X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=tst%2Fmodel%2FGeometryTest.cpp;h=82f88eeefcf5de296a3aaf9e013d65cd97509dde;hb=33b37e7242e4cbfa76e4a0d6e5bb54223b541162;hp=3776da14fd0172eac29a59a7bd8e9a7d6d8d8095;hpb=7d3ab0dcce7abb6d5f766315685424e82478212f;p=blank.git diff --git a/tst/model/GeometryTest.cpp b/tst/model/GeometryTest.cpp index 3776da1..82f88ee 100644 --- a/tst/model/GeometryTest.cpp +++ b/tst/model/GeometryTest.cpp @@ -3,6 +3,8 @@ #include "model/geometry.hpp" #include +#include +#include CPPUNIT_TEST_SUITE_REGISTRATION(blank::test::GeometryTest); @@ -17,7 +19,7 @@ void GeometryTest::tearDown() { } -void GeometryTest::testRayAABBIntersection() { +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 @@ -29,12 +31,88 @@ void GeometryTest::testRayAABBIntersection() { CPPUNIT_ASSERT_MESSAGE( "ray at origin not intersecting box at origin", - Intersection(ray, box, M, &distance, &normal) + 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::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) + ); } }