Files
UnrealPrototyping/Tools/Terrain/internal/coast/coast_test.go
T
2026-09-25 17:02:24 +03:00

535 lines
20 KiB
Go

package coast
import (
"math"
"testing"
"salty/terrain/internal/field"
"salty/terrain/internal/manifest"
)
// The exact distance transform this pass is built on is tested in internal/dt, where it now lives.
// TestSignedDistanceIsMetresEitherWay checks the sign convention and the unit on a straight coast, where the
// answer is arithmetic. The cells asked about are named explicitly: the map's own border is forced to sea by
// the continent mask in a real run, and a test that read the border back would be measuring the boundary
// condition rather than the transform.
func TestSignedDistanceIsMetresEitherWay(t *testing.T) {
const w, h = 60, 20
const cellM = 8.0
sea := make([]bool, w*h)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
sea[y*w+x] = x < 30
}
}
g := Measure(sea, w, h, cellM)
y := h / 2
for _, c := range []struct {
x int
want float64
}{{29, -cellM}, {30, cellM}, {33, 4 * cellM}, {26, -4 * cellM}} {
if got := float64(g.Dist.Data[y*w+c.x]); math.Abs(got-c.want) > 1e-3 {
t.Errorf("x=%d: distance %.3f m, want %.3f m", c.x, got, c.want)
}
}
// The waterline is the sea side of the boundary, one column of it.
for _, i := range g.Waterline {
if x := int(i) % w; x != 29 {
t.Fatalf("waterline cell at x=%d, want 29", x)
}
}
if len(g.Waterline) != h {
t.Errorf("%d waterline cells, want %d", len(g.Waterline), h)
}
// A straight coast of h cells has h boundary edges.
if want := float64(h) * cellM; math.Abs(g.ShoreM-want) > 1e-6 {
t.Errorf("shoreline %.1f m, want %.1f m", g.ShoreM, want)
}
}
// coastFixture is a straight coast: sea to the left of x=split, a plateau at heightM to the right.
func coastFixture(w, h, split int, cellM, heightM float64) (*field.Field, []bool) {
f := field.New(w, h, cellM)
sea := make([]bool, w*h)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
i := y*w + x
if x < split {
sea[i] = true
f.Data[i] = 0 // held at sea level by the solve; the pass overwrites it
} else {
f.Data[i] = float32(heightM)
}
}
}
return f, sea
}
func testCfg() manifest.Coast {
c := manifest.Defaults().Pipeline.Coast
c.RoughnessM = 0 // the profile tests are about the profile, not about the noise on it
return c
}
// shelfOnlyCfg silences the surf, which silences the sediment with it: no cut means no supply, and no supply
// means the sea floor is the shelf profile and nothing else. Without this the two shelf tests are also testing
// the beach the deposition step builds over the top of it, which is a different question and has its own test.
func shelfOnlyCfg() manifest.Coast {
c := testCfg()
c.SurfReachM = 0
c.RiverM3PerKm2 = 0
return c
}
// TestShelfDeepensAwayFromTheShore is the sea floor's shape: monotone down from the waterline, through the
// break, to the abyssal floor, and never above sea level.
//
// The coast in this fixture stands 5 m above the water, so the shelf comes out at its widest — 3 km of shelf
// and 1.6 km of slope — and the map is made wide enough to hold both. That matters: on a narrower map the
// abyssal floor is simply never reached, which is correct behaviour and would read as a failed test.
func TestShelfDeepensAwayFromTheShore(t *testing.T) {
const w, h, split = 1000, 40, 600
const cellM = 8.0
cfg := shelfOnlyCfg()
f, sea := coastFixture(w, h, split, cellM, 5)
Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg})
y := h / 2
prev := 0.0
for x := split - 1; x >= 1; x-- {
z := float64(f.Data[y*w+x])
if z > 0 {
t.Fatalf("x=%d: sea floor at %.2f m, above sea level", x, z)
}
if x < split-1 && z > prev+1e-4 {
t.Fatalf("x=%d: sea floor rose from %.2f to %.2f m going offshore", x, prev, z)
}
prev = z
}
// Past the shelf and the slope together, 4.6 km out, is the abyssal floor.
if z := float64(f.Data[y*w+2]); math.Abs(z+180) > 1 {
t.Errorf("the far sea floor is at %.1f m, want -180 m", z)
}
// And the break is where it was asked for: just inside the shelf width, the depth is the break depth.
