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Simplify Geometry3D tests
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@ -36,39 +36,14 @@
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namespace TestGeometry3D {
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TEST_CASE("[Geometry3D] Closest Points Between Segments") {
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struct Case {
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Vector3 p_1, p_2, p_3, p_4;
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Vector3 got_1, got_2;
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Vector3 want_1, want_2;
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Case(){};
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Case(Vector3 p_p_1, Vector3 p_p_2, Vector3 p_p_3, Vector3 p_p_4, Vector3 p_want_1, Vector3 p_want_2) :
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p_1(p_p_1), p_2(p_p_2), p_3(p_p_3), p_4(p_p_4), want_1(p_want_1), want_2(p_want_2){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(1, -1, 1), Vector3(1, 1, -1), Vector3(-1, -2, -1), Vector3(-1, 1, 1), Vector3(1, -0.2, 0.2), Vector3(-1, -0.2, 0.2)));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Geometry3D::get_closest_points_between_segments(current_case.p_1, current_case.p_2, current_case.p_3, current_case.p_4, current_case.got_1, current_case.got_2);
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CHECK(current_case.got_1.is_equal_approx(current_case.want_1));
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CHECK(current_case.got_2.is_equal_approx(current_case.want_2));
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}
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Vector3 ps, qt;
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Geometry3D::get_closest_points_between_segments(Vector3(1, -1, 1), Vector3(1, 1, -1), Vector3(-1, -2, -1), Vector3(-1, 1, 1), ps, qt);
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CHECK(ps.is_equal_approx(Vector3(1, -0.2, 0.2)));
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CHECK(qt.is_equal_approx(Vector3(-1, -0.2, 0.2)));
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}
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TEST_CASE("[Geometry3D] Closest Distance Between Segments") {
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struct Case {
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Vector3 p_1, p_2, p_3, p_4;
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float want;
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Case(){};
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Case(Vector3 p_p_1, Vector3 p_p_2, Vector3 p_p_3, Vector3 p_p_4, float p_want) :
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p_1(p_p_1), p_2(p_p_2), p_3(p_p_3), p_4(p_p_4), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(1, -2, 0), Vector3(1, 2, 0), Vector3(-1, 2, 0), Vector3(-1, -2, 0), 2.0f));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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float out = Geometry3D::get_closest_distance_between_segments(current_case.p_1, current_case.p_2, current_case.p_3, current_case.p_4);
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CHECK(out == current_case.want);
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}
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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);
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}
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TEST_CASE("[Geometry3D] Build Box Planes") {
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@ -90,61 +65,18 @@ TEST_CASE("[Geometry3D] Build Box Planes") {
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}
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TEST_CASE("[Geometry3D] Build Capsule Planes") {
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struct Case {
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real_t radius, height;
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int sides, lats;
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Vector3::Axis axis;
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int want_size;
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Case(){};
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Case(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis, int p_want) :
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radius(p_radius), height(p_height), sides(p_sides), lats(p_lats), axis(p_axis), want_size(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(10, 20, 6, 10, Vector3::Axis(), 126));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector<Plane> capsule = Geometry3D::build_capsule_planes(current_case.radius, current_case.height, current_case.sides, current_case.lats, current_case.axis);
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// Should equal (p_sides * p_lats) * 2 + p_sides
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CHECK(capsule.size() == current_case.want_size);
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}
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Vector<Plane> capsule = Geometry3D::build_capsule_planes(10, 20, 6, 10);
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CHECK(capsule.size() == 126);
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}
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TEST_CASE("[Geometry3D] Build Cylinder Planes") {
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struct Case {
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real_t radius, height;
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int sides;
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Vector3::Axis axis;
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int want_size;
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Case(){};
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Case(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis, int p_want) :
