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Add meshgen tests
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@ -44,6 +44,7 @@ set (UNITTEST_SRCS
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set (UNITTEST_CLIENT_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/mesh_compare.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_clientactiveobjectmgr.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_content_mapblock.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_eventmanager.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_gameui.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/test_mesh_compare.cpp
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268
src/unittest/test_content_mapblock.cpp
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268
src/unittest/test_content_mapblock.cpp
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/*
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Minetest
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Copyright (C) 2023 Vitaliy Lobachevskiy
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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 <algorithm>
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#include <numeric>
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#include "gamedef.h"
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#include "dummygamedef.h"
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#include "client/content_mapblock.h"
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#include "client/mapblock_mesh.h"
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#include "client/meshgen/collector.h"
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#include "mesh_compare.h"
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#include "util/directiontables.h"
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namespace {
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class MockGameDef : public DummyGameDef {
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public:
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IWritableItemDefManager *item_mgr() noexcept {
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return static_cast<IWritableItemDefManager *>(m_itemdef);
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}
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NodeDefManager *node_mgr() noexcept {
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return const_cast<NodeDefManager *>(m_nodedef);
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}
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content_t registerNode(ItemDefinition itemdef, ContentFeatures nodedef) {
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item_mgr()->registerItem(itemdef);
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return node_mgr()->set(nodedef.name, nodedef);
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}
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void finalize() {
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node_mgr()->resolveCrossrefs();
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}
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MeshMakeData makeSingleNodeMMD(bool smooth_lighting = true, bool for_shaders = true)
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{
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MeshMakeData data{ndef(), 1, for_shaders};
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data.setSmoothLighting(smooth_lighting);
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data.m_blockpos = {0, 0, 0};
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for (s16 x = -1; x <= 1; x++)
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for (s16 y = -1; y <= 1; y++)
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for (s16 z = -1; z <= 1; z++)
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data.m_vmanip.setNode({x, y, z}, {CONTENT_AIR, 0, 0});
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return data;
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}
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content_t addSimpleNode(std::string name, u32 texture)
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{
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ItemDefinition itemdef;
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itemdef.type = ITEM_NODE;
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itemdef.name = "test:" + name;
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itemdef.description = name;
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ContentFeatures f;
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f.name = itemdef.name;
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f.drawtype = NDT_NORMAL;
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f.solidness = 2;
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f.alpha = ALPHAMODE_OPAQUE;
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for (TileDef &tiledef : f.tiledef)
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tiledef.name = name + ".png";
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for (TileSpec &tile : f.tiles)
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tile.layers[0].texture_id = texture;
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return registerNode(itemdef, f);
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}
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content_t addLiquidSource(std::string name, u32 texture)
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{
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ItemDefinition itemdef;
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itemdef.type = ITEM_NODE;
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itemdef.name = "test:" + name + "_source";
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itemdef.description = name;
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ContentFeatures f;
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f.name = itemdef.name;
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f.drawtype = NDT_LIQUID;
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f.solidness = 1;
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f.alpha = ALPHAMODE_BLEND;
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f.light_propagates = true;
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f.param_type = CPT_LIGHT;
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f.liquid_type = LIQUID_SOURCE;
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f.liquid_viscosity = 4;
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f.groups["liquids"] = 3;
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f.liquid_alternative_source = "test:" + name + "_source";
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f.liquid_alternative_flowing = "test:" + name + "_flowing";
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for (TileDef &tiledef : f.tiledef)
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tiledef.name = name + ".png";
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for (TileSpec &tile : f.tiles)
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tile.layers[0].texture_id = texture;
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return registerNode(itemdef, f);
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}
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content_t addLiquidFlowing(std::string name, u32 texture_top, u32 texture_side)
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{
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ItemDefinition itemdef;
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itemdef.type = ITEM_NODE;
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itemdef.name = "test:" + name + "_flowing";
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itemdef.description = name;
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ContentFeatures f;
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f.name = itemdef.name;
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f.drawtype = NDT_FLOWINGLIQUID;
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f.solidness = 0;
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f.alpha = ALPHAMODE_BLEND;
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f.light_propagates = true;
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f.param_type = CPT_LIGHT;
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f.liquid_type = LIQUID_FLOWING;
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f.liquid_viscosity = 4;
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f.groups["liquids"] = 3;
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f.liquid_alternative_source = "test:" + name + "_source";
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f.liquid_alternative_flowing = "test:" + name + "_flowing";
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f.tiledef_special[0].name = name + "_top.png";
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f.tiledef_special[1].name = name + "_side.png";
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f.special_tiles[0].layers[0].texture_id = texture_top;
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f.special_tiles[1].layers[0].texture_id = texture_side;
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return registerNode(itemdef, f);
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}
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};
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void set_light_decode_table()
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{
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u8 table[LIGHT_SUN + 1] = {
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0x00, 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77,
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0x88, 0x99, 0xAA, 0xBB, 0xCC, 0xDD, 0xEE, 0xFF,
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};
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memcpy(const_cast<u8 *>(light_decode_table), table, sizeof(table));
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}
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class TestMapblockMeshGenerator : public TestBase {
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public:
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TestMapblockMeshGenerator() { TestManager::registerTestModule(this); }
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const char *getName() override { return "TestMapblockMeshGenerator"; }
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void runTests(IGameDef *gamedef) override;
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void testSimpleNode();
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void testSurroundedNode();
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void testInterliquidSame();
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void testInterliquidDifferent();
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};
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static TestMapblockMeshGenerator g_test_instance;
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void TestMapblockMeshGenerator::runTests(IGameDef *gamedef)
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{
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set_light_decode_table();
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TEST(testSimpleNode);
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TEST(testSurroundedNode);
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TEST(testInterliquidSame);
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TEST(testInterliquidDifferent);
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}
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namespace quad {
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constexpr float h = BS / 2.0f;
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const Quad zp{{{{-h, -h, h}, {0, 0, 1}, 0, {1, 1}}, {{h, -h, h}, {0, 0, 1}, 0, {0, 1}}, {{h, h, h}, {0, 0, 1}, 0, {0, 0}}, {{-h, h, h}, {0, 0, 1}, 0, {1, 0}}}};
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const Quad yp{{{{-h, h, -h}, {0, 1, 0}, 0, {0, 1}}, {{-h, h, h}, {0, 1, 0}, 0, {0, 0}}, {{h, h, h}, {0, 1, 0}, 0, {1, 0}}, {{h, h, -h}, {0, 1, 0}, 0, {1, 1}}}};
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const Quad xp{{{{h, -h, -h}, {1, 0, 0}, 0, {0, 1}}, {{h, h, -h}, {1, 0, 0}, 0, {0, 0}}, {{h, h, h}, {1, 0, 0}, 0, {1, 0}}, {{h, -h, h}, {1, 0, 0}, 0, {1, 1}}}};
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const Quad zn{{{{-h, -h, -h}, {0, 0, -1}, 0, {0, 1}}, {{-h, h, -h}, {0, 0, -1}, 0, {0, 0}}, {{h, h, -h}, {0, 0, -1}, 0, {1, 0}}, {{h, -h, -h}, {0, 0, -1}, 0, {1, 1}}}};
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const Quad yn{{{{-h, -h, -h}, {0, -1, 0}, 0, {0, 0}}, {{h, -h, -h}, {0, -1, 0}, 0, {1, 0}}, {{h, -h, h}, {0, -1, 0}, 0, {1, 1}}, {{-h, -h, h}, {0, -1, 0}, 0, {0, 1}}}};
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const Quad xn{{{{-h, -h, -h}, {-1, 0, 0}, 0, {1, 1}}, {{-h, -h, h}, {-1, 0, 0}, 0, {0, 1}}, {{-h, h, h}, {-1, 0, 0}, 0, {0, 0}}, {{-h, h, -h}, {-1, 0, 0}, 0, {1, 0}}}};
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}
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void TestMapblockMeshGenerator::testSimpleNode()
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{
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MockGameDef gamedef;
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content_t stone = gamedef.addSimpleNode("stone", 42);
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gamedef.finalize();
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MeshMakeData data = gamedef.makeSingleNodeMMD();
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data.m_vmanip.setNode({0, 0, 0}, {stone, 0, 0});
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MeshCollector col{{}};
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MapblockMeshGenerator mg{&data, &col, nullptr};
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mg.generate();
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UASSERTEQ(std::size_t, col.prebuffers[0].size(), 1);
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UASSERTEQ(std::size_t, col.prebuffers[1].size(), 0);
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auto &&buf = col.prebuffers[0][0];
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UASSERTEQ(u32, buf.layer.texture_id, 42);
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UASSERT(checkMeshEqual(buf.vertices, buf.indices, {quad::xn, quad::xp, quad::yn, quad::yp, quad::zn, quad::zp}));
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}
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void TestMapblockMeshGenerator::testSurroundedNode()
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{
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MockGameDef gamedef;
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content_t stone = gamedef.addSimpleNode("stone", 42);
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content_t wood = gamedef.addSimpleNode("wood", 13);
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gamedef.finalize();
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MeshMakeData data = gamedef.makeSingleNodeMMD();
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data.m_vmanip.setNode({0, 0, 0}, {stone, 0, 0});
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data.m_vmanip.setNode({1, 0, 0}, {wood, 0, 0});
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MeshCollector col{{}};
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MapblockMeshGenerator mg{&data, &col, nullptr};
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mg.generate();
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UASSERTEQ(std::size_t, col.prebuffers[0].size(), 1);
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UASSERTEQ(std::size_t, col.prebuffers[1].size(), 0);
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auto &&buf = col.prebuffers[0][0];
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UASSERTEQ(u32, buf.layer.texture_id, 42);
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UASSERT(checkMeshEqual(buf.vertices, buf.indices, {quad::xn, quad::yn, quad::yp, quad::zn, quad::zp}));
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}
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void TestMapblockMeshGenerator::testInterliquidSame()
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{
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MockGameDef gamedef;
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auto water = gamedef.addLiquidSource("water", 42);
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gamedef.finalize();
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MeshMakeData data = gamedef.makeSingleNodeMMD();
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data.m_vmanip.setNode({0, 0, 0}, {water, 0, 0});
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data.m_vmanip.setNode({1, 0, 0}, {water, 0, 0});
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MeshCollector col{{}};
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MapblockMeshGenerator mg{&data, &col, nullptr};
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mg.generate();
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UASSERTEQ(std::size_t, col.prebuffers[0].size(), 1);
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UASSERTEQ(std::size_t, col.prebuffers[1].size(), 0);
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auto &&buf = col.prebuffers[0][0];
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UASSERTEQ(u32, buf.layer.texture_id, 42);
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UASSERT(checkMeshEqual(buf.vertices, buf.indices, {quad::xn, quad::yn, quad::yp, quad::zn, quad::zp}));
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}
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void TestMapblockMeshGenerator::testInterliquidDifferent()
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{
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MockGameDef gamedef;
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auto water = gamedef.addLiquidSource("water", 42);
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auto lava = gamedef.addLiquidSource("lava", 13);
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gamedef.finalize();
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MeshMakeData data = gamedef.makeSingleNodeMMD();
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data.m_vmanip.setNode({0, 0, 0}, {water, 0, 0});
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data.m_vmanip.setNode({0, 0, 1}, {lava, 0, 0});
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MeshCollector col{{}};
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MapblockMeshGenerator mg{&data, &col, nullptr};
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mg.generate();
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UASSERTEQ(std::size_t, col.prebuffers[0].size(), 1);
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UASSERTEQ(std::size_t, col.prebuffers[1].size(), 0);
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auto &&buf = col.prebuffers[0][0];
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UASSERTEQ(u32, buf.layer.texture_id, 42);
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UASSERT(checkMeshEqual(buf.vertices, buf.indices, {quad::xn, quad::xp, quad::yn, quad::yp, quad::zn, quad::zp}));
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}
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}
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