/*************************************************************************/ /* test_geometry_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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") { struct Case { Vector3 p_1, p_2, p_3, p_4; Vector3 got_1, got_2; Vector3 want_1, want_2; Case(){}; 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) : 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){}; }; Vector tt; 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))); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; 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); CHECK(current_case.got_1.is_equal_approx(current_case.want_1)); CHECK(current_case.got_2.is_equal_approx(current_case.want_2)); } } TEST_CASE("[Geometry3D] Closest Distance Between Segments") { struct Case { Vector3 p_1, p_2, p_3, p_4; float want; Case(){}; Case(Vector3 p_p_1, Vector3 p_p_2, Vector3 p_p_3, Vector3 p_p_4, float p_want) : p_1(p_p_1), p_2(p_p_2), p_3(p_p_3), p_4(p_p_4), want(p_want){}; }; Vector tt; tt.push_back(Case(Vector3(1, -2, 0), Vector3(1, 2, 0), Vector3(-1, 2, 0), Vector3(-1, -2, 0), 0.0f)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; float out = Geometry3D::get_closest_distance_between_segments(current_case.p_1, current_case.p_2, current_case.p_3, current_case.p_4); CHECK(out == current_case.want); } } TEST_CASE("[Geometry3D] Build Box Planes") { const Vector3 extents = Vector3(5, 5, 20); Vector 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") { struct Case { real_t radius, height; int sides, lats; Vector3::Axis axis; int want_size; Case(){}; Case(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis, int p_want) : radius(p_radius), height(p_height), sides(p_sides), lats(p_lats), axis(p_axis), want_size(p_want){}; }; Vector tt; tt.push_back(Case(10, 20, 6, 10, Vector3::Axis(), 126)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector capsule = Geometry3D::build_capsule_planes(current_case.radius, current_case.height, current_case.sides, current_case.lats, current_case.axis); // Should equal (p_sides * p_lats) * 2 + p_sides CHECK(capsule.size() == current_case.want_size); } } TEST_CASE("[Geometry3D] Build Cylinder Planes") { struct Case { real_t radius, height; int sides; Vector3::Axis axis; int want_size; Case(){}; Case(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis, int p_want) : radius(p_radius), height(p_height), sides(p_sides), axis(p_axis), want_size(p_want){}; }; Vector tt; tt.push_back(Case(3.0f, 10.0f, 10, Vector3::Axis(), 12)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector planes = Geometry3D::build_cylinder_planes(current_case.radius, current_case.height, current_case.sides, current_case.axis); CHECK(planes.size() == current_case.want_size); } } TEST_CASE("[Geometry3D] Build Sphere Planes") { struct Case { real_t radius; int lats, lons; Vector3::Axis axis; int want_size; Case(){}; Case(real_t p_radius, int p_lat, int p_lons, Vector3::Axis p_axis, int p_want) : radius(p_radius), lats(p_lat), lons(p_lons), axis(p_axis), want_size(p_want){}; }; Vector tt; tt.push_back(Case(10.0f, 10, 3, Vector3::Axis(), 63)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector planes = Geometry3D::build_sphere_planes(current_case.radius, current_case.lats, current_case.lons, current_case.axis); 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 object; int want_faces, want_edges, want_vertices; Case(){}; Case(Vector 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 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") { struct Case { Plane clipping_plane; Vector polygon; bool want; Case(){}; Case(Plane p_clipping_plane, Vector p_polygon, bool p_want) : clipping_plane(p_clipping_plane), polygon(p_polygon), want(p_want){}; }; Vector tt; Vector box_planes = Geometry3D::build_box_planes(Vector3(5, 10, 5)); Vector box = Geometry3D::compute_convex_mesh_points(&box_planes[0], box_planes.size()); tt.push_back(Case(Plane(), box, true)); tt.push_back(Case(Plane(Vector3(0, 1, 0), Vector3(0, 3, 0)), box, false)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector output = Geometry3D::clip_polygon(current_case.polygon, current_case.clipping_plane); if (current_case.want) { CHECK(output == current_case.polygon); } else { CHECK(output != current_case.polygon); } } } TEST_CASE("[Geometry3D] Compute Convex Mesh Points") { struct Case { Vector mesh; Vector want; Case(){}; Case(Vector p_mesh, Vector p_want) : mesh(p_mesh), want(p_want){}; }; Vector tt; Vector 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)); tt.push_back(Case(Geometry3D::build_box_planes(Vector3(5, 5, 5)), cube)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector vectors = Geometry3D::compute_convex_mesh_points(¤t_case.mesh[0], current_case.mesh.size()); CHECK(vectors == current_case.want); } } TEST_CASE("[Geometry3D] Get Closest Point To Segment") { struct Case { Vector3 point; Vector segment; Vector3 want; Case(){}; Case(Vector3 p_point, Vector p_segment, Vector3 p_want) : point(p_point), segment(p_segment), want(p_want){}; }; Vector tt; Vector test_segment; test_segment.push_back(Vector3(1, 1, 1)); test_segment.push_back(Vector3(5, 5, 