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pan class="hl kwd">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(t_CONTENT_STONE)); { std::set<v3s16> light_sources;