shelfCells := int(cfg.ShelfKm.Hi()*1000/cellM) - 2
if z := float64(f.Data[y*w+split-1-shelfCells]); math.Abs(z+30) > 2 {
t.Errorf("the shelf break is at %.1f m, want -30 m", z)
}
}
// TestShelfIsNarrowerOffAMountain is the one behaviour that makes the shelf width worth deriving rather than
// setting: the same manifest gives a wide shelf off a plain and a narrow one off a range.
func TestShelfIsNarrowerOffAMountain(t *testing.T) {
const w, h, split = 700, 60, 400
const cellM = 8.0
depthAt := func(backshoreM float64, x int) float64 {
f, sea := coastFixture(w, h, split, cellM, backshoreM)
in := Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: shelfOnlyCfg()}
Build(in)
return float64(f.Data[(h/2)*w+x])
}
// One kilometre offshore: on a plain coast that is still shelf, on a mountain coast it is past the break.
const probe = 400 - 125
plain := depthAt(20, probe)
mountain := depthAt(600, probe)
if !(mountain < plain-20) {
t.Errorf("1 km offshore: %.1f m off a 20 m coast, %.1f m off a 600 m coast; "+
"the mountain coast should be far deeper", plain, mountain)
}
}
// TestSurfCutsACliffNotARamp is the shape the surf is for. A ramp would satisfy "the land is lower near the
// water" just as well, and it is not what a coast looks like, so the test asks for both halves: a nearly flat
// platform at the water and a step at the back of it.
func TestSurfCutsACliffNotARamp(t *testing.T) {
const w, h, split = 700, 60, 400
const cellM, plateau = 8.0, 120.0
f, sea := coastFixture(w, h, split, cellM, plateau)
cfg := testCfg()
in := Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg}
Build(in)
y := h / 2
// The platform: the first five cells inland, 8 to 40 m from the water.
for x := split; x < split+5; x++ {
if z := float64(f.Data[y*w+x]); z > 8 {
t.Errorf("x=%d (%.0f m inland): %.1f m, want a platform near sea level",
x, float64(x-split+1)*cellM, z)
}
}
// The land beyond twice the reach is untouched.
far := split + int(2*cfg.SurfReachM/cellM)
if z := float64(f.Data[y*w+far]); math.Abs(z-plateau) > 1e-3 {
t.Errorf("%.0f m inland: %.1f m, want the plateau at %.0f m", 2*cfg.SurfReachM, z, plateau)
}
// The cliff: somewhere in the strip there is a step of at least a third of the plateau in one cell.
biggest := 0.0
for x := split; x < far; x++ {
if d := float64(f.Data[y*w+x+1] - f.Data[y*w+x]); d > biggest {
biggest = d
}
}
if biggest < plateau/3 {
t.Errorf("the biggest step in the surf strip is %.1f m over %.0f m; a %0.f m plateau should leave a "+
"cliff, not a ramp", biggest, cellM, plateau)
}
}
// bayFixture is a straight coast with a semicircular bay bitten out of it, which is the smallest shape that
// has both an exposed stretch and a sheltered one.
func bayFixture(w, h, split, radius int, cellM, heightM float64) (*field.Field, []bool) {
f, sea := coastFixture(w, h, split, cellM, heightM)
cx, cy := split, h/2
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
dx, dy := float64(x-cx), float64(y-cy)
if math.Hypot(dx, dy) < float64(radius) {
i := y*w + x
sea[i] = true
f.Data[i] = 0
}
}
}
return f, sea
}
// TestSedimentBudgetBalances is an accounting identity, and it is worth asserting because the deposition step
// is the only place in the generator where material is moved from one place to another rather than created or
// destroyed by a law. Everything cut, plus everything the rivers deliver, is either laid down or reported as
// unplaced; nothing evaporates.
func TestSedimentBudgetBalances(t *testing.T) {
const w, h, split = 400, 400, 250
const cellM = 8.0
f, sea := bayFixture(w, h, split, 90, cellM, 90)
res := Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: testCfg()})
s := res.Stats
in := s.CutM3 + s.RiverM3
out := s.LaidM3 + s.UnplacedM3
if in <= 0 {
t.Fatalf("the surf cut nothing: there is no budget to balance")
}
if rel := math.Abs(out-in) / in; rel > 0.02 {
t.Errorf("cut %.0f m3 + rivers %.0f m3 = %.0f, but laid %.0f + unplaced %.0f = %.0f (%.1f%% out)",
s.CutM3, s.RiverM3, in, s.LaidM3, s.UnplacedM3, out, rel*100)
}
if s.LaidM3 <= 0 {
t.Errorf("nothing was laid down at all; a bay should collect sediment")
}
}
// TestSedimentPrefersTheBay is the behaviour the fetch field exists to produce. Without it the surf would cut
// a headland and lay the debris straight back down on the headland, which is the one thing a coast never does.
