* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
274 lines
9.2 KiB
C++
274 lines
9.2 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "spatial/BSPTree2D.h"
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#include "spatial/BSPTree3D.h"
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#include "spatial/Octree.h"
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#include "spatial/QuadTree.h"
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#include "spatial/Spatial.h"
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#include "spatial/SpatialHash2D.h"
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#include "spatial/SpatialHash3D.h"
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#include "common/Exception.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "window/Window.h"
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#include <SDL2/SDL.h>
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#include <algorithm>
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#include <cmath>
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#include <functional>
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#include <memory>
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#include <set>
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#include <vector>
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::spatial;
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using namespace eve::graphics;
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static std::set<int> collectResults(int count, const std::function<int(int)> &getId) {
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std::set<int> out;
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for (int i = 0; i < count; ++i) out.insert(getId(i));
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return out;
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}
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TEST_CASE("spatial.module.name") {
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auto *mod = Spatial::create();
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CHECK_EQ(mod->getName(), std::string("Spatial"));
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CHECK_EQ(Spatial::create(), mod);
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}
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TEST_CASE("spatial.quadtree.queryRect") {
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std::unique_ptr<QuadTree> tree(new QuadTree(0, 0, 100, 100, 6, 4));
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CHECK(tree->insert(1, 10, 10, 20, 20));
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CHECK(tree->insert(2, 50, 50, 60, 60));
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CHECK(tree->insert(3, 80, 10, 90, 20));
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CHECK_EQ(tree->getCount(), 3);
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int n = tree->queryRect(0, 0, 30, 30);
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CHECK_EQ(n, 1);
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CHECK_EQ(tree->getResultId(0), 1);
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n = tree->queryPoint(55, 55);
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CHECK_EQ(n, 1);
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CHECK_EQ(tree->getResultId(0), 2);
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n = tree->queryCircle(85, 15, 5);
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CHECK_EQ(n, 1);
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CHECK_EQ(tree->getResultId(0), 3);
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CHECK(tree->remove(2));
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CHECK(!tree->contains(2));
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CHECK_EQ(tree->getCount(), 2);
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CHECK_EQ(tree->queryPoint(55, 55), 0);
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}
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TEST_CASE("spatial.octree.queryAABB") {
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std::unique_ptr<Octree> tree(new Octree(0, 0, 0, 100, 100, 100, 6, 4));
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CHECK(tree->insert(1, 10, 10, 10, 20, 20, 20));
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CHECK(tree->insert(2, 70, 70, 70, 80, 80, 80));
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CHECK_EQ(tree->queryAABB(0, 0, 0, 30, 30, 30), 1);
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CHECK_EQ(tree->getResultId(0), 1);
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CHECK_EQ(tree->querySphere(75, 75, 75, 8), 1);
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CHECK_EQ(tree->getResultId(0), 2);
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CHECK(tree->update(1, 71, 71, 71, 72, 72, 72));
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CHECK_EQ(tree->queryAABB(0, 0, 0, 30, 30, 30), 0);
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CHECK_EQ(tree->querySphere(75, 75, 75, 10), 2);