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radius(p_radius), height(p_height), sides(p_sides), axis(p_axis), want_size(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(3.0f, 10.0f, 10, Vector3::Axis(), 12));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector<Plane> planes = Geometry3D::build_cylinder_planes(current_case.radius, current_case.height, current_case.sides, current_case.axis);
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CHECK(planes.size() == current_case.want_size);
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}
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Vector<Plane> planes = Geometry3D::build_cylinder_planes(3.0f, 10.0f, 10);
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CHECK(planes.size() == 12);
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}
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TEST_CASE("[Geometry3D] Build Sphere Planes") {
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struct Case {
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real_t radius;
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int lats, lons;
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Vector3::Axis axis;
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int want_size;
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Case(){};
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Case(real_t p_radius, int p_lat, int p_lons, Vector3::Axis p_axis, int p_want) :
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radius(p_radius), lats(p_lat), lons(p_lons), axis(p_axis), want_size(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(10.0f, 10, 3, Vector3::Axis(), 63));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector<Plane> planes = Geometry3D::build_sphere_planes(current_case.radius, current_case.lats, current_case.lons, current_case.axis);
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CHECK(planes.size() == 63);
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}
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Vector<Plane> planes = Geometry3D::build_sphere_planes(10.0f, 10, 3);
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CHECK(planes.size() == 63);
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}
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#if false
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@ -175,39 +107,15 @@ TEST_CASE("[Geometry3D] Build Convex Mesh") {
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#endif
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TEST_CASE("[Geometry3D] Clip Polygon") {
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struct Case {
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Plane clipping_plane;
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Vector<Vector3> polygon;
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bool want;
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Case(){};
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Case(Plane p_clipping_plane, Vector<Vector3> p_polygon, bool p_want) :
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clipping_plane(p_clipping_plane), polygon(p_polygon), want(p_want){};
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};
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Vector<Case> tt;
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Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 10, 5));
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Vector<Vector3> box = Geometry3D::compute_convex_mesh_points(&box_planes[0], box_planes.size());
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tt.push_back(Case(Plane(), box, true));
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tt.push_back(Case(Plane(Vector3(0, 1, 0), Vector3(0, 3, 0)), box, false));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector<Vector3> output = Geometry3D::clip_polygon(current_case.polygon, current_case.clipping_plane);
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if (current_case.want) {
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CHECK(output == current_case.polygon);
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} else {
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CHECK(output != current_case.polygon);
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}
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}
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Vector<Vector3> output = Geometry3D::clip_polygon(box, Plane());
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CHECK(output == box);
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output = Geometry3D::clip_polygon(box, Plane(Vector3(0, 1, 0), Vector3(0, 3, 0)));
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CHECK(output != box);
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}
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TEST_CASE("[Geometry3D] Compute Convex Mesh Points") {
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struct Case {
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Vector<Plane> mesh;
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Vector<Vector3> want;
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Case(){};
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Case(Vector<Plane> p_mesh, Vector<Vector3> p_want) :
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mesh(p_mesh), want(p_want){};
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};
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Vector<Case> tt;
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Vector<Vector3> cube;
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cube.push_back(Vector3(-5, -5, -5));
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cube.push_back(Vector3(5, -5, -5));
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@ -217,220 +125,79 @@ TEST_CASE("[Geometry3D] Compute Convex Mesh Points") {
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cube.push_back(Vector3(5, -5, 5));
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cube.push_back(Vector3(-5, 5, 5));
