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Remove unused light updating code

Also remove the unit test that tests the removed algorithms.
This commit is contained in:
Dániel Juhász 2018-02-04 04:16:45 +01:00 committed by Andrew Ward
parent cf0bcebc76
commit 735fc2a1f2
7 changed files with 0 additions and 709 deletions

View file

@ -30,8 +30,6 @@ public:
void runTests(IGameDef *gamedef);
void testPropogateSunlight(INodeDefManager *ndef);
void testClearLightAndCollectSources(INodeDefManager *ndef);
void testVoxelLineIterator(INodeDefManager *ndef);
};
@ -41,171 +39,11 @@ 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