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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/BoundingSphere.h"
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#include <cmath>
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class TestBoundingSphere : public CxxTest::TestSuite
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{
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public:
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void test_basic()
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{
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CBoundingBoxAligned indentityAABB(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f));
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CBoundingSphere bs1 = CBoundingSphere::FromSweptBox(indentityAABB);
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// The radius should be equal to the length of diagonal in an identity cube.
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TS_ASSERT_DELTA(bs1.GetRadius(), sqrtf(3.0f), 1e-5);
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TS_ASSERT_EQUALS(bs1.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
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CBoundingBoxAligned translatedAABB;
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CVector3D translate(1.0f, 2.0f, 3.0f);
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indentityAABB.Translate(translate, translatedAABB);
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CBoundingSphere bs2 = CBoundingSphere::FromSweptBox(translatedAABB);
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CVector3D farVertex = translate + CVector3D(1.0f, 1.0f, 1.0f);
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TS_ASSERT_DELTA(bs2.GetRadius(), farVertex.Length(), 1e-5);
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TS_ASSERT_EQUALS(bs2.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
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}
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void check_intersections(const CVector3D& pivot)
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{
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// Axis aligned rays for different axis.
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CBoundingSphere bs1(pivot, 1.0f);
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for (size_t i = 0; i < 3; ++i)
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{
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CVector3D origin = pivot, direction;
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origin[i] += 2.0f;
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direction[i] = 1.0f;
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TS_ASSERT_EQUALS(bs1.RayIntersect(origin, -direction), true);
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TS_ASSERT_EQUALS(bs1.RayIntersect(origin, direction), false);
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}
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// Rays inside bounding spheres.
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CBoundingSphere bs2(pivot, 10.0f);
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TS_ASSERT_EQUALS(bs2.RayIntersect(pivot + CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
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TS_ASSERT_EQUALS(bs2.RayIntersect(pivot - CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
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CBoundingSphere bs3(pivot, 2.0f);
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TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -2.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), true);
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TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -1.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), false);
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}
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void test_intersections()
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{
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// Initial positions of bounding spheres.
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CVector3D pivots[] = {
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CVector3D(0.0f, 0.0f, 0.0f),
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CVector3D(1.0f, 2.0f, 3.0f),
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CVector3D(-10.0f, 0.5f, 3.0f)
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};
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for (const CVector3D& pivot : pivots)
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check_intersections(pivot);
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}
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};
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