/**************************************************************************/ /* 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 box_mesh; box_mesh.instantiate(); const Vector faces = box_mesh->get_faces(); Ref 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