+++ /dev/null
-#include "GeometryTest.hpp"
-
-#include "model/geometry.hpp"
-
-#include <limits>
-#include <glm/gtx/io.hpp>
-#include <glm/gtx/transform.hpp>
-
-CPPUNIT_TEST_SUITE_REGISTRATION(blank::test::GeometryTest);
-
-
-namespace blank {
-namespace test {
-
-void GeometryTest::setUp() {
-}
-
-void GeometryTest::tearDown() {
-}
-
-
-void GeometryTest::testRayBoxIntersection() {
- Ray ray{ { 0, 0, 0 }, { 1, 0, 0 } }; // at origin, pointing right
- AABB box{ { -1, -1, -1 }, { 1, 1, 1 } }; // 2x2x2 cube centered around origin
- glm::mat4 M(1); // no transformation
-
- const float delta = std::numeric_limits<float>::epsilon();
-
- float distance = 0;
- glm::vec3 normal(0);
-
- CPPUNIT_ASSERT_MESSAGE(
- "ray at origin not intersecting box at origin",
- Intersection(ray, box, M, &distance)
- );
- CPPUNIT_ASSERT_DOUBLES_EQUAL_MESSAGE(
- "intersection distance way off",
- 0.0f, distance, delta
- );
- // normal undefined, so can't test
-
- // move ray outside the box, but have it still point at it
- // should be 4 units to the left now
- ray.orig.x = -5;
- CPPUNIT_ASSERT_MESSAGE(
- "ray pointing at box doesn't intersect",
- Intersection(ray, box, M, &distance, &normal)
- );
- CPPUNIT_ASSERT_DOUBLES_EQUAL_MESSAGE(
- "intersection distance way off",
- 4.0f, distance, delta
- );
- CPPUNIT_ASSERT_EQUAL_MESSAGE(
- "wrong surface normal at intersection point",
- glm::vec3(-1, 0, 0), normal
- );
-
- // move ray to the other side, so it's pointing away now
- ray.orig.x = 5;
- CPPUNIT_ASSERT_MESSAGE(
- "ray pointing away from box still intersects",
- !Intersection(ray, box, M)
- );
-}
-
-void GeometryTest::testBoxBoxIntersection() {
- const float delta = std::numeric_limits<float>::epsilon();
- float depth = 0;
- glm::vec3 normal(0);
-
- AABB box{ { -1, -1, -1 }, { 1, 1, 1 } }; // 2x2x2 cube centered around origin
- glm::mat4 Ma(1); // identity
- glm::mat4 Mb(1); // identity
- // they're identical, so should probably intersect ^^
-
- CPPUNIT_ASSERT_MESSAGE(
- "identical OBBs don't intersect",
- Intersection(box, Ma, box, Mb, depth, normal)
- );
- // depth is two, but normal can be any
- // (will probably be the first axis of box a, but any is valid)
- CPPUNIT_ASSERT_DOUBLES_EQUAL_MESSAGE(
- "penetration depth of coincidental 2x2x2 boxes is not 2",
- 2.0f, depth, delta
- );
-
- Ma = glm::translate(glm::vec3(-2, 0, 0)); // 2 to the left
- Mb = glm::translate(glm::vec3(2, 0, 0)); // 2 to the right
- CPPUNIT_ASSERT_MESSAGE(
- "distant OBBs intersect (2 apart, no rotation)",
- !Intersection(box, Ma, box, Mb, depth, normal)
- );
- // depth and normal undefined for non-intersecting objects
-
- Ma = glm::rotate(PI_0p25, glm::vec3(0, 0, 1)); // rotated 45° around Z
- Mb = glm::translate(glm::vec3(2.4, 0, 0)); // 2.4 to the right
- // they should barely touch. intersect by about sqrt(2) - 1.4 if my head works
- CPPUNIT_ASSERT_MESSAGE(
- "OBBs don't intersect (one rotated by 45°)",
- Intersection(box, Ma, box, Mb, depth, normal)
- );
- CPPUNIT_ASSERT_DOUBLES_EQUAL_MESSAGE(
- "bad penetration depth (with rotation)",
- 0.01421356237309504880f, depth, delta
- );
- CPPUNIT_ASSERT_EQUAL_MESSAGE(
- "bad intersection normal (with rotation)",
- glm::vec3(1, 0, 0), abs(normal) // normal can be in + or - x, therefore abs()
- );
-
- Mb = glm::translate(glm::vec3(3, 0, 0)); // 3 to the right
- CPPUNIT_ASSERT_MESSAGE(
- "OBBs intersect (one rotated by 45°)",
- !Intersection(box, Ma, box, Mb, depth, normal)
- );
-}
-
-}
-}