Files
galaxy-game/client/world/hit_test.go
T
2026-03-07 19:28:22 +02:00

153 lines
4.0 KiB
Go

package world
import (
"image/color"
"testing"
"github.com/stretchr/testify/require"
)
func TestHitTest_ReturnsBestByPriorityAndAllHits(t *testing.T) {
t.Parallel()
w := NewWorld(10, 10)
// Build index once renderer state is initialized.
params := RenderParams{
ViewportWidthPx: 100,
ViewportHeightPx: 100,
MarginXPx: 0,
MarginYPx: 0,
CameraXWorldFp: 5 * SCALE,
CameraYWorldFp: 5 * SCALE,
CameraZoom: 1.0,
}
w.IndexOnViewportChange(params.ViewportWidthPx, params.ViewportHeightPx, params.CameraZoom)
// Add overlapping objects near center.
idLine, err := w.AddLine(4.5, 5.0, 5.5, 5.0, LineWithPriority(100))
require.NoError(t, err)
idCircle, err := w.AddCircle(5.0, 5.0, 1.0, CircleWithPriority(300))
require.NoError(t, err)
idPoint, err := w.AddPoint(5.0, 5.0, PointWithPriority(200))
require.NoError(t, err)
// Force index rebuild from last state (Add already does it, but keep explicit).
w.Reindex()
buf := make([]Hit, 0, 8)
hits, err := w.HitTest(buf, &params, 50, 50) // center of viewport
require.NoError(t, err)
// Should find all three, best first (priority desc).
require.Len(t, hits, 3)
require.Equal(t, idCircle, hits[0].ID)
require.Equal(t, idPoint, hits[1].ID)
require.Equal(t, idLine, hits[2].ID)
}
func TestHitTest_BufferTooSmall_KeepsBestHits(t *testing.T) {
t.Parallel()
w := NewWorld(10, 10)
params := RenderParams{
ViewportWidthPx: 100,
ViewportHeightPx: 100,
MarginXPx: 0,
MarginYPx: 0,
CameraXWorldFp: 5 * SCALE,
CameraYWorldFp: 5 * SCALE,
CameraZoom: 1.0,
}
w.IndexOnViewportChange(params.ViewportWidthPx, params.ViewportHeightPx, params.CameraZoom)
_, _ = w.AddLine(4.5, 5.0, 5.5, 5.0, LineWithPriority(100))
idCircle, _ := w.AddCircle(5.0, 5.0, 1.0, CircleWithPriority(300))
_, _ = w.AddPoint(5.0, 5.0, PointWithPriority(200))
w.Reindex()
// Only room for 1 hit => must keep the best (highest priority).
buf := make([]Hit, 0, 1)
hits, err := w.HitTest(buf, &params, 50, 50)
require.NoError(t, err)
require.Len(t, hits, 1)
require.Equal(t, idCircle, hits[0].ID)
}
func TestHitTest_NoWrap_ClampsCameraAndStillHits(t *testing.T) {
t.Parallel()
w := NewWorld(10, 10)
params := RenderParams{
ViewportWidthPx: 100,
ViewportHeightPx: 100,
MarginXPx: 25,
MarginYPx: 25,
CameraXWorldFp: -100000, // invalid camera, should be clamped
CameraYWorldFp: -100000,
CameraZoom: 1.0,
Options: &RenderOptions{DisableWrapScroll: true},
}
w.IndexOnViewportChange(params.ViewportWidthPx, params.ViewportHeightPx, params.CameraZoom)
_, err := w.AddPoint(0.0, 0.0, PointWithPriority(100))
require.NoError(t, err)
w.Reindex()
// Tap near top-left of viewport should still map to world and find the point.
buf := make([]Hit, 0, 8)
hits, err := w.HitTest(buf, &params, 0, 0)
require.NoError(t, err)
require.NotEmpty(t, hits)
}
func TestHitTest_CircleStrokeOnly_HitsNearRingNotCenter(t *testing.T) {
t.Parallel()
w := NewWorld(10, 10)
params := RenderParams{
ViewportWidthPx: 100,
ViewportHeightPx: 100,
MarginXPx: 0,
MarginYPx: 0,
CameraXWorldFp: 5 * SCALE,
CameraYWorldFp: 5 * SCALE,
CameraZoom: 1.0,
}
w.IndexOnViewportChange(params.ViewportWidthPx, params.ViewportHeightPx, params.CameraZoom)
// Stroke-only circle: FillColor alpha=0 => ring mode.
ov := StyleOverride{
FillColor: color.RGBA{A: 0},
StrokeColor: color.RGBA{A: 255},
}
strokeStyle := w.AddStyleCircle(ov)
_, err := w.AddCircle(5.0, 5.0, 2.0,
CircleWithStyleID(strokeStyle),
CircleWithPriority(100),
)
require.NoError(t, err)
w.Reindex()
buf := make([]Hit, 0, 8)
// Center must NOT hit.
hits, err := w.HitTest(buf, &params, 50, 50)
require.NoError(t, err)
require.Empty(t, hits)
// Near ring should hit. For small circles we use a minimum visible ring radius (3px).
// So tapping at +3px from center should be within ring+slop.
hits, err = w.HitTest(buf, &params, 50+3, 50)
require.NoError(t, err)
require.NotEmpty(t, hits)
require.Equal(t, KindCircle, hits[0].Kind)
}