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https://github.com/luanti-org/luanti.git
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Remove unused light updating code
Also remove the unit test that tests the removed algorithms.
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parent
cf0bcebc76
commit
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7 changed files with 0 additions and 709 deletions
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@ -30,8 +30,6 @@ public:
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void runTests(IGameDef *gamedef);
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void testPropogateSunlight(INodeDefManager *ndef);
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void testClearLightAndCollectSources(INodeDefManager *ndef);
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void testVoxelLineIterator(INodeDefManager *ndef);
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};
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@ -41,171 +39,11 @@ void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
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{
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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TEST(testPropogateSunlight, ndef);
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TEST(testClearLightAndCollectSources, ndef);
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TEST(testVoxelLineIterator, ndef);
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}
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////////////////////////////////////////////////////////////////////////////////
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void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef)
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{
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VoxelManipulator v;
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for (u16 z = 0; z < 3; z++)
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for (u16 y = 0; y < 3; y++)
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for (u16 x = 0; x < 3; x++) {
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v3s16 p(x,y,z);
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v.setNodeNoRef(p, MapNode(CONTENT_AIR));
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}
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VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
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== LIGHT_SUN);
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}
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v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
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== LIGHT_SUN);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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v.setNodeNoRef(v3s16(1,3,2), MapNode(t_CONTENT_STONE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef)
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== 0);
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}
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, 10, ndef);
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v.setNodeNoRef(v3s16(1,-1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
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v.setNodeNoRef(v3s16(1,-1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == false);
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}
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, false, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == false);
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}
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v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE));
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{
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std::set<v3s16> light_sources;
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voxalgo::setLight(v, a, 0, ndef);
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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v, a, true, light_sources, ndef);
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UASSERT(res.bottom_sunlight_valid == true);
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}
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}
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void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
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{
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VoxelManipulator v;
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for (u16 z = 0; z < 3; z++)
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for (u16 y = 0; y < 3; y++)
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for (u16 x = 0; x < 3; x++) {
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v3s16 p(x,y,z);
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v.setNode(p, MapNode(CONTENT_AIR));
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}
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VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
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v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
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v.setNodeNoRef(v3s16(1,1,1), MapNode(t_CONTENT_TORCH));
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{
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MapNode n(CONTENT_AIR);
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n.setLight(LIGHTBANK_DAY, 1, ndef);
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v.setNode(v3s16(1,1,2), n);
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}
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{
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std::set<v3s16> light_sources;
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std::map<v3s16, u8> unlight_from;
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voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY,
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ndef, light_sources, unlight_from);
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//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
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UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0);
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UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end());
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UASSERT(light_sources.size() == 1);
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UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end());
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UASSERT(unlight_from.size() == 1);
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}
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}
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void TestVoxelAlgorithms::testVoxelLineIterator(INodeDefManager *ndef)
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{
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// Test some lines
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