/* 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 . */ #include "lib/self_test.h" #include "maths/BoundingBoxAligned.h" #include "maths/BoundingSphere.h" #include 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); } };