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authorJules Laplace <jules@okfoc.us>2014-07-29 18:19:13 -0400
committerJules Laplace <jules@okfoc.us>2014-07-29 18:19:13 -0400
commit7f7262473b844bc48f59f0a6e6ef2c7231b33987 (patch)
tree1b74a3e6ec3ce499d30869b9808b853086485987 /test/04-test-builder.js
parente082a27d835495f7ea27292ffdc62688a22a67a1 (diff)
parent1e044ca74467d5ff46292822a274e678bd74a9b3 (diff)
merge
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+var assert = require("assert")
+var vec = require("../public/assets/javascripts/rectangles/models/vec2.js")
+var Rect = require("../public/assets/javascripts/rectangles/models/rect.js")
+var Room = require("../public/assets/javascripts/rectangles/models/room.js")
+var Rooms = require("../public/assets/javascripts/rectangles/engine/rooms/_rooms.js")
+var Clipper = require("../public/assets/javascripts/rectangles/engine/rooms/clipper.js")
+var Builder = require("../public/assets/javascripts/rectangles/engine/rooms/builder.js")
+var FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
+var ALL = FRONT | BACK | LEFT | RIGHT
+function sidesToString(sides){
+ var s = ""
+ if (sides & FRONT) s += "front "
+ if (sides & BACK) s += "back "
+ if (sides & LEFT) s += "left "
+ if (sides & RIGHT) s += "right "
+ if (sides & TOP) s += "top "
+ if (sides & BOTTOM) s += "bottom "
+ return s
+}
+function bitcount(v) {
+ v = v - ((v >>> 1) & 0x55555555);
+ v = (v & 0x33333333) + ((v >>> 2) & 0x33333333);
+ return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24;
+}
+
+var rect = new Rect( new vec(1,5), new vec(1,5) )
+var east = new Rect( new vec(2,6), new vec(1,5) )
+var corner = new Rect( new vec(3,7), new vec(3,7) )
+var peninsula = new Rect( new vec(4,6), new vec(6,8) )
+
+var rect_room = new Room({ id: "rect", rect: rect, height: 2 })
+var east_room = new Room({ id: "east", rect: east, height: 2 })
+var corner_room = new Room({ id: "corner", rect: corner, height: 2 })
+var peninsula_room = new Room({ id: "peninsula", rect: peninsula, height: 2 })
+
+var taller_room = new Room({ id: "taller", rect: rect, height: 3 })
+
+function report(a) {
+ console.log( a.join("\n") )
+}
+function reportSides(walls) {
+ console.log(walls.map(function(w){ return sidesToString(w.side) }).join("\n"))
+}
+function count_wall_sides (wall_groups) {
+ var wall_sides = {}
+ wall_sides[LEFT] = 0
+ wall_sides[RIGHT] = 0
+ wall_sides[FRONT] = 0
+ wall_sides[BACK] = 0
+ wall_sides[TOP] = 0
+ wall_sides[BOTTOM] = 0
+ wall_sides.total = 0
+ wall_groups.map(function(walls){
+ walls.forEach(function(wall){
+ wall_sides[wall.side] += 1
+ wall_sides.total += 1
+ })
+ })
+ return wall_sides
+}
+function reset(){
+ Rooms.forEach(function(room){
+ room.reset()
+ })
+ Rooms.list = {}
+ Rooms.regions = []
+}
+function rebuild(){
+ Rooms.clipper.reset_rects()
+ var regions = Rooms.clipper.clip_rects()
+ var culled = Rooms.clipper.cull_rects_iterative()
+ return culled
+}
+
+describe('builder', function(){
+
+ reset()
+ Rooms.add( rect_room )
+ rebuild()
+
+ describe('#build_walls(rect)', function(){
+ var walls = Rooms.builder.build_walls(rect_room.regions[0])
+
+ it("should return 4 walls", function(){
+ assert.equal(4, walls.length)
+ })
+ it("should have one side per wall", function(){
+ assert.equal(1, bitcount(walls[0].side))
+ assert.equal(1, bitcount(walls[1].side))
+ assert.equal(1, bitcount(walls[2].side))
+ assert.equal(1, bitcount(walls[3].side))
+ })
+ })
+
+ describe('#build_floors(rect)', function(){
+ var floors = Rooms.builder.build_floors(rect_room)
+ it("should make 2 floors", function(){
+ assert.equal(2, floors.length)
+ })
+ })
+
+ // rect vs east
+
+ reset()
+ Rooms.add( rect_room )
+ Rooms.add( east_room )
+ var regions = rebuild()
+
+ describe('#build_walls(rect, east)', function(){
+
+ var wall_groups = regions.map(Rooms.builder.build_walls.bind(Rooms.builder))
+ var wall_sides = count_wall_sides(wall_groups)
+
+ // reportSides(w); console.log("--")
+
+ it("should return 8 walls", function(){
+ assert.equal(8, wall_sides.total)
+ })
+ it("should have 3 front walls", function(){
+ assert.equal(3, wall_sides[FRONT])
+ })
+ it("should have 3 back walls", function(){
+ assert.equal(3, wall_sides[BACK])
+ })
