testqbsp: simple_worldspawn_sky: fix expectation so sky leafs don't fill outwards

This commit is contained in:
Eric Wasylishen 2022-05-12 23:51:05 -06:00
parent 8f0034565d
commit b6ce6ae527
1 changed files with 7 additions and 1 deletions

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@ -497,10 +497,16 @@ TEST(testmaps_q1, simple_worldspawn_sky)
// check contents
const qvec3d player_pos{-88, -64, 120};
const double inside_sky_z = 232;
EXPECT_EQ(CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents);
EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
// way above map is solid - sky should not fill outwards
// (otherwise, if you had sky with a floor further up above it, it's not clear where the leafs would be divided, or
// if the floor contents would turn to sky, etc.)
EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d(player_pos[0], player_pos[1], inside_sky_z))->contents);
EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents);
EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents);