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Add unit tests for isBlockInSight()
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@ -289,7 +289,7 @@ void RemoteClient::GetNextBlocks (
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FOV setting. The default of 72 degrees is fine.
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FOV setting. The default of 72 degrees is fine.
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Also retrieve a smaller view cone in the direction of the player's
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Also retrieve a smaller view cone in the direction of the player's
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movement.
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movement.
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(0.1 is about 4 degrees)
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(0.1 is about 5 degrees)
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*/
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*/
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f32 dist;
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f32 dist;
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if (!(isBlockInSight(p, camera_pos, camera_dir, camera_fov,
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if (!(isBlockInSight(p, camera_pos, camera_dir, camera_fov,
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@ -58,6 +58,7 @@ public:
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void testEulerConversion();
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void testEulerConversion();
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void testBase64();
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void testBase64();
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void testSanitizeDirName();
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void testSanitizeDirName();
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void testIsBlockInSight();
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};
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};
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static TestUtilities g_test_instance;
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static TestUtilities g_test_instance;
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@ -90,6 +91,7 @@ void TestUtilities::runTests(IGameDef *gamedef)
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TEST(testEulerConversion);
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TEST(testEulerConversion);
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TEST(testBase64);
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TEST(testBase64);
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TEST(testSanitizeDirName);
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TEST(testSanitizeDirName);
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TEST(testIsBlockInSight);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -636,3 +638,69 @@ void TestUtilities::testSanitizeDirName()
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UASSERT(sanitizeDirName("cOnIn$", "~") == "~cOnIn$");
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UASSERT(sanitizeDirName("cOnIn$", "~") == "~cOnIn$");
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UASSERT(sanitizeDirName(" cOnIn$ ", "~") == "_cOnIn$_");
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UASSERT(sanitizeDirName(" cOnIn$ ", "~") == "_cOnIn$_");
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}
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}
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template <typename F, typename C>
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C apply_all(const C &co, F functor)
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{
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C ret;
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for (auto it = co.begin(); it != co.end(); it++)
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ret.push_back(functor(*it));
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return ret;
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}
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#define cast_v3(T, other) T((other).X, (other).Y, (other).Z)
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void TestUtilities::testIsBlockInSight()
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{
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const std::vector<v3s16> testdata1 = {
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{0, 1 * (int)BS, 0}, // camera_pos
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{1, 0, 0}, // camera_dir
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{ 2, 0, 0},
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{-2, 0, 0},
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{0, 0, 3},
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{0, 0, -3},
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{0, 0, 0},
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{6, 0, 0}
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};
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auto test1 = [] (const std::vector<v3s16> &data) {
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float range = BS * MAP_BLOCKSIZE * 4;
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float fov = 72 * core::DEGTORAD;
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v3f cam_pos = cast_v3(v3f, data[0]), cam_dir = cast_v3(v3f, data[1]);
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UASSERT( isBlockInSight(data[2], cam_pos, cam_dir, fov, range));
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UASSERT(!isBlockInSight(data[3], cam_pos, cam_dir, fov, range));
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UASSERT(!isBlockInSight(data[4], cam_pos, cam_dir, fov, range));
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UASSERT(!isBlockInSight(data[5], cam_pos, cam_dir, fov, range));
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// camera block must be visible
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UASSERT(isBlockInSight(data[6], cam_pos, cam_dir, fov, range));
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// out of range is never visible
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UASSERT(!isBlockInSight(data[7], cam_pos, cam_dir, fov, range));
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};
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// XZ rotations
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for (int j = 0; j < 4; j++) {
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auto tmpdata = apply_all(testdata1, [&] (v3s16 v) -> v3s16 {
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v.rotateXZBy(j*90);
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return v;
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});
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test1(tmpdata);
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}
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// just two for XY
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for (int j = 0; j < 2; j++) {
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auto tmpdata = apply_all(testdata1, [&] (v3s16 v) -> v3s16 {
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v.rotateXYBy(90+j*180);
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return v;
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});
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test1(tmpdata);
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}
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{
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float range = BS * MAP_BLOCKSIZE * 2;
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float fov = 72 * core::DEGTORAD;
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v3f cam_pos(-(MAP_BLOCKSIZE - 1) * BS, 0, 0), cam_dir(1, 0, 0);
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// we're looking at X+ but are so close to block (-1,0,0) that it
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// should still be considered visible
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UASSERT(isBlockInSight({-1, 0, 0}, cam_pos, cam_dir, fov, range));
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}
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}
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