+ it("should have 1 left wall", function(){
+ assert.equal(1, wall_sides[LEFT])
+ })
+ it("should have 1 right wall", function(){
+ assert.equal(1, wall_sides[RIGHT])
+ })
+ })
+
+ describe('#build_floors(rect, east)', function(){
+ var fg = Rooms.builder.build_floors(rect_room)
+ var fg2 = Rooms.builder.build_floors(east_room)
+ var fg_floors = fg.filter(function(r){ return ! r.half_side })
+ var fg_halves = fg.filter(function(r){ return r.half_side })
+ var fg2_floors = fg2.filter(function(r){ return ! r.half_side })
+ var fg2_halves = fg2.filter(function(r){ return r.half_side })
+
+ it("should make 4 floors", function(){
+ assert.equal(2, fg_floors.length)
+ assert.equal(2, fg2_floors.length)
+ })
+ it("should make 0 half-walls", function(){
+ assert.equal(0, fg_halves.length)
+ assert.equal(0, fg2_halves.length)
+ })
+ })
+
+ // rect vs corner
+
+ reset()
+ Rooms.add( rect_room )
+ Rooms.add( corner_room )
+ var regions = rebuild()
+
+ describe('#build_walls(rect, corner)', function(){
+
+ var wall_groups = regions.map(Rooms.builder.build_walls.bind(Rooms.builder))
+ var wall_sides = count_wall_sides(wall_groups)
+
+ // reportSides(w); console.log("--")
+
+ it("should return 12 walls", function(){
+ assert.equal(12, wall_sides.total)
+ })
+ it("should have 3 front walls", function(){
+ assert.equal(3, wall_sides[FRONT])
+ })
+ it("should have 3 back walls", function(){
+ assert.equal(3, wall_sides[BACK])
+ })
+ it("should have 3 left walls", function(){
+ assert.equal(3, wall_sides[LEFT])
+ })
+ it("should have 3 right walls", function(){
+ assert.equal(3, wall_sides[RIGHT])
+ })
+ })
+
+ describe('#build_floors(rect, corner)', function(){
+ var fg = Rooms.builder.build_floors(rect_room)
+ var fg2 = Rooms.builder.build_floors(corner_room)
+ var fg_floors = fg.filter(function(r){ return ! r.half_side })
+ var fg_halves = fg.filter(function(r){ return r.half_side })
+ var fg2_floors = fg2.filter(function(r){ return ! r.half_side })
+ var fg2_halves = fg2.filter(function(r){ return r.half_side })
+
+ it("should make 8 floors", function(){
+ assert.equal(2, fg_floors.length)
+ assert.equal(6, fg2_floors.length)
+ })
+ it("should make 0 half-walls", function(){
+ assert.equal(0, fg_halves.length)
+ assert.equal(0, fg2_halves.length)
+ })
+ })
+
+ // taller (rect) vs east
+
+ reset()
+ Rooms.add( taller_room )
+ Rooms.add( east_room )
+ var regions = rebuild()
+
+ describe('#build_floors(taller, east)', function(){
+ var fg = Rooms.builder.build_floors(taller_room)
+ var fg2 = Rooms.builder.build_floors(east_room)
+ var fg_floors = fg.filter(function(r){ return ! r.half_side })
+ var fg_halves = fg.filter(function(r){ return r.half_side })
+ var fg2_floors = fg2.filter(function(r){ return ! r.half_side })
+ var fg2_halves = fg2.filter(function(r){ return r.half_side })
+
+ it("should make 4 floors", function(){
+ assert.equal(2, fg_floors.length)
+ assert.equal(2, fg2_floors.length)
+ })
+ it("should make 3 half-walls", function(){
+ assert.equal(0, fg_halves.length)
+ assert.equal(3, fg2_halves.length)
+ })
+ })
+
+ // taller vs corner
+
+ reset()
+ Rooms.add( taller_room )
+ Rooms.add( corner_room )
+ var regions = rebuild()
+
+ describe('#build_floors(taller, corner)', function(){
+ var fg = Rooms.builder.build_floors(taller_room)
+ var fg2 = Rooms.builder.build_floors(corner_room)
+ var fg_floors = fg.filter(function(r){ return ! r.half_side })
+ var fg_halves = fg.filter(function(r){ return r.half_side })
+ var fg2_floors = fg2.filter(function(r){ return ! r.half_side })
+ var fg2_halves = fg2.filter(function(r){ return r.half_side })
+
+ it("should make 8 floors", function(){
+ assert.equal(2, fg_floors.length)
+ assert.equal(6, fg2_floors.length)
+ })
+ it("should make 2 half-walls", function(){
+ assert.equal(0, fg_halves.length)
+ assert.equal(2, fg2_halves.length)
+ })
+ })
+
+ // TODO ... test half-wall generation on rooms intersecting each other crossways:
+ // right now this generates extra half-walls from cross on the box side of bulge
+ // this could be fixed by cropping regions during the cull stage?
+/*
+ var box = new Rect( new vec(1,6), new vec(1,5) )
+ var bulge = new Rect( new vec(2,5), new vec(4,6) )
+ var cross = new Rect( new vec(3,4), new vec(3,7) )
+*/
+
+})
+