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83 lines
3.6 KiB
C++
83 lines
3.6 KiB
C++
/**************************************************************************/
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/* test_triangle_mesh.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/math/triangle_mesh.h"
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#include "scene/resources/3d/primitive_meshes.h"
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#include "tests/test_macros.h"
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namespace TestTriangleMesh {
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TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {
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Ref<BoxMesh> box_mesh;
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box_mesh.instantiate();
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const Vector<Face3> faces = box_mesh->get_faces();
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Ref<TriangleMesh> triangle_mesh;
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triangle_mesh.instantiate();
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CHECK(triangle_mesh->create_from_faces(Variant(faces)));
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const Vector3 begin = Vector3(0.0, 2.0, 0.0);
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const Vector3 end = Vector3(0.0, -2.0, 0.0);
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{
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Vector3 point;
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Vector3 normal;
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int32_t *surf_index = nullptr;
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int32_t face_index = -1;
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const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);
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CHECK(has_result);
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CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
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CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
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CHECK(surf_index == nullptr);
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REQUIRE(face_index != -1);
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CHECK(face_index == 8);
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}
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{
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Vector3 dir = begin.direction_to(end);
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Vector3 point;
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Vector3 normal;
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int32_t *surf_index = nullptr;
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int32_t face_index = -1;
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const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);
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CHECK(has_result);
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CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
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CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
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CHECK(surf_index == nullptr);
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REQUIRE(face_index != -1);
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CHECK(face_index == 8);
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}
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}
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} // namespace TestTriangleMesh
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