minetest/src/unittest/test_voxelalgorithms.cpp

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "test.h"
#include "gamedef.h"
#include "voxelalgorithms.h"
#include "util/numeric.h"
class TestVoxelAlgorithms : public TestBase {
public:
TestVoxelAlgorithms() { TestManager::registerTestModule(this); }
const char *getName() { return "TestVoxelAlgorithms"; }
void runTests(IGameDef *gamedef);
void testPropogateSunlight(INodeDefManager *ndef);
void testClearLightAndCollectSources(INodeDefManager *ndef);
void testVoxelLineIterator(INodeDefManager *ndef);
};
static TestVoxelAlgorithms g_test_instance;
void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
{
INodeDefManager *ndef = gamedef->getNodeDefManager();
TEST(testPropogateSunlight, ndef);
TEST(testClearLightAndCollectSources, ndef);
TEST(testVoxelLineIterator, ndef);
}
////////////////////////////////////////////////////////////////////////////////
void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef)
{
VoxelManipulator v;
for (u16 z = 0; z < 3; z++)
for (u16 y = 0; y < 3; y++)
for (u16 x = 0; x < 3; x++) {
v3s16 p(x,y,z);
v.setNodeNoRef(p, MapNode(CONTENT_AIR));
}
VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
== LIGHT_SUN);
}
v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
== LIGHT_SUN);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
v.setNodeNoRef(v3s16(1,3,2), MapNode(t_CONTENT_STONE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 10, ndef);
v.setNodeNoRef(v3s16(1,-1,2), n);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
v.setNodeNoRef(v3s16(1,-1,2), n);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == false);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == false);
}
v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
}
void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
{
VoxelManipulator v;
for (u16 z = 0; z < 3; z++)
for (u16 y = 0; y < 3; y++)
for (u16 x = 0; x < 3; x++) {
v3s16 p(x,y,z);
v.setNode(p, MapNode(CONTENT_AIR));
}
VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
v.setNodeNoRef(v3s16(1,1,1), MapNode(t_CONTENT_TORCH));
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 1, ndef);
v.setNode(v3s16(1,1,2), n);
}
{
std::set<v3s16> light_sources;
std::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY,
ndef, light_sources, unlight_from);
//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0);
UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end());
UASSERT(light_sources.size() == 1);
UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end());
UASSERT(unlight_from.size() == 1);
}
}
void TestVoxelAlgorithms::testVoxelLineIterator(INodeDefManager *ndef)
{
// Test some lines
// Do not test lines that start or end on the border of
// two voxels as rounding errors can make the test fail!
std::vector<core::line3d<f32> > lines;
for (f32 x = -9.1; x < 9; x += 3.124) {
for (f32 y = -9.2; y < 9; y += 3.123) {
for (f32 z = -9.3; z < 9; z += 3.122) {
lines.push_back(core::line3d<f32>(-x, -y, -z, x, y, z));
}
}
}
lines.push_back(core::line3d<f32>(0, 0, 0, 0, 0, 0));
// Test every line
std::vector<core::line3d<f32> >::iterator it = lines.begin();
for (; it < lines.end(); it++) {
core::line3d<f32> l = *it;
// Initialize test
voxalgo::VoxelLineIterator iterator(l.start, l.getVector());
//Test the first voxel
v3s16 start_voxel = floatToInt(l.start, 1);
UASSERT(iterator.m_current_node_pos == start_voxel);
// Values for testing
v3s16 end_voxel = floatToInt(l.end, 1);
v3s16 voxel_vector = end_voxel - start_voxel;
int nodecount = abs(voxel_vector.X) + abs(voxel_vector.Y)
+ abs(voxel_vector.Z);
int actual_nodecount = 0;
v3s16 old_voxel = iterator.m_current_node_pos;
while (iterator.hasNext()) {
iterator.next();
actual_nodecount++;
v3s16 new_voxel = iterator.m_current_node_pos;
// This must be a neighbor of the old voxel
UASSERTEQ(f32, (new_voxel - old_voxel).getLengthSQ(), 1);
// The line must intersect with the voxel
v3f voxel_center = intToFloat(iterator.m_current_node_pos, 1);
aabb3f box(voxel_center - v3f(0.5, 0.5, 0.5),
voxel_center + v3f(0.5, 0.5, 0.5));
UASSERT(box.intersectsWithLine(l));
// Update old voxel
old_voxel = new_voxel;
}
// Test last node
UASSERT(iterator.m_current_node_pos == end_voxel);
// Test node count
UASSERTEQ(int, actual_nodecount, nodecount);
}
}