add ray intersection checks
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216
tests/RayTests.cpp
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216
tests/RayTests.cpp
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include <catch2/catch_all.hpp>
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#include <catch2/matchers/catch_matchers_floating_point.hpp>
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#include "Math/Math.hpp"
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#include "Scene/Ray.hpp"
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#include "Scene/GeometryFactory.hpp"
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using namespace OpenVulkano::Math;
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using namespace OpenVulkano::Math::Utils;
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using namespace OpenVulkano::Scene;
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namespace
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{
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void CompareVec3Approx(const Vector3f& f, const Vector3f& s)
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{
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REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x));
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REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x));
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REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x));
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}
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};
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TEST_CASE("RaySphereIntersection")
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{
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auto sphere = GeometryFactory::MakeSphere(1, 32, 16);
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RayHit h1, h2;
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// 2 intersections
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{
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Ray ray(Vector3f(0, 0, -5), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 2);
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REQUIRE((h1.point == Vector3f(0, 0, -1) && h2.point == Vector3f(0, 0, 1)));
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REQUIRE((h1.normal == Vector3f(0, 0, -1) && h2.normal == Vector3f(0, 0, 1)));
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REQUIRE(h1.distance < h2.distance);
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REQUIRE((h1.distance == distance(ray.GetOrigin(), h1.point) && h2.distance == distance(ray.GetOrigin(), h2.point)));
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// this returns just closest point
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if (auto opt = ray.IntersectSphere(Vector3f(0), 1))
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{
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REQUIRE(opt.value() == h1);
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}
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}
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// 1 intersection
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{
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Ray ray(Vector3f(1, 0, -1), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 1);
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REQUIRE(h1 == h2);
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REQUIRE(h1.point == Vector3f(1, 0, 0));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1).value() == h1);
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}
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// 0 intersections
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{
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Ray ray(Vector3f(2, 0, -1), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 0);
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REQUIRE(!ray.IntersectSphere(Vector3f(0), 1).has_value());
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}
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// ray is inside sphere
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{
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Ray ray(Vector3f(0, 0, 0), Vector3f(0.5, 0.5, 1));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 1);
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REQUIRE(h1 == h2);
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::CompareVec3Approx(h1.normal, h1.point);
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const auto& value = ray.IntersectSphere(Vector3f(0), 1).value();
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REQUIRE(value.distance == h1.distance);
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::CompareVec3Approx(value.normal, h1.normal);
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::CompareVec3Approx(value.point, h1.point);
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}
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// ray intersects sphere behind the origin
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{
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Ray ray(Vector3f(0, 0, 3), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 0);
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REQUIRE(!ray.IntersectSphere(Vector3f(0), 1).has_value());
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}
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}
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TEST_CASE("RayTriangleIntersection")
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{
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auto tri = GeometryFactory::MakeTriangle(Vector3f(0), Vector3f(3, 0, 0), Vector3f(1.5, 2, 0));
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std::optional<RayHit> hit;
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// intersects
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{
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Ray ray(Vector3f(1.5, 2, -5), Vector3f(0, 0, 1));
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hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position);
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REQUIRE(hit.has_value());
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REQUIRE(hit->distance == distance(ray.GetOrigin(), hit->point));
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REQUIRE(hit->point == Vector3f(1.5, 2, 0));
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}
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{
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Ray ray(Vector3f(1.5, 1, -1), Vector3f(0, 0, 1));
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hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position);
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REQUIRE(hit.has_value());
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REQUIRE(hit->distance == distance(ray.GetOrigin(), hit->point));
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REQUIRE(hit->point == Vector3f(1.5, 1, 0));
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}
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// no intersections
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{
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Ray ray(Vector3f(5, 0, 0), Vector3f(0, 0, 1));
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hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position);
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REQUIRE(!hit.has_value());
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}
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{
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Ray ray(Vector3f(1.5, 1, 0.5), Vector3f(0, 0, 1));
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hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position);
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REQUIRE(!hit.has_value());
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}
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}
