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The cause for the test failure is an edge case bug in the raycast implementation (perfectly diagonal raycasts). This is fixed by switching to a continuous random distribution which makes it extremely unlikely that the buggy edge case occurs. Additionally, devtest unit test failures now print their random seed to be easier to reproduce in the future.
104 lines
3.2 KiB
Lua
104 lines
3.2 KiB
Lua
local function raycast_with_pointabilities(start_pos, end_pos, pointabilities)
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local ray = core.raycast(start_pos, end_pos, nil, nil, pointabilities)
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for hit in ray do
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if hit.type == "node" then
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return hit.under
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end
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end
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return nil
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end
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local function test_raycast_pointabilities(player, pos1)
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local pos2 = pos1:offset(0, 0, 1)
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local pos3 = pos1:offset(0, 0, 2)
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local oldnode1 = core.get_node(pos1)
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local oldnode2 = core.get_node(pos2)
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local oldnode3 = core.get_node(pos3)
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core.swap_node(pos1, {name = "air"})
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core.swap_node(pos2, {name = "testnodes:not_pointable"})
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core.swap_node(pos3, {name = "testnodes:pointable"})
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local p = nil
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assert(raycast_with_pointabilities(pos1, pos3, p) == pos3)
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p = core.registered_items["testtools:blocked_pointing_staff"].pointabilities
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assert(raycast_with_pointabilities(pos1, pos3, p) == nil)
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p = core.registered_items["testtools:ultimate_pointing_staff"].pointabilities
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assert(raycast_with_pointabilities(pos1, pos3, p) == pos2)
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core.swap_node(pos1, oldnode1)
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core.swap_node(pos2, oldnode2)
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core.swap_node(pos3, oldnode3)
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end
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unittests.register("test_raycast_pointabilities", test_raycast_pointabilities, {map=true})
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local function test_raycast_noskip(_, pos)
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local function random_point_in_area(min, max)
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local extents = max - min
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local v = extents:multiply(vector.new(
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math.random(),
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math.random(),
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math.random()
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))
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return min + v
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end
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-- FIXME a variation of this unit test fails in an edge case.
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-- This is because Luanti does not handle perfectly diagonal raycasts correctly:
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-- Perfect diagonals collide with neither "outside" face and may thus "pierce" nodes.
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-- Enable the following code to reproduce:
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if 0 == 1 then
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pos = vector.new(6, 32, -3)
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math.randomseed(1596190898)
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function random_point_in_area(min, max)
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return min:combine(max, math.random)
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end
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end
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local function cuboid_minmax(extent)
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return pos:offset(-extent, -extent, -extent),
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pos:offset(extent, extent, extent)
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end
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-- Carve out a 3x3x3 dirt cuboid in a larger air cuboid
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local r = 8
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local min, max = cuboid_minmax(r + 1)
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local vm = core.get_voxel_manip(min, max)
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local old_data = vm:get_data()
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local data = vm:get_data()
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local emin, emax = vm:get_emerged_area()
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local va = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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for index in va:iterp(min, max) do
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data[index] = core.CONTENT_AIR
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end
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for index in va:iterp(cuboid_minmax(1)) do
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data[index] = core.get_content_id("basenodes:dirt")
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end
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vm:set_data(data)
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vm:write_to_map()
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-- Raycast many times from outside the cuboid
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for _ = 1, 100 do
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local ray_start
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repeat
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ray_start = random_point_in_area(cuboid_minmax(r))
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until not ray_start:in_area(cuboid_minmax(1.501))
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-- Pick a random position inside the dirt
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local ray_end = random_point_in_area(cuboid_minmax(1.499))
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-- The first pointed thing should have only air "in front" of it,
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-- or a dirt node got falsely skipped.
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local pt = core.raycast(ray_start, ray_end, false, false):next()
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if pt then
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assert(core.get_node(pt.above).name == "air")
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end
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end
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vm:set_data(old_data)
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vm:write_to_map()
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end
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unittests.register("test_raycast_noskip", test_raycast_noskip, {map = true, random = true})
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