overte-lubosz/tests/octree/src/AABoxCubeTests.cpp

100 lines
3.1 KiB
C++

//
// AABoxCubeTests.h
// tests/octree/src
//
// Created by Brad Hefta-Gaub on 06/04/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QDebug>
#include <AABox.h>
#include <AACube.h>
#include "AABoxCubeTests.h"
void AABoxCubeTests::AABoxCubeTests(bool verbose) {
qDebug() << "******************************************************************************************";
qDebug() << "AABoxCubeTests::AABoxCubeTests()";
{
qDebug() << "Test 1: AABox.findRayIntersection() inside out MIN_X_FACE";
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;
bool intersects = box.findRayIntersection(origin, direction, distance, face);
if (intersects && distance == 0.5f && face == MIN_X_FACE) {
qDebug() << "Test 1: PASSED";
} else {
qDebug() << "intersects=" << intersects << "expected=" << true;
qDebug() << "distance=" << distance << "expected=" << 0.5f;
qDebug() << "face=" << face << "expected=" << MIN_X_FACE;
}
}
{
qDebug() << "Test 2: AABox.findRayIntersection() inside out MAX_X_FACE";
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;
bool intersects = box.findRayIntersection(origin, direction, distance, face);
if (intersects && distance == 0.5f && face == MAX_X_FACE) {
qDebug() << "Test 2: PASSED";
} else {
qDebug() << "intersects=" << intersects << "expected=" << true;
qDebug() << "distance=" << distance << "expected=" << 0.5f;
qDebug() << "face=" << face << "expected=" << MAX_X_FACE;
}
}
{
qDebug() << "Test 3: AABox.findRayIntersection() 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;
bool intersects = box.findRayIntersection(origin, direction, distance, face);
if (intersects && distance == 0.25f && face == MIN_X_FACE) {
qDebug() << "Test 3: PASSED";
} else {
qDebug() << "intersects=" << intersects << "expected=" << true;
qDebug() << "distance=" << distance << "expected=" << 0.5f;
qDebug() << "face=" << face << "expected=" << MIN_X_FACE;
}
}
qDebug() << "******************************************************************************************";
}
void AABoxCubeTests::runAllTests(bool verbose) {
AABoxCubeTests(verbose);
}