0ad/source/maths/tests/test_BoundingSphere.h

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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/BoundingSphere.h"
#include <cmath>
class TestBoundingSphere : public CxxTest::TestSuite
{
public:
void test_basic()
{
CBoundingBoxAligned indentityAABB(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f));
CBoundingSphere bs1 = CBoundingSphere::FromSweptBox(indentityAABB);
// The radius should be equal to the length of diagonal in an identity cube.
TS_ASSERT_DELTA(bs1.GetRadius(), sqrtf(3.0f), 1e-5);
TS_ASSERT_EQUALS(bs1.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
CBoundingBoxAligned translatedAABB;
CVector3D translate(1.0f, 2.0f, 3.0f);
indentityAABB.Translate(translate, translatedAABB);
CBoundingSphere bs2 = CBoundingSphere::FromSweptBox(translatedAABB);
CVector3D farVertex = translate + CVector3D(1.0f, 1.0f, 1.0f);
TS_ASSERT_DELTA(bs2.GetRadius(), farVertex.Length(), 1e-5);
TS_ASSERT_EQUALS(bs2.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
}
void check_intersections(const CVector3D& pivot)
{
// Axis aligned rays for different axis.
CBoundingSphere bs1(pivot, 1.0f);
for (size_t i = 0; i < 3; ++i)
{
CVector3D origin = pivot, direction;
origin[i] += 2.0f;
direction[i] = 1.0f;
TS_ASSERT_EQUALS(bs1.RayIntersect(origin, -direction), true);
TS_ASSERT_EQUALS(bs1.RayIntersect(origin, direction), false);
}
// Rays inside bounding spheres.
CBoundingSphere bs2(pivot, 10.0f);
TS_ASSERT_EQUALS(bs2.RayIntersect(pivot + CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
TS_ASSERT_EQUALS(bs2.RayIntersect(pivot - CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
CBoundingSphere bs3(pivot, 2.0f);
TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -2.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), true);
TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -1.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), false);
}
void test_intersections()
{
// Initial positions of bounding spheres.
CVector3D pivots[] = {
CVector3D(0.0f, 0.0f, 0.0f),
CVector3D(1.0f, 2.0f, 3.0f),
CVector3D(-10.0f, 0.5f, 3.0f)
};
for (const CVector3D& pivot : pivots)
check_intersections(pivot);
}
};