From f285cb425905b17b997c3c88cab0dccdf2fa20ed Mon Sep 17 00:00:00 2001 From: Dale Glass Date: Mon, 6 Jun 2022 23:25:30 +0200 Subject: [PATCH] Add missing findRayIntersection arguments --- tests/octree/src/AABoxCubeTests.cpp | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/tests/octree/src/AABoxCubeTests.cpp b/tests/octree/src/AABoxCubeTests.cpp index 4e0a75e3b9..5e2e55eae8 100644 --- a/tests/octree/src/AABoxCubeTests.cpp +++ b/tests/octree/src/AABoxCubeTests.cpp @@ -20,16 +20,17 @@ void AABoxCubeTests::raycastOutHitsXMinFace() { // Raycast inside out glm::vec3 corner(0.0f, 0.0f, 0.0f); float size = 1.0f; - + AABox box(corner, size); glm::vec3 origin(0.5f, 0.5f, 0.5f); glm::vec3 direction(-1.0f, 0.0f, 0.0f); float distance; BoxFace face; glm::vec3 surfaceNormal; + glm::vec3 invDirection; //FIXME -- what should this be set to? + + bool intersects = box.findRayIntersection(origin, direction, invDirection, distance, face, surfaceNormal); - bool intersects = box.findRayIntersection(origin, direction, distance, face, surfaceNormal); - QCOMPARE(intersects, true); QCOMPARE(distance, 0.5f); QCOMPARE(face, MIN_X_FACE); @@ -39,15 +40,17 @@ void AABoxCubeTests::raycastOutHitsXMaxFace () { // Raycast inside out glm::vec3 corner(0.0f, 0.0f, 0.0f); float size = 1.0f; - + AABox box(corner, size); glm::vec3 origin(0.5f, 0.5f, 0.5f); glm::vec3 direction(1.0f, 0.0f, 0.0f); float distance; BoxFace face; glm::vec3 surfaceNormal; + glm::vec3 invDirection; //FIXME -- what should this be set to? - bool intersects = box.findRayIntersection(origin, direction, distance, face, surfaceNormal); + + bool intersects = box.findRayIntersection(origin, direction, invDirection, distance, face, surfaceNormal); QCOMPARE(intersects, true); QCOMPARE(distance, 0.5f); @@ -57,15 +60,16 @@ void AABoxCubeTests::raycastInHitsXMinFace () { // Raycast outside in glm::vec3 corner(0.5f, 0.0f, 0.0f); float size = 0.5f; - + AABox box(corner, size); glm::vec3 origin(0.25f, 0.25f, 0.25f); glm::vec3 direction(1.0f, 0.0f, 0.0f); float distance; BoxFace face; glm::vec3 surfaceNormal; + glm::vec3 invDirection; //FIXME -- what should this be set to? - bool intersects = box.findRayIntersection(origin, direction, distance, face, surfaceNormal); + bool intersects = box.findRayIntersection(origin, direction, invDirection, distance, face, surfaceNormal); QCOMPARE(intersects, true); QCOMPARE(distance, 0.25f);