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TEST_CASE("RayQuadIntersection")
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{
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auto cube = GeometryFactory::MakeCube();
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std::optional<RayHit> hit;
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// intersects
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{
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Ray ray(Vector3f(0), Vector3f(0, 0, 1));
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// front face
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hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position,
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cube.vertices[3].position);
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REQUIRE(hit.has_value());
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REQUIRE(hit->point == Vector3f(0, 0, 0.5));
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}
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// no intersections
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{
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Ray ray(Vector3f(0), Vector3f(0, 0, -1));
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hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position,
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cube.vertices[3].position);
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REQUIRE(!hit.has_value());
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}
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{
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Ray ray(Vector3f(1, 1, 0), Vector3f(0, 0, 1));
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hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position,
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cube.vertices[3].position);
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REQUIRE(!hit.has_value());
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}
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}
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TEST_CASE("RayAABBIntersection")
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{
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auto sphere = GeometryFactory::MakeSphere(1, 32, 16);
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sphere.CalculateAABB();
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std::optional<RayHit> hit;
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RayHit h1, h2;
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// intersects
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{
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Ray ray(Vector3f(0, 0, -2), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 2);
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REQUIRE(h1.distance < h2.distance);
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REQUIRE(h1.point == Vector3f(0, 0, -1));
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REQUIRE(h2.point == Vector3f(0, 0, 1));
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auto p = ray.IntersectAABB(sphere.aabb);
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REQUIRE(p->point == h1.point);
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REQUIRE(p->distance == h1.distance);
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}
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{
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Ray ray(Vector3f(0, 0, 1), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 1);
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REQUIRE(h1.distance == h2.distance);
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CompareVec3Approx(h1.point, h2.point);
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REQUIRE(h1.point == Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectAABB(sphere.aabb)->distance == h1.distance);
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}
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{
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// inside sphere
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Ray ray(Vector3f(0), Vector3f(0.3));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 1);
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REQUIRE(h1 == h2);
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auto val = ray.IntersectAABB(sphere.aabb);
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REQUIRE(val.has_value());
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REQUIRE_THAT(val->distance, Catch::Matchers::WithinRel(h1.distance));
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CompareVec3Approx(val->point, h1.point);
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}
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{
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Ray ray(Vector3f(2, -0.5, 1.5), Vector3f(-2, 0.5, -1.5));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 2);
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REQUIRE(h1.distance < h2.distance);
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auto val = ray.IntersectAABB(sphere.aabb);
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REQUIRE(val.has_value());
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REQUIRE(val->distance == h1.distance);
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CompareVec3Approx(val->point, h1.point);
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}
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// no intersections
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{
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Ray ray(Vector3f(3, 0, 1), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 0);
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REQUIRE(!ray.IntersectAABB(sphere.aabb).has_value());
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}
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{
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Ray ray(Vector3f(0, 0, 1.1), Vector3f(0, 0, 1));
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REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 0);
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REQUIRE(!ray.IntersectAABB(sphere.aabb).has_value());
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}
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}
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TEST_CASE("RayPlaneIntersection")
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{
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Vector3f pOrigin = Vector3f(0);
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Vector3f pNorm = Vector3f(0, 1, 0);
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{
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Ray ray(Vector3f(2, -2, 2), Vector3f(0, 1, 0));
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auto hit = ray.IntersectPlane(pOrigin, pNorm);
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REQUIRE(hit.has_value());
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REQUIRE(hit->normal == pNorm);
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REQUIRE(hit->distance == 2.f);
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REQUIRE(hit->point == Vector3f(2, 0, 2));
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}
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{
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Ray ray(Vector3f(2, -2, 2), Vector3f(1, 0, 0));
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REQUIRE(!ray.IntersectPlane(pOrigin, pNorm));
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}
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{
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Ray ray(Vector3f(0), Vector3f(1, 0, 0));
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REQUIRE(!ray.IntersectPlane(pOrigin, pNorm));
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}
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}
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