godot/tests/core/math/test_geometry_3d.h

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/**************************************************************************/
/* test_geometry_3d.h */
/**************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef TEST_GEOMETRY_3D_H
#define TEST_GEOMETRY_3D_H
#include "core/math/geometry_3d.h"
#include "tests/test_macros.h"
namespace TestGeometry3D {
TEST_CASE("[Geometry3D] Closest Points Between Segments") {
Vector3 ps, qt;
Geometry3D::get_closest_points_between_segments(Vector3(1, -1, 1), Vector3(1, 1, -1), Vector3(-1, -2, -1), Vector3(-1, 1, 1), ps, qt);
CHECK(ps.is_equal_approx(Vector3(1, -0.2, 0.2)));
CHECK(qt.is_equal_approx(Vector3(-1, -0.2, 0.2)));
}
TEST_CASE("[Geometry3D] Closest Distance Between Segments") {
CHECK(Geometry3D::get_closest_distance_between_segments(Vector3(1, -2, 0), Vector3(1, 2, 0), Vector3(-1, 2, 0), Vector3(-1, -2, 0)) == 2.0f);
}
TEST_CASE("[Geometry3D] Build Box Planes") {
const Vector3 extents = Vector3(5, 5, 20);
Vector<Plane> box = Geometry3D::build_box_planes(extents);
CHECK(box.size() == 6);
CHECK(extents.x == box[0].d);
CHECK(box[0].normal == Vector3(1, 0, 0));
CHECK(extents.x == box[1].d);
CHECK(box[1].normal == Vector3(-1, 0, 0));
CHECK(extents.y == box[2].d);
CHECK(box[2].normal == Vector3(0, 1, 0));
CHECK(extents.y == box[3].d);
CHECK(box[3].normal == Vector3(0, -1, 0));
CHECK(extents.z == box[4].d);
CHECK(box[4].normal == Vector3(0, 0, 1));
CHECK(extents.z == box[5].d);
CHECK(box[5].normal == Vector3(0, 0, -1));
}
TEST_CASE("[Geometry3D] Build Capsule Planes") {
Vector<Plane> capsule = Geometry3D::build_capsule_planes(10, 20, 6, 10);
CHECK(capsule.size() == 126);
}
TEST_CASE("[Geometry3D] Build Cylinder Planes") {
Vector<Plane> planes = Geometry3D::build_cylinder_planes(3.0f, 10.0f, 10);
CHECK(planes.size() == 12);
}
TEST_CASE("[Geometry3D] Build Sphere Planes") {
Vector<Plane> planes = Geometry3D::build_sphere_planes(10.0f, 10, 3);
CHECK(planes.size() == 63);
}
#if false
// This test has been temporarily disabled because it's really fragile and
// breaks if calculations change very slightly. For example, it breaks when
// using doubles, and it breaks when making Plane calculations more accurate.
TEST_CASE("[Geometry3D] Build Convex Mesh") {
struct Case {
Vector<Plane> object;
int want_faces, want_edges, want_vertices;
Case(){};
Case(Vector<Plane> p_object, int p_want_faces, int p_want_edges, int p_want_vertices) :
object(p_object), want_faces(p_want_faces), want_edges(p_want_edges), want_vertices(p_want_vertices){};
};
Vector<Case> tt;
tt.push_back(Case(Geometry3D::build_box_planes(Vector3(5, 10, 5)), 6, 12, 8));
tt.push_back(Case(Geometry3D::build_capsule_planes(5, 5, 20, 20, Vector3::Axis()), 820, 7603, 6243));
tt.push_back(Case(Geometry3D::build_cylinder_planes(5, 5, 20, Vector3::Axis()), 22, 100, 80));
tt.push_back(Case(Geometry3D::build_sphere_planes(5, 5, 20), 220, 1011, 522));
for (int i = 0; i < tt.size(); ++i) {
Case current_case = tt[i];
Geometry3D::MeshData mesh = Geometry3D::build_convex_mesh(current_case.object);
CHECK(mesh.faces.size() == current_case.want_faces);
CHECK(mesh.edges.size() == current_case.want_edges);
CHECK(mesh.vertices.size() == current_case.want_vertices);
}
}
#endif
TEST_CASE("[Geometry3D] Clip Polygon") {
Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 10, 5));
Vector<Vector3> box = Geometry3D::compute_convex_mesh_points(&box_planes[0], box_planes.size());
Vector<Vector3> output = Geometry3D::clip_polygon(box, Plane());
CHECK(output == box);
output = Geometry3D::clip_polygon(box, Plane(Vector3(0, 1, 0), Vector3(0, 3, 0)));
CHECK(output != box);
}
TEST_CASE("[Geometry3D] Compute Convex Mesh Points") {
Vector<Vector3> cube;
cube.push_back(Vector3(-5, -5, -5));
cube.push_back(Vector3(5, -5, -5));
cube.push_back(Vector3(-5, 5, -5));
cube.push_back(Vector3(5, 5, -5));
cube.push_back(Vector3(-5, -5, 5));
cube.push_back(Vector3(5, -5, 5));
cube.push_back(Vector3(-5, 5, 5));
cube.push_back(Vector3(5, 5, 5));
Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 5, 5));
CHECK(Geometry3D::compute_convex_mesh_points(&box_planes[0], box_planes.size()) == cube);
}
TEST_CASE("[Geometry3D] Get Closest Point To Segment") {
Vector3 segment[2] = { Vector3(1, 1, 1), Vector3(5, 5, 5) };
Vector3 output = Geometry3D::get_closest_point_to_segment(Vector3(2, 1, 4), segment);
