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diff --git a/src/unittest/test_voxelalgorithms.cpp b/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"
+
+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);
+};
+
+static TestVoxelAlgorithms g_test_instance;
+
+void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
+{
+ INodeDefManager *ndef = gamedef->getNodeDefManager();
+
+ TEST(testPropogateSunlight, ndef);
+ TEST(testClearLightAndCollectSources, 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(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(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(CONTENT_STONE));
+ v.setNodeNoRef(v3s16(1,1,1), MapNode(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);
+ }
+}