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}
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TEST_CASE("spatial.hash2d.query") {
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std::unique_ptr<SpatialHash2D> hash(new SpatialHash2D(16.f));
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CHECK(hash->insert(10, 0, 0, 8, 8));
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CHECK(hash->insert(11, 40, 40, 48, 48));
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CHECK(hash->insert(12, 14, 14, 18, 18)); // spans cells
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CHECK_EQ(hash->queryRect(0, 0, 10, 10), 1);
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CHECK_EQ(hash->getResultId(0), 10);
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CHECK_EQ(hash->queryPoint(16, 16), 1);
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CHECK_EQ(hash->getResultId(0), 12);
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CHECK(hash->remove(11));
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CHECK_EQ(hash->queryCircle(44, 44, 5), 0);
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}
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TEST_CASE("spatial.hash3d.query") {
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std::unique_ptr<SpatialHash3D> hash(new SpatialHash3D(16.f));
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CHECK(hash->insert(1, 0, 0, 0, 5, 5, 5));
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CHECK(hash->insert(2, 32, 32, 32, 40, 40, 40));
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CHECK_EQ(hash->queryPoint(2, 2, 2), 1);
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CHECK_EQ(hash->getResultId(0), 1);
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CHECK_EQ(hash->queryAABB(30, 30, 30, 50, 50, 50), 1);
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CHECK_EQ(hash->getResultId(0), 2);
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}
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TEST_CASE("spatial.bsp2d.query") {
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std::unique_ptr<BSPTree2D> tree(new BSPTree2D(0, 0, 200, 200, 10, 2));
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for (int i = 0; i < 20; ++i) {
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float x = float(i) * 8.f;
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CHECK(tree->insert(100 + i, x, x, x + 4.f, x + 4.f));
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}
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CHECK_EQ(tree->getCount(), 20);
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int n = tree->queryRect(0, 0, 20, 20);
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CHECK(n >= 2);
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auto ids = collectResults(n, [&](int i) { return tree->getResultId(i); });
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CHECK(ids.count(100) == 1);
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CHECK(ids.count(101) == 1);
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CHECK_EQ(tree->queryCircle(1000, 1000, 1), 0);
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}
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TEST_CASE("spatial.bsp3d.query") {
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std::unique_ptr<BSPTree3D> tree(new BSPTree3D(0, 0, 0, 100, 100, 100, 10, 2));
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CHECK(tree->insert(1, 5, 5, 5, 10, 10, 10));
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CHECK(tree->insert(2, 50, 50, 50, 55, 55, 55));
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CHECK_EQ(tree->queryAABB(0, 0, 0, 15, 15, 15), 1);
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CHECK_EQ(tree->getResultId(0), 1);
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CHECK_EQ(tree->querySphere(52, 52, 52, 5), 1);
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CHECK_EQ(tree->getResultId(0), 2);
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}
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TEST_CASE("spatial.factories") {
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auto *mod = Spatial::create();
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std::unique_ptr<QuadTree> qt(mod->newQuadTree(0, 0, 10, 10));
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std::unique_ptr<Octree> ot(mod->newOctree(0, 0, 0, 10, 10, 10));
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std::unique_ptr<SpatialHash2D> h2(mod->newSpatialHash2D(8.f));
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std::unique_ptr<SpatialHash3D> h3(mod->newSpatialHash3D(8.f));
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std::unique_ptr<BSPTree2D> b2(mod->newBSPTree2D(0, 0, 10, 10));
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std::unique_ptr<BSPTree3D> b3(mod->newBSPTree3D(0, 0, 0, 10, 10, 10));
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// zeroerr CHECK() pretty-prints the expression value; unique_ptr is not copyable.
