add ray intersection checks

This commit is contained in:
ohyzha
2024-10-29 12:41:07 +02:00
parent 5ece0acc77
commit ced45f7b72
4 changed files with 512 additions and 0 deletions

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