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cube.push_back(Vector3(5, 5, 5));
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tt.push_back(Case(Geometry3D::build_box_planes(Vector3(5, 5, 5)), cube));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector<Vector3> vectors = Geometry3D::compute_convex_mesh_points(¤t_case.mesh[0], current_case.mesh.size());
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CHECK(vectors == current_case.want);
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}
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Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 5, 5));
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CHECK(Geometry3D::compute_convex_mesh_points(&box_planes[0], box_planes.size()) == cube);
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}
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TEST_CASE("[Geometry3D] Get Closest Point To Segment") {
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struct Case {
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Vector3 point;
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Vector<Vector3> segment;
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Vector3 want;
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Case(){};
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Case(Vector3 p_point, Vector<Vector3> p_segment, Vector3 p_want) :
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point(p_point), segment(p_segment), want(p_want){};
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};
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Vector<Case> tt;
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Vector<Vector3> test_segment;
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test_segment.push_back(Vector3(1, 1, 1));
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test_segment.push_back(Vector3(5, 5, 5));
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tt.push_back(Case(Vector3(2, 1, 4), test_segment, Vector3(2.33333, 2.33333, 2.33333)));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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Vector3 output = Geometry3D::get_closest_point_to_segment(current_case.point, ¤t_case.segment[0]);
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CHECK(output.is_equal_approx(current_case.want));
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}
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Vector3 segment[2] = { Vector3(1, 1, 1), Vector3(5, 5, 5) };
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Vector3 output = Geometry3D::get_closest_point_to_segment(Vector3(2, 1, 4), segment);
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CHECK(output.is_equal_approx(Vector3(2.33333, 2.33333, 2.33333)));
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}
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TEST_CASE("[Geometry3D] Plane and Box Overlap") {
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struct Case {
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Vector3 normal, max_box;
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float d;
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bool want;
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Case(){};
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Case(Vector3 p_normal, float p_d, Vector3 p_max_box, bool p_want) :
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normal(p_normal), max_box(p_max_box), d(p_d), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(3, 4, 2), 5, Vector3(5, 5, 5), true));
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tt.push_back(Case(Vector3(0, 1, 0), -10, Vector3(5, 5, 5), false));
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tt.push_back(Case(Vector3(1, 0, 0), -6, Vector3(5, 5, 5), false));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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bool overlap = Geometry3D::planeBoxOverlap(current_case.normal, current_case.d, current_case.max_box);
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CHECK(overlap == current_case.want);
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}
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CHECK(Geometry3D::planeBoxOverlap(Vector3(3, 4, 2), 5, Vector3(5, 5, 5)) == true);
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CHECK(Geometry3D::planeBoxOverlap(Vector3(0, 1, 0), -10, Vector3(5, 5, 5)) == false);
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CHECK(Geometry3D::planeBoxOverlap(Vector3(1, 0, 0), -6, Vector3(5, 5, 5)) == false);
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}
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TEST_CASE("[Geometry3D] Is Point in Projected Triangle") {
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struct Case {
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Vector3 point, v_1, v_2, v_3;
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bool want;
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Case(){};
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Case(Vector3 p_point, Vector3 p_v_1, Vector3 p_v_2, Vector3 p_v_3, bool p_want) :
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point(p_point), v_1(p_v_1), v_2(p_v_2), v_3(p_v_3), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(1, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), true));
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tt.push_back(Case(Vector3(5, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), false));
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tt.push_back(Case(Vector3(3, 0, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), true));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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bool output = Geometry3D::point_in_projected_triangle(current_case.point, current_case.v_1, current_case.v_2, current_case.v_3);
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CHECK(output == current_case.want);
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}
