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Fix inconsistent rounding in VoxelLineIterator::VoxelLineIterator (#14555)
floatToInt rounds 0.5 differently depending on sign.
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@ -49,31 +49,29 @@ void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
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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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std::vector<core::line3d<f32>> lines;
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for (f32 x = -9.1f; x < 9.0f; x += 3.124f)
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for (f32 y = -9.2f; y < 9.0f; y += 3.123f)
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for (f32 z = -9.3f; z < 9.0f; z += 3.122f) {
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lines.emplace_back(-x, -y, -z, x, y, z);
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}
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for (f32 x = -3.0f; x < 3.1f; x += 0.5f)
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for (f32 y = -3.0f; y < 3.1f; y += 0.5f)
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for (f32 z = -3.0f; z < 3.1f; z += 0.5f) {
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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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lines.emplace_back(0, 0, 0, 0, 0, 0);
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lines.emplace_back(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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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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for (auto l : lines) {
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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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v3s16 start_voxel = floatToInt(l.start, 1.0f);
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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 end_voxel = floatToInt(l.end, 1.0f);
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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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@ -88,8 +86,9 @@ void TestVoxelAlgorithms::testVoxelLineIterator()
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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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constexpr f32 eps = 1.0e-5f;
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aabb3f box(voxel_center - v3f(0.5f + eps),
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voxel_center + v3f(0.5f + eps));
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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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@ -1246,34 +1246,34 @@ VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_
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m_last_index = getIndex(floatToInt(start_position + line_vector, 1));
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if (m_line_vector.X > 0) {
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m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
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m_next_intersection_multi.X = (m_current_node_pos.X + 0.5f
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- m_start_position.X) / m_line_vector.X;
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m_intersection_multi_inc.X = 1 / m_line_vector.X;
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} else if (m_line_vector.X < 0) {
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m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
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- m_start_position.X + 0.5) / m_line_vector.X;
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m_next_intersection_multi.X = (m_current_node_pos.X - 0.5f
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- m_start_position.X) / m_line_vector.X;
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m_intersection_multi_inc.X = -1 / m_line_vector.X;
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m_step_directions.X = -1;
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}
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if (m_line_vector.Y > 0) {
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m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
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m_next_intersection_multi.Y = (m_current_node_pos.Y + 0.5f
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- m_start_position.Y) / m_line_vector.Y;
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m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
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} else if (m_line_vector.Y < 0) {
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m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
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- m_start_position.Y + 0.5) / m_line_vector.Y;
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m_next_intersection_multi.Y = (m_current_node_pos.Y - 0.5f
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- m_start_position.Y) / m_line_vector.Y;
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m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
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m_step_directions.Y = -1;
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}
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if (m_line_vector.Z > 0) {
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m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
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m_next_intersection_multi.Z = (m_current_node_pos.Z + 0.5f
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- m_start_position.Z) / m_line_vector.Z;
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m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
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} else if (m_line_vector.Z < 0) {
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m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
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- m_start_position.Z + 0.5) / m_line_vector.Z;
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m_next_intersection_multi.Z = (m_current_node_pos.Z - 0.5f
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- m_start_position.Z) / m_line_vector.Z;
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m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
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m_step_directions.Z = -1;
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}
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