5)); tt.push_back(Case(Vector3(2, 1, 4), test_segment, Vector3(2.33333, 2.33333, 2.33333))); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; Vector3 output = Geometry3D::get_closest_point_to_segment(current_case.point, ¤t_case.segment[0]); CHECK(output.is_equal_approx(current_case.want)); } } TEST_CASE("[Geometry3D] Plane and Box Overlap") { struct Case { Vector3 normal, max_box; float d; bool want; Case(){}; Case(Vector3 p_normal, float p_d, Vector3 p_max_box, bool p_want) : normal(p_normal), max_box(p_max_box), d(p_d), want(p_want){}; }; Vector tt; tt.push_back(Case(Vector3(3, 4, 2), 5, Vector3(5, 5, 5), true)); tt.push_back(Case(Vector3(0, 1, 0), -10, Vector3(5, 5, 5), false)); tt.push_back(Case(Vector3(1, 0, 0), -6, Vector3(5, 5, 5), false)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; bool overlap = Geometry3D::planeBoxOverlap(current_case.normal, current_case.d, current_case.max_box); CHECK(overlap == current_case.want); } } TEST_CASE("[Geometry3D] Is Point in Projected Triangle") { struct Case { Vector3 point, v_1, v_2, v_3; bool want; Case(){}; Case(Vector3 p_point, Vector3 p_v_1, Vector3 p_v_2, Vector3 p_v_3, bool p_want) : point(p_point), v_1(p_v_1), v_2(p_v_2), v_3(p_v_3), want(p_want){}; }; Vector tt; tt.push_back(Case(Vector3(1, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), true)); tt.push_back(Case(Vector3(5, 1, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), false)); tt.push_back(Case(Vector3(3, 0, 0), Vector3(3, 0, 0), Vector3(0, 3, 0), Vector3(-3, 0, 0), true)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; bool output = Geometry3D::point_in_projected_triangle(current_case.point, current_case.v_1, current_case.v_2, current_case.v_3); CHECK(output == current_case.want); } } TEST_CASE("[Geometry3D] Does Ray Intersect Triangle") { struct Case { Vector3 from, direction, v_1, v_2, v_3; Vector3 *result; bool want; Case(){}; Case(Vector3 p_from, Vector3 p_direction, Vector3 p_v_1, Vector3 p_v_2, Vector3 p_v_3, bool p_want) : 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){}; }; Vector tt; 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)); 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)); 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)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; 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); CHECK(output == current_case.want); } } TEST_CASE("[Geometry3D] Does Segment Intersect Convex") { struct Case { Vector3 from, to; Vector planes; Vector3 *result, *normal; bool want; Case(){}; Case(Vector3 p_from, Vector3 p_to, Vector p_planes, bool p_want) : from(p_from), to(p_to), planes(p_planes), result(nullptr), normal(nullptr), want(p_want){}; }; Vector tt; tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 0), Geometry3D::build_box_planes(Vector3(5, 5, 5)), true)); tt.push_back(Case(Vector3(10, 10, 10), Vector3(5, 5, 5), Geometry3D::build_box_planes(Vector3(5, 5, 5)), true)); tt.push_back(Case(Vector3(10, 10, 10), Vector3(6, 5, 5), Geometry3D::build_box_planes(Vector3(5, 5, 5)), false)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; 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); CHECK(output == current_case.want); } } TEST_CASE("[Geometry3D] Segment Intersects Cylinder") { struct Case { Vector3 from, to; real_t height, radius; Vector3 *result, *normal; bool want; Case(){}; Case(Vector3 p_from, Vector3 p_to, real_t p_height, real_t p_radius, bool p_want) : from(p_from), to(p_to), height(p_height), radius(p_radius), result(nullptr), normal(nullptr), want(p_want){}; }; Vector tt; tt.push_back(Case(Vector3(10, 10, 10), Vector3(0, 0, 0), 5, 5, true)); tt.push_back(Case(Vector3(10, 10, 10), Vector3(6, 6, 6), 5, 5, false)); for (int i = 0; i < tt.size(); ++i) { Case current_case = tt[i]; bool output = Geometry3D::segment_intersects_cylinder(current_case.from, current_case.to, current_case.height, current_case.radius, current_case.result, current_case.normal); CHECK(output == current_case.want); } } TEST_CASE("[Geometry3D] Segment Intersects Cylinder") { struct Case { 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 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); } } 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 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); } } TEST_CASE("[Geometry3D] Triangle and Box Overlap") { struct Case { Vector3 box_centre; Vector3 box_half_size; Vector3 *tri_verts; bool want; Case(){}; Case(Vector3 p_centre, Vector3 p_half_size, Vector3 *p_verts, bool p_want) : box_centre(p_centre), box_half_size(p_half_size), tri_verts(p_verts), want(p_want){}; }; Vector 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_centre, current_case.box_half_size, current_case.tri_verts); CHECK(output == current_case.want); } } TEST_CASE("[Geometry3D] Triangle and Sphere Intersect") { struct Case { Vector triangle; Vector3 normal, sphere_pos, triangle_contact, sphere_contact; real_t sphere_radius; bool want; Case(){}; Case(Vector 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 tt; Vector 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); } } } // namespace TestGeometry3D #endif // TEST_GEOMETRY_3D_H