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CHECK(qt.get() != nullptr);
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CHECK(ot.get() != nullptr);
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CHECK(h2.get() != nullptr);
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CHECK(h3.get() != nullptr);
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CHECK(b2.get() != nullptr);
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CHECK(b3.get() != nullptr);
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CHECK(qt->insert(1, 1, 1, 2, 2));
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CHECK_EQ(qt->queryPoint(1.5f, 1.5f), 1);
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}
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TEST_CASE("spatial.invalidBounds") {
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bool threw = false;
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try {
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QuadTree t(0, 0, 0, 10);
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(void)t;
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} catch (const eve::Exception &) {
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threw = true;
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}
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CHECK(threw);
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threw = false;
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try {
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SpatialHash2D h(0.f);
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(void)h;
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} catch (const eve::Exception &) {
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threw = true;
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}
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CHECK(threw);
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}
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TEST_CASE("spatial.quadtree.queryPreview") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 520;
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s.height = 520;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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const float world = 400.f;
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const float pad = 60.f;
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std::unique_ptr<QuadTree> tree(new QuadTree(0, 0, world, world, 8, 4));
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struct Item {
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int id;
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float minX, minY, maxX, maxY;
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Color color;
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};
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std::vector<Item> items = {
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{1, 40, 40, 90, 90, Color(0.9f, 0.4f, 0.35f, 1.f)},
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{2, 160, 50, 210, 110, Color(0.35f, 0.75f, 0.95f, 1.f)},
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{3, 280, 30, 360, 80, Color(0.45f, 0.9f, 0.5f, 1.f)},
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{4, 60, 180, 120, 240, Color(0.95f, 0.85f, 0.35f, 1.f)},
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{5, 200, 200, 260, 270, Color(0.8f, 0.5f, 0.95f, 1.f)},
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{6, 310, 170, 370, 230, Color(0.95f, 0.55f, 0.75f, 1.f)},
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{7, 30, 300, 100, 370, Color(0.55f, 0.85f, 0.8f, 1.f)},
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{8, 180, 320, 250, 380, Color(0.7f, 0.7f, 0.4f, 1.f)},
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{9, 300, 300, 380, 380, Color(0.6f, 0.6f, 0.95f, 1.f)},
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};
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for (const Item &it : items)
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REQUIRE(tree->insert(it.id, it.minX, it.minY, it.maxX, it.maxY));
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gfx->setBackgroundColorRGBA(0.07f, 0.08f, 0.1f, 1.f);
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int hitFrames = 0;
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for (int frame = 0; frame < 100; ++frame) {
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const float t = float(frame) * 0.05f;
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const float qw = 90.f;
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const float qh = 90.f;
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const float qx = 40.f + (world - qw - 40.f) * (0.5f + 0.5f * std::sin(t));
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const float qy = 40.f + (world - qh - 40.f) * (0.5f + 0.5f * std::cos(t * 0.8f));
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const int n = tree->queryRect(qx, qy, qx + qw, qy + qh);
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std::set<int> hits = collectResults(n, [&](int i) { return tree->getResultId(i); });
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if (!hits.empty()) ++hitFrames;
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gfx->clearScreen();
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// World frame
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gfx->drawSolidRect(pad - 2.f, pad - 2.f, world + 4.f, world + 4.f,
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Color(0.2f, 0.22f, 0.28f, 1.f));
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gfx->drawSolidRect(pad, pad, world, world, Color(0.1f, 0.11f, 0.14f, 1.f));
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for (const Item &it : items) {
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const bool hit = hits.count(it.id) > 0;
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Color c = it.color;
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if (hit) {
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c.r = std::min(1.f, c.r + 0.25f);
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c.g = std::min(1.f, c.g + 0.25f);
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c.b = std::min(1.f, c.b + 0.25f);
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}
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gfx->drawSolidRect(pad + it.minX, pad + it.minY, it.maxX - it.minX, it.maxY - it.minY,
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c);
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if (hit) {
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gfx->drawSolidRect(pad + it.minX - 2.f, pad + it.minY - 2.f, it.maxX - it.minX + 4.f,
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3.f, Color(1.f, 1.f, 1.f, 1.f));
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}
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}
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// Query window outline
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gfx->drawSolidRect(pad + qx, pad + qy, qw, 3.f, Color(1.f, 0.95f, 0.4f, 1.f));
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gfx->drawSolidRect(pad + qx, pad + qy + qh - 3.f, qw, 3.f, Color(1.f, 0.95f, 0.4f, 1.f));
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gfx->drawSolidRect(pad + qx, pad + qy, 3.f, qh, Color(1.f, 0.95f, 0.4f, 1.f));
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gfx->drawSolidRect(pad + qx + qw - 3.f, pad + qy, 3.f, qh, Color(1.f, 0.95f, 0.4f, 1.f));
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gfx->present();
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) break;
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}
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SDL_Delay(16);
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}
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CHECK_GT(hitFrames, 20);
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win->close();
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}
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