minetest/src/unittest/test_voxelalgorithms.cpp
Desour 8b73743baa Reduce number of recursively included headers
This should improve compilation speed.

Things changed:
* Prefer forward-declarations in headers.
* Move header-includes out of headers if possible.
* Move some functions definitions out of headers.
* Put some member variables into unique_ptrs (see Client).
2023-04-27 18:50:33 +02:00

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5.6 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "test.h"
#include "gamedef.h"
#include "voxelalgorithms.h"
#include "util/numeric.h"
#include "dummymap.h"
#include "nodedef.h"
class TestVoxelAlgorithms : public TestBase {
public:
TestVoxelAlgorithms() { TestManager::registerTestModule(this); }
const char *getName() { return "TestVoxelAlgorithms"; }
void runTests(IGameDef *gamedef);
void testVoxelLineIterator();
void testLighting(IGameDef *gamedef);
};
static TestVoxelAlgorithms g_test_instance;
void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
{
TEST(testVoxelLineIterator);
TEST(testLighting, gamedef);
}
////////////////////////////////////////////////////////////////////////////////
void TestVoxelAlgorithms::testVoxelLineIterator()
{
// Test some lines
// Do not test lines that start or end on the border of
// two voxels as rounding errors can make the test fail!
std::vector<core::line3d<f32> > lines;
for (f32 x = -9.1; x < 9; x += 3.124) {
for (f32 y = -9.2; y < 9; y += 3.123) {
for (f32 z = -9.3; z < 9; z += 3.122) {
lines.emplace_back(-x, -y, -z, x, y, z);
}
}
}
lines.emplace_back(0, 0, 0, 0, 0, 0);
// Test every line
std::vector<core::line3d<f32> >::iterator it = lines.begin();
for (; it < lines.end(); it++) {
core::line3d<f32> l = *it;
// Initialize test
voxalgo::VoxelLineIterator iterator(l.start, l.getVector());
//Test the first voxel
v3s16 start_voxel = floatToInt(l.start, 1);
UASSERT(iterator.m_current_node_pos == start_voxel);
// Values for testing
v3s16 end_voxel = floatToInt(l.end, 1);
v3s16 voxel_vector = end_voxel - start_voxel;
int nodecount = abs(voxel_vector.X) + abs(voxel_vector.Y)
+ abs(voxel_vector.Z);
int actual_nodecount = 0;
v3s16 old_voxel = iterator.m_current_node_pos;
while (iterator.hasNext()) {
iterator.next();
actual_nodecount++;
v3s16 new_voxel = iterator.m_current_node_pos;
// This must be a neighbor of the old voxel
UASSERTEQ(f32, (new_voxel - old_voxel).getLengthSQ(), 1);
// The line must intersect with the voxel
v3f voxel_center = intToFloat(iterator.m_current_node_pos, 1);
aabb3f box(voxel_center - v3f(0.5, 0.5, 0.5),
voxel_center + v3f(0.5, 0.5, 0.5));
UASSERT(box.intersectsWithLine(l));
// Update old voxel
old_voxel = new_voxel;
}
// Test last node
UASSERT(iterator.m_current_node_pos == end_voxel);
// Test node count
UASSERTEQ(int, actual_nodecount, nodecount);
}
}
void TestVoxelAlgorithms::testLighting(IGameDef *gamedef)
{
v3s16 pmin(-32, -32, -32);
v3s16 pmax(31, 31, 31);
v3s16 bpmin = getNodeBlockPos(pmin), bpmax = getNodeBlockPos(pmax);
DummyMap map(gamedef, bpmin, bpmax);
// Make a 21x21x21 hollow box centered at the origin.
{
std::map<v3s16, MapBlock*> modified_blocks;
MMVManip vm(&map);
vm.initialEmerge(bpmin, bpmax, false);
s32 volume = vm.m_area.getVolume();
for (s32 i = 0; i < volume; i++)
vm.m_data[i] = MapNode(CONTENT_AIR);
for (s16 z = -10; z <= 10; z++)
for (s16 y = -10; y <= 10; y++)
for (s16 x = -10; x <= 10; x++)
vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(t_CONTENT_STONE));
for (s16 z = -9; z <= 9; z++)
for (s16 y = -9; y <= 9; y++)
for (s16 x = -9; x <= 9; x++)
vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(CONTENT_AIR));
voxalgo::blit_back_with_light(&map, &vm, &modified_blocks);
}
// Place two holes on the edges a torch in the center.
{
std::map<v3s16, MapBlock*> modified_blocks;
map.addNodeAndUpdate(v3s16(-10, 0, 0), MapNode(CONTENT_AIR), modified_blocks);
map.addNodeAndUpdate(v3s16(9, 10, -9), MapNode(t_CONTENT_WATER), modified_blocks);
map.addNodeAndUpdate(v3s16(0, 0, 0), MapNode(t_CONTENT_TORCH), modified_blocks);
map.addNodeAndUpdate(v3s16(-10, 1, 0), MapNode(t_CONTENT_STONE, 153), modified_blocks);
}
const NodeDefManager *ndef = gamedef->ndef();
{
MapNode n = map.getNode(v3s16(9, 9, -9));
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 0);
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 13);
}
{
MapNode n = map.getNode(v3s16(0, 1, 0));
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 12);
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 12);
}
{
MapNode n = map.getNode(v3s16(-9, -1, 0));
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 3);
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 12);
}
{
MapNode n = map.getNode(v3s16(-10, 0, 0));
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 3);
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 14);
}
{
MapNode n = map.getNode(v3s16(-11, 0, 0));
UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 2);
UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 15);
}
{
// Test that irrelevant param1 values are not clobbered.
MapNode n = map.getNode(v3s16(-10, 1, 0));
UASSERTEQ(int, n.getParam1(), 153);
}
}