func TestSedimentPrefersTheBay(t *testing.T) {
const w, h, split, radius = 400, 400, 250, 90
const cellM = 8.0
f, sea := bayFixture(w, h, split, radius, cellM, 90)
res := Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: testCfg()})
// Two windows of sea cells: the back of the bay, and open water the same distance offshore from the
// straight coast well clear of it.
var bay, open float64
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
i := y*w + x
if !sea[i] || res.Change.Data[i] <= 0 {
continue
}
inBay := math.Hypot(float64(x-split), float64(y-h/2)) < float64(radius)
farFromBay := math.Abs(float64(y-h/2)) > float64(radius)*1.6
if inBay {
bay += float64(res.Change.Data[i])
} else if farFromBay && x > split-40 {
open += float64(res.Change.Data[i])
}
}
}
if !(bay > open*2) {
t.Errorf("sediment laid: %.0f m in the bay against %.0f m on the open coast; "+
"shelter is not steering deposition", bay, open)
}
}
// TestBoxBlurIsMassPreservingAndSymmetric guards the drift kernel, which the deposition mass balance rests on.
// Support well inside the grid must come through with its total intact, and a single grain must spread to a
// kernel that is the same either side of where it started — that symmetry is what makes "what i gives j" equal
// "what j gives i", and it is what the zero padding is there to protect.
func TestBoxBlurIsMassPreservingAndSymmetric(t *testing.T) {
f := field.New(64, 64, 1)
seed := uint32(5)
var before float64
for y := 20; y < 44; y++ { // support clear of the border by more than the kernel
for x := 20; x < 44; x++ {
seed = seed*1664525 + 1013904223
f.Data[y*64+x] = float32(seed>>16&255) / 255
before += float64(f.Data[y*64+x])
}
}
out := boxBlur(f, 5, 3, false)
var after float64
for _, v := range out.Data {
after += float64(v)
}
if rel := math.Abs(after-before) / before; rel > 1e-4 {
t.Errorf("the kernel moved the total from %.4f to %.4f (%.4f%%)", before, after, rel*100)
}
one := field.New(64, 64, 1)
one.Data[32*64+32] = 1
k := boxBlur(one, 5, 3, false)
for d := 1; d <= 16; d++ {
l, r := k.Data[32*64+32-d], k.Data[32*64+32+d]
if math.Abs(float64(l-r)) > 1e-7 {
t.Fatalf("the kernel is not symmetric at offset %d: %g against %g", d, l, r)
}
}
}
// TestDisabledIsThePreCoastBehaviour keeps the escape hatch honest: --no-coast has to give the flat sea floor
// the generator had before this pass, not a half-applied version of it.
func TestDisabledIsThePreCoastBehaviour(t *testing.T) {
const w, h, split = 200, 40, 120
f, sea := coastFixture(w, h, split, 8, 100)
cfg := testCfg()
cfg.Enabled = false
Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg})
for i := range sea {
if sea[i] && math.Abs(float64(f.Data[i])+180) > 1e-3 {
t.Fatalf("cell %d: %.2f m, want a flat floor at -180 m", i, f.Data[i])
}
if !sea[i] && math.Abs(float64(f.Data[i])-100) > 1e-3 {
t.Fatalf("cell %d: land at %.2f m, want it untouched at 100 m", i, f.Data[i])
}
}
}
// --- the cylinder ------------------------------------------------------------------------------------
//
// A planet is measured once, whole, so every march, every ray and every running sum in this pass has to cross
// the seam. The twins below are the flat-grid tests' questions asked again on a cylinder, and the shape of
// each one is the same: build a world, build the *same* world rotated half a turn, and require the answer to
// follow the ground rather than the grid. A pass that stops at column zero passes every flat test there is.