CHECK(output.is_equal_approx(Vector3(2.33333, 2.33333, 2.33333)));
}
TEST_CASE("[Geometry3D] Plane and Box Overlap") {
CHECK(Geometry3D::planeBoxOverlap(Vector3(3, 4, 2), 5.0f, Vector3(5, 5, 5)) == true);
CHECK(Geometry3D::planeBoxOverlap(Vector3(0, 1, 0), -10.0f, Vector3(5, 5, 5)) == false);
CHECK(Geometry3D::planeBoxOverlap(Vector3(1, 0, 0), -6.0f, Vector3(5, 5, 5)) == false);
}
TEST_CASE("[Geometry3D] Is Point in Projected Triangle") {
CHECK(Geometry3D::point_in_projected_triangle(Vector3(1, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == true);
CHECK(Geometry3D::point_in_projected_triangle(Vector3(5, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == false);
CHECK(Geometry3D::point_in_projected_triangle(Vector3(3, 0, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == true);
}
TEST_CASE("[Geometry3D] Does Ray Intersect Triangle") {
Vector3 result;
CHECK(Geometry3D::ray_intersects_triangle(Vector3(0, 1, 1), Vector3(0, 0, -10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), &result) == true);
CHECK(Geometry3D::ray_intersects_triangle(Vector3(5, 10, 1), Vector3(0, 0, -10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), &result) == false);
CHECK(Geometry3D::ray_intersects_triangle(Vector3(0, 1, 1), Vector3(0, 0, 10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), &result) == false);
}
TEST_CASE("[Geometry3D] Does Segment Intersect Convex") {
Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 5, 5));
Vector3 result, normal;
CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(0, 0, 0), &box_planes[0], box_planes.size(), &result, &normal) == true);
CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(5, 5, 5), &box_planes[0], box_planes.size(), &result, &normal) == true);
CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(6, 5, 5), &box_planes[0], box_planes.size(), &result, &normal) == false);
}
TEST_CASE("[Geometry3D] Segment Intersects Cylinder") {
Vector3 result, normal;
CHECK(Geometry3D::segment_intersects_cylinder(Vector3(10, 10, 10), Vector3(0, 0, 0), 5, 5, &result, &normal) == true);
CHECK(Geometry3D::segment_intersects_cylinder(Vector3(10, 10, 10), Vector3(6, 6, 6), 5, 5, &result, &normal) == false);
}
TEST_CASE("[Geometry3D] Segment Intersects Cylinder") {
Vector3 result, normal;
CHECK(Geometry3D::segment_intersects_sphere(Vector3(10, 10, 10), Vector3(0, 0, 0), Vector3(0, 0, 0), 5, &result, &normal) == true);
CHECK(Geometry3D::segment_intersects_sphere(Vector3(10, 10, 10), Vector3(0, 0, 2.5), Vector3(0, 0, 0), 5, &result, &normal) == true);
CHECK(Geometry3D::segment_intersects_sphere(Vector3(10, 10, 10), Vector3(5, 5, 5), Vector3(0, 0, 0), 5, &result, &normal) == false);
}
TEST_CASE("[Geometry3D] Segment Intersects Triangle") {
Vector3 result;
CHECK(Geometry3D::segment_intersects_triangle(Vector3(1, 1, 1), Vector3(-1, -1, -1), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), &result) == true);
CHECK(Geometry3D::segment_intersects_triangle(Vector3(1, 1, 1), Vector3(3, 0, 0), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), &result) == true);
CHECK(Geometry3D::segment_intersects_triangle(Vector3(1, 1, 1), Vector3(10, -1, -1), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), &result) == false);
}
TEST_CASE("[Geometry3D] Triangle and Box Overlap") {
Vector3 good_triangle[3] = { Vector3(3, 2, 3), Vector3(2, 2, 1), Vector3(2, 1, 1) };
CHECK(Geometry3D::triangle_box_overlap(Vector3(0, 0, 0), Vector3(5, 5, 5), good_triangle) == true);
Vector3 bad_triangle[3] = { Vector3(100, 100, 100), Vector3(-100, -100, -100), Vector3(10, 10, 10) };
CHECK(Geometry3D::triangle_box_overlap(Vector3(1000, 1000, 1000), Vector3(1, 1, 1), bad_triangle) == false);
}
TEST_CASE("[Geometry3D] Triangle and Sphere Intersect") {
Vector<Vector3> triangle;
triangle.push_back(Vector3(3, 0, 0));
triangle.push_back(Vector3(-3, 0, 0));
triangle.push_back(Vector3(0, 3, 0));
Vector3 triangle_contact, sphere_contact;
CHECK(Geometry3D::triangle_sphere_intersection_test(&triangle[0], Vector3(0, -1, 0), Vector3(0, 0, 0), 5, triangle_contact, sphere_contact) == true);
CHECK(Geometry3D::triangle_sphere_intersection_test(&triangle[0], Vector3(0, 1, 0), Vector3(0, 0, 0), 5, triangle_contact, sphere_contact) == true);
CHECK(Geometry3D::triangle_sphere_intersection_test(&triangle[0], Vector3(0, 1, 0), Vector3(20, 0, 0), 5, triangle_contact, sphere_contact) == false);
}
} // namespace TestGeometry3D
#endif // TEST_GEOMETRY_3D_H