12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 |
- /**************************************************************************/
- /* 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
|