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CHECK(Geometry3D::point_in_projected_triangle(Vector3(1, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == true);
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CHECK(Geometry3D::point_in_projected_triangle(Vector3(5, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == false);
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CHECK(Geometry3D::point_in_projected_triangle(Vector3(3, 0, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0)) == true);
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}
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TEST_CASE("[Geometry3D] Does Ray Intersect Triangle") {
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struct Case {
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Vector3 from, direction, v_1, v_2, v_3;
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Vector3 *result = nullptr;
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bool want;
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Case(){};
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Case(Vector3 p_from, Vector3 p_direction, Vector3 p_v_1, Vector3 p_v_2, Vector3 p_v_3, bool p_want) :
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from(p_from), direction(p_direction), v_1(p_v_1), v_2(p_v_2), v_3(p_v_3), result(nullptr), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(0, 1, 1), Vector3(0, 0, -10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), true));
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tt.push_back(Case(Vector3(5, 10, 1), Vector3(0, 0, -10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), false));
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tt.push_back(Case(Vector3(0, 1, 1), Vector3(0, 0, 10), Vector3(0, 3, 0), Vector3(-3, 0, 0), Vector3(3, 0, 0), false));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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bool output = Geometry3D::ray_intersects_triangle(current_case.from, current_case.direction, current_case.v_1, current_case.v_2, current_case.v_3, current_case.result);
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CHECK(output == current_case.want);
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}
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Vector3 result;
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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);
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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);
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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);
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}
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TEST_CASE("[Geometry3D] Does Segment Intersect Convex") {
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struct Case {
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Vector3 from, to;
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Vector<Plane> planes;
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Vector3 *result, *normal;
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bool want;
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Case(){};
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Case(Vector3 p_from, Vector3 p_to, Vector<Plane> p_planes, bool p_want) :
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from(p_from), to(p_to), planes(p_planes), result(nullptr), normal(nullptr), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 0), Geometry3D::build_box_planes(Vector3(5, 5, 5)), true));
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tt.push_back(Case(Vector3(10, 10, 10), Vector3(5, 5, 5), Geometry3D::build_box_planes(Vector3(5, 5, 5)), true));
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tt.push_back(Case(Vector3(10, 10, 10), Vector3(6, 5, 5), Geometry3D::build_box_planes(Vector3(5, 5, 5)), false));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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bool output = Geometry3D::segment_intersects_convex(current_case.from, current_case.to, ¤t_case.planes[0], current_case.planes.size(), current_case.result, current_case.normal);
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CHECK(output == current_case.want);
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}
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Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(5, 5, 5));
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Vector3 result, normal;
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CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(0, 0, 0), &box_planes[0], box_planes.size(), &result, &normal) == true);
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CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(5, 5, 5), &box_planes[0], box_planes.size(), &result, &normal) == true);
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CHECK(Geometry3D::segment_intersects_convex(Vector3(10, 10, 10), Vector3(6, 5, 5), &box_planes[0], box_planes.size(), &result, &normal) == false);
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}
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TEST_CASE("[Geometry3D] Segment Intersects Cylinder") {
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struct Case {
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Vector3 from, to;
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real_t height, radius;
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Vector3 *result, *normal;
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bool want;
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Case(){};
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Case(Vector3 p_from, Vector3 p_to, real_t p_height, real_t p_radius, bool p_want) :
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from(p_from), to(p_to), height(p_height), radius(p_radius), result(nullptr), normal(nullptr), want(p_want){};
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};
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Vector<Case> tt;