// rotate shifts a grid half a turn in X. On a cylinder that is not a change to the world at all, so anything
// this pass measures has to come out rotated with it and not otherwise different.
func rotate(f *field.Field, sea []bool, by int) (*field.Field, []bool) {
w, h := f.W, f.H
g := field.New(w, h, f.CellM)
s := make([]bool, len(sea))
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
src := y*w + x
dst := y*w + (x+by)%w
g.Data[dst] = f.Data[src]
s[dst] = sea[src]
}
}
return g, s
}
// islandFixture is a round island on an otherwise open ocean, centred where the caller asks. Put the centre at
// x=0 and it straddles the seam.
func islandFixture(w, h, cx, cy, radius int, cellM, heightM float64) (*field.Field, []bool) {
f := field.New(w, h, cellM)
sea := make([]bool, w*h)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
i := y*w + x
dx := x - cx
if dx > w/2 {
dx -= w
} else if dx < -w/2 {
dx += w
}
dy := y - cy
if dx*dx+dy*dy <= radius*radius {
f.Data[i] = float32(heightM)
} else {
sea[i] = true
}
}
}
return f, sea
}
// The whole pass, twice, on the same island in two places. Everything it produces has to be the same world
// rotated - which is the one assertion that catches a march, a ray or a running sum stopping at the seam,
// because on a flat grid the two would differ and nobody would know which was right.
func TestTheWholePassIsRotationInvariantOnACylinder(t *testing.T) {
const w, h, r = 256, 96, 22
const cellM = 40.0
cfg := testCfg()
// Away from the seam.
a, aSea := islandFixture(w, h, w/2, h/2, r, cellM, 60)
ra := Build(Input{Height: a, Sea: aSea, SeaLevelM: 0, BreakM: 30, AbyssM: 180,
WrapX: true, Seed: 7, Cfg: cfg})
// The same island astride it, which is the same island.
b, bSea := islandFixture(w, h, 0, h/2, r, cellM, 60)
rb := Build(Input{Height: b, Sea: bSea, SeaLevelM: 0, BreakM: 30, AbyssM: 180,
WrapX: true, Seed: 7, Cfg: cfg})
want, _ := rotate(a, aSea, w/2) // a rotated to sit where b does
worst, at := 0.0, -1
for i := range want.Data {
if d := math.Abs(float64(want.Data[i] - b.Data[i])); d > worst {
worst, at = d, i
}
}
// Exactly zero when everything wraps, measured: the same island in two places is the same arithmetic in a
// different order, and the order happens not to matter here. The tolerance is set just under what each
// broken piece actually costs rather than at a comfortable round number - forcing the ray march flat gives
// 0.224 m, forcing the box blur flat gives 7.6e-5 m, and a tolerance loose enough to pass the second is a
// test that does not cover the running sums it claims to.
if worst > 2e-5 {
t.Errorf("the same island at the seam and away from it differ by %g m at cell %d (%d,%d); "+
"something in the pass stops at column zero", worst, at, at%w, at/w)
}
// And the accounting follows the ground too.
for _, c := range []struct {
name string
a, b float64
tolRel float64
}{
{"shoreline", ra.Stats.ShorelineKm, rb.Stats.ShorelineKm, 1e-9},
{"surf cut", ra.Stats.CutM3, rb.Stats.CutM3, 1e-3},
{"laid", ra.Stats.LaidM3, rb.Stats.LaidM3, 1e-3},
{"shelf share", ra.Stats.ShelfPctSea, rb.Stats.ShelfPctSea, 1e-6},
{"exposure p50", ra.Stats.ExposureP50, rb.Stats.ExposureP50, 1e-6},
} {
if c.a == 0 && c.b == 0 {
t.Errorf("%s is zero in both runs; this comparison measured nothing", c.name)
continue
}
if rel := math.Abs(c.a-c.b) / math.Max(math.Abs(c.a), 1e-12); rel > c.tolRel {
t.Errorf("%s: %.6g at the seam against %.6g away from it", c.name, c.b, c.a)
}
}
}
// The flat grid must not have changed. A cylinder is opt-in, and every template drawn before it existed was
// drawn against the old behaviour.
func TestAFlatGridIsUnchangedByTheCylinderOption(t *testing.T) {
const w, h, split = 200, 40, 120
f1, sea1 := coastFixture(w, h, split, 8, 5)
r1 := Build(Input{Height: f1, Sea: sea1, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: testCfg()})
// Land at both ends and water in the middle: on a flat grid the two coasts are unrelated, on a cylinder
// they are one landmass. The flat answer has to be the flat answer.
