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authorlawnjelly <lawnjelly@gmail.com>2024-01-03 13:24:40 +0000
committerlawnjelly <lawnjelly@gmail.com>2024-05-09 20:41:19 +0100
commitb35264ad95193349c51a9277abe571b711282cfb (patch)
tree68ba8822cf3f7afdacbad04101fb7631a2f4dc35 /tests
parentc4279fe3e0b27d0f40857c00eece7324a967285f (diff)
downloadredot-engine-b35264ad95193349c51a9277abe571b711282cfb.tar.gz
Fix AABB Ray intersection - return inside
* Separates find_intersects from test_intersects for rays, and wraps the former. * Changes parameter name to "r_intersection_point". * Fixes broken old version which returned per axis t. * Returns whether the ray origin is within the AABB. * Returns intersection point when origin outside. * Returns "backtracking" intersection point when inside. * Returns sensible normal when inside. * Returns valid results on borders. * Returns robust results dealing with floating point error. Co-authored-by: Claire Blackshaw <evilkimau@gmail.com>
Diffstat (limited to 'tests')
-rw-r--r--tests/core/math/test_aabb.h61
1 files changed, 61 insertions, 0 deletions
diff --git a/tests/core/math/test_aabb.h b/tests/core/math/test_aabb.h
index b9f84cca24..dbc62bc248 100644
--- a/tests/core/math/test_aabb.h
+++ b/tests/core/math/test_aabb.h
@@ -204,6 +204,67 @@ TEST_CASE("[AABB] Intersection") {
CHECK_MESSAGE(
!aabb_big.intersects_segment(Vector3(0, 300, 0), Vector3(0, 300, 0)),
"intersects_segment() should return the expected result with segment of length 0.");
+ CHECK_MESSAGE( // Simple ray intersection test.
+ aabb_big.intersects_ray(Vector3(-100, 3, 0), Vector3(1, 0, 0)),
+ "intersects_ray() should return true when ray points directly to AABB from outside.");
+ CHECK_MESSAGE( // Ray parallel to an edge.
+ !aabb_big.intersects_ray(Vector3(10, 10, 0), Vector3(0, 1, 0)),
+ "intersects_ray() should return false for ray parallel and outside of AABB.");
+ CHECK_MESSAGE( // Ray origin inside aabb.
+ aabb_big.intersects_ray(Vector3(1, 1, 1), Vector3(0, 1, 0)),
+ "intersects_ray() should return true for rays originating inside the AABB.");
+ CHECK_MESSAGE( // Ray pointing away from aabb.
+ !aabb_big.intersects_ray(Vector3(-10, 0, 0), Vector3(-1, 0, 0)),
+ "intersects_ray() should return false when ray points away from AABB.");
+ CHECK_MESSAGE( // Ray along a diagonal of aabb.
+ aabb_big.intersects_ray(Vector3(0, 0, 0), Vector3(1, 1, 1)),
+ "intersects_ray() should return true for rays along the AABB diagonal.");
+ CHECK_MESSAGE( // Ray originating at aabb edge.
+ aabb_big.intersects_ray(aabb_big.position, Vector3(-1, 0, 0)),
+ "intersects_ray() should return true for rays starting on AABB's edge.");
+ CHECK_MESSAGE( // Ray with zero direction inside.
+ aabb_big.intersects_ray(Vector3(-1, 3, -2), Vector3(0, 0, 0)),
+ "intersects_ray() should return true because its inside.");
+ CHECK_MESSAGE( // Ray with zero direction outside.
+ !aabb_big.intersects_ray(Vector3(-1000, 3, -2), Vector3(0, 0, 0)),
+ "intersects_ray() should return false for being outside.");
+
+ // Finding ray intersections.
+ const AABB aabb_simple = AABB(Vector3(), Vector3(1, 1, 1));
+ bool inside = false;
+ Vector3 intersection_point;
+ Vector3 intersection_normal;
+
+ // Borders.
+ aabb_simple.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect.");
+ aabb_simple.find_intersects_ray(Vector3(0.5, 1, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 1, 0.5)), "find_intersects_ray() border intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect.");
+
+ // Inside.
+ aabb_simple.find_intersects_ray(Vector3(0.5, 0.1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == true, "find_intersects_ray() should return inside when inside.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() inside backtracking intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() inside intersection normal incorrect.");
+
+ // Zero sized AABB.
+ const AABB aabb_zero = AABB(Vector3(), Vector3(1, 0, 1));
+ aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
+ aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
+ aabb_zero.find_intersects_ray(Vector3(0.5, -1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
}
TEST_CASE("[AABB] Merging") {