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tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 0), 5, 5, true));
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tt.push_back(Case(Vector3(10, 10, 10), Vector3(6, 6, 6), 5, 5, false));
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for (int i = 0; i < tt.size(); ++i) {
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Case current_case = tt[i];
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bool output = Geometry3D::segment_intersects_cylinder(current_case.from, current_case.to, current_case.height, current_case.radius, current_case.result, current_case.normal);
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CHECK(output == current_case.want);
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}
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Vector3 result, normal;
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CHECK(Geometry3D::segment_intersects_cylinder(Vector3(10, 10, 10), Vector3(0, 0, 0), 5, 5, &result, &normal) == true);
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CHECK(Geometry3D::segment_intersects_cylinder(Vector3(10, 10, 10), Vector3(6, 6, 6), 5, 5, &result, &normal) == false);
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}
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TEST_CASE("[Geometry3D] Segment Intersects Cylinder") {
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struct Case {
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Vector3 from, to, sphere_pos;
|
||||
real_t radius;
|
||||
Vector3 *result, *normal;
|
||||
bool want;
|
||||
Case(){};
|
||||
Case(Vector3 p_from, Vector3 p_to, Vector3 p_sphere_pos, real_t p_radius, bool p_want) :
|
||||
from(p_from), to(p_to), sphere_pos(p_sphere_pos), radius(p_radius), result(nullptr), normal(nullptr), want(p_want){};
|
||||
};
|
||||
Vector<Case> tt;
|
||||
tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 0), Vector3(0, 0, 0), 5, true));
|
||||
tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 2.5), Vector3(0, 0, 0), 5, true));
|
||||
tt.push_back(Case(Vector3(10, 10, 10), Vector3(5, 5, 5), Vector3(0, 0, 0), 5, false));
|
||||
for (int i = 0; i < tt.size(); ++i) {
|
||||
Case current_case = tt[i];
|
||||
bool output = Geometry3D::segment_intersects_sphere(current_case.from, current_case.to, current_case.sphere_pos, current_case.radius, current_case.result, current_case.normal);
|
||||
CHECK(output == current_case.want);
|
||||
}
|
||||
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") {
|
||||
struct Case {
|
||||
Vector3 from, to, v_1, v_2, v_3, *result;
|
||||
bool want;
|
||||
Case(){};
|
||||
Case(Vector3 p_from, Vector3 p_to, Vector3 p_v_1, Vector3 p_v_2, Vector3 p_v_3, bool p_want) :
|
||||
from(p_from), to(p_to), v_1(p_v_1), v_2(p_v_2), v_3(p_v_3), result(nullptr), want(p_want){};
|
||||
};
|
||||
Vector<Case> tt;
|
||||
tt.push_back(Case(Vector3(1, 1, 1), Vector3(-1, -1, -1), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), true));
|
||||
tt.push_back(Case(Vector3(1, 1, 1), Vector3(3, 0, 0), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), true));
|
||||
tt.push_back(Case(Vector3(1, 1, 1), Vector3(10, -1, -1), Vector3(-3, 0, 0), Vector3(0, 3, 0), Vector3(3, 0, 0), false));
|
||||
for (int i = 0; i < tt.size(); ++i) {
|
||||
Case current_case = tt[i];
|
||||
bool output = Geometry3D::segment_intersects_triangle(current_case.from, current_case.to, current_case.v_1, current_case.v_2, current_case.v_3, current_case.result);
|
||||
CHECK(output == current_case.want);
|
||||
}
|
||||
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") {
|
||||
struct Case {
|
||||
Vector3 box_center;
|
||||
Vector3 box_half_size;
|
||||
Vector3 *tri_verts = nullptr;
|
||||
bool want;
|
||||
Case(){};
|
||||
Case(Vector3 p_center, Vector3 p_half_size, Vector3 *p_verts, bool p_want) :
|
||||
box_center(p_center), box_half_size(p_half_size), tri_verts(p_verts), want(p_want){};
|
||||
};
|
||||
Vector<Case> tt;
|
||||
Vector3 GoodTriangle[3] = { Vector3(3, 2, 3), Vector3(2, 2, 1), Vector3(2, 1, 1) };
|
||||
tt.push_back(Case(Vector3(0, 0, 0), Vector3(5, 5, 5), GoodTriangle, true));
|
||||
Vector3 BadTriangle[3] = { Vector3(100, 100, 100), Vector3(-100, -100, -100), Vector3(10, 10, 10) };
|
||||
tt.push_back(Case(Vector3(1000, 1000, 1000), Vector3(1, 1, 1), BadTriangle, false));
|
||||
for (int i = 0; i < tt.size(); ++i) {
|
||||
Case current_case = tt[i];
|
||||
bool output = Geometry3D::triangle_box_overlap(current_case.box_center, current_case.box_half_size, current_case.tri_verts);
|
||||
CHECK(output == current_case.want);
|
||||
}
|
||||
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") {
|
||||
struct Case {
|
||||
Vector<Vector3> triangle;
|
||||
Vector3 normal, sphere_pos, triangle_contact, sphere_contact;
|
||||
real_t sphere_radius;
|
||||
bool want;
|
||||
Case(){};
|
||||
Case(Vector<Vector3> p_triangle, Vector3 p_normal, Vector3 p_sphere_pos, real_t p_sphere_radius, bool p_want) :
|
||||
triangle(p_triangle), normal(p_normal), sphere_pos(p_sphere_pos), triangle_contact(Vector3()), sphere_contact(Vector3()), sphere_radius(p_sphere_radius), want(p_want){};
|
||||
};
|
||||
Vector<Case> tt;
|
||||
Vector<Vector3> triangle;
|
||||
triangle.push_back(Vector3(3, 0, 0));
|
||||
triangle.push_back(Vector3(-3, 0, 0));
|
||||
triangle.push_back(Vector3(0, 3, 0));
|
||||
tt.push_back(Case(triangle, Vector3(0, -1, 0), Vector3(0, 0, 0), 5, true));
|
||||
tt.push_back(Case(triangle, Vector3(0, 1, 0), Vector3(0, 0, 0), 5, true));
|
||||
tt.push_back(Case(triangle, Vector3(0, 1, 0), Vector3(20, 0, 0), 5, false));
|
||||
for (int i = 0; i < tt.size(); ++i) {
|
||||
Case current_case = tt[i];
|
||||
bool output = Geometry3D::triangle_sphere_intersection_test(¤t_case.triangle[0], current_case.normal, current_case.sphere_pos, current_case.sphere_radius, current_case.triangle_contact, current_case.sphere_contact);
|
||||
CHECK(output == current_case.want);
|
||||
}
|
||||
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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user