forked from Mirrorlandia_minetest/minetest
8b73743baa
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).
172 lines
5.6 KiB
C++
172 lines
5.6 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "test.h"
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#include "gamedef.h"
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#include "voxelalgorithms.h"
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#include "util/numeric.h"
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#include "dummymap.h"
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#include "nodedef.h"
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class TestVoxelAlgorithms : public TestBase {
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public:
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TestVoxelAlgorithms() { TestManager::registerTestModule(this); }
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const char *getName() { return "TestVoxelAlgorithms"; }
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void runTests(IGameDef *gamedef);
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void testVoxelLineIterator();
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void testLighting(IGameDef *gamedef);
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};
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static TestVoxelAlgorithms g_test_instance;
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void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
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{
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TEST(testVoxelLineIterator);
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TEST(testLighting, gamedef);
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}
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////////////////////////////////////////////////////////////////////////////////
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void TestVoxelAlgorithms::testVoxelLineIterator()
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{
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// Test some lines
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// Do not test lines that start or end on the border of
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// two voxels as rounding errors can make the test fail!
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std::vector<core::line3d<f32> > lines;
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for (f32 x = -9.1; x < 9; x += 3.124) {
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for (f32 y = -9.2; y < 9; y += 3.123) {
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for (f32 z = -9.3; z < 9; z += 3.122) {
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lines.emplace_back(-x, -y, -z, x, y, z);
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}
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}
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}
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lines.emplace_back(0, 0, 0, 0, 0, 0);
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// Test every line
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std::vector<core::line3d<f32> >::iterator it = lines.begin();
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for (; it < lines.end(); it++) {
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core::line3d<f32> l = *it;
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// Initialize test
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voxalgo::VoxelLineIterator iterator(l.start, l.getVector());
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//Test the first voxel
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v3s16 start_voxel = floatToInt(l.start, 1);
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UASSERT(iterator.m_current_node_pos == start_voxel);
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// Values for testing
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v3s16 end_voxel = floatToInt(l.end, 1);
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v3s16 voxel_vector = end_voxel - start_voxel;
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int nodecount = abs(voxel_vector.X) + abs(voxel_vector.Y)
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+ abs(voxel_vector.Z);
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int actual_nodecount = 0;
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v3s16 old_voxel = iterator.m_current_node_pos;
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while (iterator.hasNext()) {
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iterator.next();
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actual_nodecount++;
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v3s16 new_voxel = iterator.m_current_node_pos;
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// This must be a neighbor of the old voxel
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UASSERTEQ(f32, (new_voxel - old_voxel).getLengthSQ(), 1);
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// The line must intersect with the voxel
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v3f voxel_center = intToFloat(iterator.m_current_node_pos, 1);
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aabb3f box(voxel_center - v3f(0.5, 0.5, 0.5),
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voxel_center + v3f(0.5, 0.5, 0.5));
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UASSERT(box.intersectsWithLine(l));
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// Update old voxel
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old_voxel = new_voxel;
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}
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// Test last node
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UASSERT(iterator.m_current_node_pos == end_voxel);
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// Test node count
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UASSERTEQ(int, actual_nodecount, nodecount);
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}
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}
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void TestVoxelAlgorithms::testLighting(IGameDef *gamedef)
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{
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v3s16 pmin(-32, -32, -32);
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v3s16 pmax(31, 31, 31);
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v3s16 bpmin = getNodeBlockPos(pmin), bpmax = getNodeBlockPos(pmax);
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DummyMap map(gamedef, bpmin, bpmax);
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// Make a 21x21x21 hollow box centered at the origin.
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{
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std::map<v3s16, MapBlock*> modified_blocks;
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MMVManip vm(&map);
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vm.initialEmerge(bpmin, bpmax, false);
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s32 volume = vm.m_area.getVolume();
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for (s32 i = 0; i < volume; i++)
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vm.m_data[i] = MapNode(CONTENT_AIR);
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for (s16 z = -10; z <= 10; z++)
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for (s16 y = -10; y <= 10; y++)
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for (s16 x = -10; x <= 10; x++)
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vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(t_CONTENT_STONE));
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for (s16 z = -9; z <= 9; z++)
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for (s16 y = -9; y <= 9; y++)
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for (s16 x = -9; x <= 9; x++)
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vm.setNodeNoEmerge(v3s16(x, y, z), MapNode(CONTENT_AIR));
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voxalgo::blit_back_with_light(&map, &vm, &modified_blocks);
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}
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// Place two holes on the edges a torch in the center.
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{
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std::map<v3s16, MapBlock*> modified_blocks;
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map.addNodeAndUpdate(v3s16(-10, 0, 0), MapNode(CONTENT_AIR), modified_blocks);
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map.addNodeAndUpdate(v3s16(9, 10, -9), MapNode(t_CONTENT_WATER), modified_blocks);
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map.addNodeAndUpdate(v3s16(0, 0, 0), MapNode(t_CONTENT_TORCH), modified_blocks);
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map.addNodeAndUpdate(v3s16(-10, 1, 0), MapNode(t_CONTENT_STONE, 153), modified_blocks);
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}
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const NodeDefManager *ndef = gamedef->ndef();
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{
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MapNode n = map.getNode(v3s16(9, 9, -9));
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UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 0);
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UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 13);
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}
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{
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MapNode n = map.getNode(v3s16(0, 1, 0));
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UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 12);
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UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 12);
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}
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{
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MapNode n = map.getNode(v3s16(-9, -1, 0));
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UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 3);
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UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 12);
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}
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{
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MapNode n = map.getNode(v3s16(-10, 0, 0));
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UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 3);
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UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 14);
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}
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{
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MapNode n = map.getNode(v3s16(-11, 0, 0));
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UASSERTEQ(int, n.getLight(LIGHTBANK_NIGHT, ndef->getLightingFlags(n)), 2);
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UASSERTEQ(int, n.getLight(LIGHTBANK_DAY, ndef->getLightingFlags(n)), 15);
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}
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{
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// Test that irrelevant param1 values are not clobbered.
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MapNode n = map.getNode(v3s16(-10, 1, 0));
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UASSERTEQ(int, n.getParam1(), 153);
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}
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}
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