test_triangle_mesh.h 3.6 KB

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  1. /**************************************************************************/
  2. /* test_triangle_mesh.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/math/triangle_mesh.h"
  32. #include "scene/resources/3d/primitive_meshes.h"
  33. #include "tests/test_macros.h"
  34. namespace TestTriangleMesh {
  35. TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {
  36. Ref<BoxMesh> box_mesh;
  37. box_mesh.instantiate();
  38. const Vector<Face3> faces = box_mesh->get_faces();
  39. Ref<TriangleMesh> triangle_mesh;
  40. triangle_mesh.instantiate();
  41. CHECK(triangle_mesh->create_from_faces(Variant(faces)));
  42. const Vector3 begin = Vector3(0.0, 2.0, 0.0);
  43. const Vector3 end = Vector3(0.0, -2.0, 0.0);
  44. {
  45. Vector3 point;
  46. Vector3 normal;
  47. int32_t *surf_index = nullptr;
  48. int32_t face_index = -1;
  49. const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);
  50. CHECK(has_result);
  51. CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
  52. CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
  53. CHECK(surf_index == nullptr);
  54. REQUIRE(face_index != -1);
  55. CHECK(face_index == 8);
  56. }
  57. {
  58. Vector3 dir = begin.direction_to(end);
  59. Vector3 point;
  60. Vector3 normal;
  61. int32_t *surf_index = nullptr;
  62. int32_t face_index = -1;
  63. const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);
  64. CHECK(has_result);
  65. CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
  66. CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
  67. CHECK(surf_index == nullptr);
  68. REQUIRE(face_index != -1);
  69. CHECK(face_index == 8);
  70. }
  71. }
  72. } // namespace TestTriangleMesh