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godot/tests/core/math/test_triangle_mesh.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

83 lines
3.6 KiB
C++

/**************************************************************************/
/* test_triangle_mesh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "core/math/triangle_mesh.h"
#include "scene/resources/3d/primitive_meshes.h"
#include "tests/test_macros.h"
namespace TestTriangleMesh {
TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {
Ref<BoxMesh> box_mesh;
box_mesh.instantiate();
const Vector<Face3> faces = box_mesh->get_faces();
Ref<TriangleMesh> triangle_mesh;
triangle_mesh.instantiate();
CHECK(triangle_mesh->create_from_faces(Variant(faces)));
const Vector3 begin = Vector3(0.0, 2.0, 0.0);
const Vector3 end = Vector3(0.0, -2.0, 0.0);
{
Vector3 point;
Vector3 normal;
int32_t *surf_index = nullptr;
int32_t face_index = -1;
const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);
CHECK(has_result);
CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
CHECK(surf_index == nullptr);
REQUIRE(face_index != -1);
CHECK(face_index == 8);
}
{
Vector3 dir = begin.direction_to(end);
Vector3 point;
Vector3 normal;
int32_t *surf_index = nullptr;
int32_t face_index = -1;
const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);
CHECK(has_result);
CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
CHECK(surf_index == nullptr);
REQUIRE(face_index != -1);
CHECK(face_index == 8);
}
}
} // namespace TestTriangleMesh