6f, A* gives %.6f\n",
u, v, d[u][v], astar_dist);
match = false;
goto exit;
}
} else {
// Unreachable
if (route.size() > 0) {
printf("From %d to %d: A* somehow found a nonexistent path\n", u, v);
match = false;
goto exit;
}
}
}
exit:
if (!match) return false;
}
return true;
}
typedef bool (*TestFunc)(void);
TestFunc test_funcs[] = {
test_abc,
test_abcx,
test_add_remove,
test_solutions,
NULL
};
MainLoop *test() {
int count = 0;
int passed = 0;
while (true) {
if (!test_funcs[count])
break;
bool pass = test_funcs[count]();
if (pass)
passed++;
OS::get_singleton()->print("\t%s\n", pass ? "PASS" : "FAILED");
count++;
}
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Passed %i of %i tests\n", passed, count);
return NULL;
}
} // namespace TestAStar