// should be 4 units to the left now
ray.orig.x = -5;
CPPUNIT_ASSERT_MESSAGE(
- "ray pointing at box doesn't intersect",
+ "ray pointing at box to the right doesn't intersect",
Intersection(ray, box, M, &distance, &normal)
);
CPPUNIT_ASSERT_DOUBLES_EQUAL_MESSAGE(
// 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",
+ "ray pointing away from box to the left still intersects",
!Intersection(ray, box, M)
);
+ // turn ray around
+ ray.dir.x = -1;
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing at box to the left does not 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
+ );
+
+ // ray below
+ ray.orig = { 0, -5, 0 };
+ ray.dir = { 0, 1, 0 };
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing at box above does not 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(0, -1, 0), normal
+ );
+
+ // turn ray around
+ ray.dir.y = -1;
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing away from box above still intersects",
+ !Intersection(ray, box, M)
+ );
+
+ // move ray above
+ ray.orig.y = 5;
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing at box below does not 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(0, 1, 0), normal
+ );
+
+ // ray behind
+ ray.orig = { 0, 0, -5 };
+ ray.dir = { 0, 0, 1 };
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing at box in front does not 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(0, 0, -1), normal
+ );
+
+ // turn ray around
+ ray.dir.z = -1;
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing away from box in front still intersects",
+ !Intersection(ray, box, M)
+ );
+
+ // move ray in front
+ ray.orig.z = 5;
+ CPPUNIT_ASSERT_MESSAGE(
+ "ray pointing at box behind does not 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(0, 0, 1), normal
+ );
+
// 45 deg down from 4 units away, so should be about 4 * sqrt(2)
ray.orig = { -5.0f, 4.5f, 0.0f };
ray.dir = { 0.70710678118654752440f, -0.70710678118654752440f, 0.0f };