if r1.Geometry.WrapX {
t.Fatal("a caller that asked for nothing got a cylinder")
}
f2, sea2 := coastFixture(w, h, split, 8, 5)
r2 := Build(Input{Height: f2, Sea: sea2, SeaLevelM: 0, BreakM: 30, AbyssM: 180, WrapX: false,
Seed: 7, Cfg: testCfg()})
for i := range f1.Data {
if f1.Data[i] != f2.Data[i] {
t.Fatalf("cell %d differs between two flat runs", i)
}
}
_ = r2
}
// The drift kernel on a cylinder: still mass-preserving, still symmetric, and now symmetric *across the seam*
// as well. The deposition balance rests on K(i,j) = K(j,i), and a row pass that truncated at column zero
// would break it exactly where a coast crosses the meridian.
func TestBoxBlurWrapsWithoutLosingMass(t *testing.T) {
const w, h = 64, 64
f := field.New(w, h, 1)
// Support astride the seam, which on a flat grid would run off both ends.
var before float64
for y := 20; y < 44; y++ {
for _, x := range []int{w - 3, w - 2, w - 1, 0, 1, 2} {
f.Data[y*w+x] = 1
before++
}
}
out := boxBlur(f, 5, 3, true)
var after float64
for _, v := range out.Data {
after += float64(v)
}
if rel := math.Abs(after-before) / before; rel > 1e-4 {
t.Errorf("wrapping moved the total from %.4f to %.4f (%.4f%%)", before, after, rel*100)
}
// And the flat kernel would have lost some of it, which is what says this test measures the wrap.
flat := boxBlur(f, 5, 3, false)
var flatSum float64
for _, v := range flat.Data {
flatSum += float64(v)
}
if flatSum >= before*0.999 {
t.Error("the flat kernel kept everything too; move the support onto the seam")
}
one := field.New(w, h, 1)
one.Data[32*w+0] = 1 // a single grain exactly on the seam
k := boxBlur(one, 5, 3, true)
for d := 1; d <= 16; d++ {
l, r := k.Data[32*w+wrapCol(-d, w)], k.Data[32*w+wrapCol(d, w)]
if math.Abs(float64(l-r)) > 1e-7 {
t.Fatalf("the wrapped kernel is not symmetric at offset %d: %g against %g", d, l, r)
}
}
}
// A per-cell abyss is what lets a derived shelf meet a *painted* ocean floor. Without it the slope runs down
// to one global depth and steps to whatever the painting said, which on a planet whose sea classes carry
// 20, 120 and 512 m is a cliff at the shelf break in every strait.
func TestThePerCellAbyssIsWhereTheSlopeEnds(t *testing.T) {
// A tall coast, so the shelf comes out at its narrowest (600 m) and the 3.2 km of ocean has room for the
// 1.6 km of continental slope behind it. On a low coast the shelf is 3 km wide and the slope never
// finishes, which is correct behaviour and would read here as a failure.
const w, h, split = 700, 24, 400
const cellM = 8.0
f, sea := coastFixture(w, h, split, cellM, 400)
abyss := make([]float32, w*h)
for i := range abyss {
abyss[i] = 400 // deeper than the 180 m a global AbyssM would give
}
cfg := shelfOnlyCfg()
cfg.RoughnessM = 0
Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Abyss: abyss,
Seed: 7, Cfg: cfg})
// The far end of the ocean, well past shelf plus slope, has to be at the painted depth and not at AbyssM.
deepest := 0.0
for y := 0; y < h; y++ {
if d := -float64(f.Data[y*w+0]); d > deepest {
deepest = d
}
}
if math.Abs(deepest-400) > 1 {
t.Errorf("the sea floor bottoms out at %.1f m; the painted abyss is 400 m", deepest)
}
}
// The separable coverage has to be the field it replaced, exactly. It is an optimisation of a divisor, and an
// optimisation of a divisor that is only nearly right moves every smoothed value on the map.
func TestTheSeparableCoverageIsTheFieldItReplaced(t *testing.T) {
for _, wrapX := range []bool{false, true} {
for _, radius := range []int{1, 4, 11, 40, 97} { // including radii past the grid, where the coast pass really runs
for _, passes := range []int{1, 2, 3} {
const w, h = 37, 29
ones := field.New(w, h, 1)
ones.Fill(1)
want := boxBlur(ones, radius, passes, wrapX)
cx := boxCover(w, radius, passes, wrapX)
cy := boxCover(h, radius, passes, false)
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
got := cx[x] * cy[y]
if d := math.Abs(got - float64(want.Data[y*w+x])); d > 1e-6 {
t.Fatalf("wrap=%v r=%d p=%d at (%d,%d): %.8f against the blurred field's %.8f",
wrapX, radius, passes, x, y, got, want.Data[y*w+x])
}
}
}
}
}
}
}