// SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include "UnitTestFramework.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include TEST_SUITE("GJKTests") { TEST_CASE("TestGJKIntersectSphere") { GJKClosestPoint gjk; // Sphere 1 is centered around the origin Sphere s1(Vec3::sZero(), 1.0f); // Shere 2 is far away from s1 Vec3 c2(10.0f, 10.0f, 10.0f); Sphere s2(c2, 1.0f); // Sphere 3 is exactly 2 away from s1 float l = 2.0f / sqrt(3.0f); Vec3 c3(l, l, l); Sphere s3(c3, 1.0f); { // Test sphere s1 and s2, they should not collide Vec3 v = Vec3::sZero(); CHECK_FALSE(gjk.Intersects(s1, s2, 1.0e-4f, v)); } { // Test sphere s1 and s3, they should touch exactly Vec3 v = Vec3::sZero(); CHECK(gjk.Intersects(s1, s3, 1.0e-4f, v)); } { // Test sphere s1 and s2, they should not collide, verify their closest points Vec3 pa, pb, v = Vec3::sZero(); float d = sqrt(gjk.GetClosestPoints(s1, s2, 1.0e-4f, FLT_MAX, v, pa, pb)); CHECK_APPROX_EQUAL(c2.Length() - 2.0f, d, 1.0e-4f); CHECK_APPROX_EQUAL(c2.Normalized(), pa, 1.0e-4f); CHECK_APPROX_EQUAL(c2 - c2.Normalized(), pb, 1.0e-4f); } { // Test sphere s1 and s3, they should touch exactly, verify their closest points Vec3 pa, pb, v = Vec3::sZero(); float d = sqrt(gjk.GetClosestPoints(s1, s3, 1.0e-4f, FLT_MAX, v, pa, pb)); CHECK_APPROX_EQUAL(0.0f, d, 1.0e-4f); CHECK_APPROX_EQUAL(c2.Normalized(), pa, 1.0e-4f); CHECK_APPROX_EQUAL(c2.Normalized(), pb, 1.0e-4f); } } template static void TestIntersect( A (*inCreateFuncA)(UnitTestRandom &), B (*inCreateFuncB)(UnitTestRandom &), bool (*inCompareFunc)(const A &inA, const B &inB, bool inIsIntersecting, float inTolerance)) { UnitTestRandom random(12345); const int count = 10000; int hits = 0; GJKClosestPoint gjk; for (int i = 0; i < count; ++i) { A shape1 = inCreateFuncA(random); B shape2 = inCreateFuncB(random); // Use GJK to test for intersection Vec3 v = Vec3::sZero(); const float cTolerance = 1.0e-4f; bool result_gjk = gjk.Intersects(shape1, shape2, cTolerance, v); // Compare with reference function and increase tolerance a bit to account for floating point imprecision CHECK(inCompareFunc(shape1, shape2, result_gjk, 2.0f * cTolerance)); if (result_gjk) ++hits; } // Check that there were enough hits so that the test is representative float hit_rate = 100.0f * hits / count; CHECK(hit_rate > 30.0f); CHECK(hit_rate < 70.0f); } TEST_CASE("TestGJKSphereVsSphereIntersect") { auto sphere_creator = [](UnitTestRandom &inRandom) { uniform_real_distribution pos(-2.0f, 2.0f); uniform_real_distribution rad(0.5f, 2.0f); return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom)); }; TestIntersect( sphere_creator, sphere_creator, [](const Sphere &inSphereA, const Sphere &inSphereB, bool inIsIntersecting, float inTolerance) { // Test without and with tolerance if the results are equal return inSphereA.Overlaps(inSphereB) == inIsIntersecting || Sphere(inSphereA.GetCenter(), inSphereA.GetRadius() + inTolerance).Overlaps(inSphereB) == inIsIntersecting; }); } TEST_CASE("TestGJKSphereVsBoxIntersect") { auto sphere_creator = [](UnitTestRandom &inRandom) { uniform_real_distribution pos(-2.0f, 2.0f); uniform_real_distribution rad(0.5f, 2.0f); return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom)); }; auto box_creator = [](UnitTestRandom &inRandom) { uniform_real_distribution pos(-2.0f, 2.0f); Vec3 p1 = Vec3(pos(inRandom), pos(inRandom), pos(inRandom)); Vec3 p2 = Vec3(pos(inRandom), pos(inRandom), pos(inRandom)); return AABox::sFromTwoPoints(p1, p2); }; TestIntersect( sphere_creator, box_creator, [](const Sphere &inSphereA, const AABox &inBoxB, bool inIsIntersecting, float inTolerance) { // Test without and with tolerance if the results are equal return inSphereA.Overlaps(inBoxB) == inIsIntersecting || Sphere(inSphereA.GetCenter(), inSphereA.GetRadius() + inTolerance).Overlaps(inBoxB) == inIsIntersecting; }); } template static void TestRay(const A &inA, const Context &inContext, float (*inCompareFunc)(const Context &inContext, Vec3Arg inRayOrigin, Vec3Arg inRayDirection)) { UnitTestRandom random(12345); uniform_real_distribution random_scale(-2.0f, 2.0f); const int count = 1000; for (int i = 0; i < count; ++i) { Vec3 from(random_scale(random), random_scale(random), random_scale(random)); Vec3 to(random_scale(random), random_scale(random), random_scale(random)); Vec3 direction = to - from; // Use GJK to cast a ray float fraction1 = 1.0f + FLT_EPSILON; GJKClosestPoint gjk; if (!gjk.CastRay(from, direction, 1.0e-4f, inA, fraction1)) fraction1 = FLT_MAX; // Use the comparison function float fraction2 = inCompareFunc(inContext, from, direction); // The comparison functions work with infinite rays, so a fraction > 1 means a miss if (fraction2 > 1.0f) fraction2 = FLT_MAX; CHECK_APPROX_EQUAL(fraction1, fraction2, 0.01f); } } TEST_CASE("TestGJKRaySphere") { Sphere sphere(Vec3(0.1f, 0.2f, 0.3f), 1.1f); TestRay(sphere, sphere, [](const Sphere &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { return RaySphere(inRayOrigin, inRayDirection, inSphere.GetCenter(), inSphere.GetRadius()); }); } TEST_CASE("TestGJKRaySphereShape") { SphereShape sphere_shape(1.1f); ConvexShape::SupportBuffer buffer; const ConvexShape::Support *support = sphere_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f)); TestRay(*support, sphere_shape, [](const SphereShape &inSphere, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { return RaySphere(inRayOrigin, inRayDirection, Vec3::sZero(), inSphere.GetRadius()); }); } TEST_CASE("TestGJKRayBox") { AABox box(Vec3(-0.9f, -1.0f, -1.1f), Vec3(0.8f, 0.9f, 1.0f)); TestRay(box, box, [](const AABox &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), inBox.mMin, inBox.mMax); return max(fraction, 0.0f); }); } TEST_CASE("TestGJKRayBoxShape") { BoxShape box_shape(Vec3(0.9f, 1.0f, 1.1f), 0.0f); ConvexShape::SupportBuffer buffer; const ConvexShape::Support *support = box_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f)); TestRay(*support, box_shape, [](const BoxShape &inBox, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { float fraction = RayAABox(inRayOrigin, RayInvDirection(inRayDirection), -inBox.GetHalfExtent(), inBox.GetHalfExtent()); return max(fraction, 0.0f); }); } TEST_CASE("TestGJKRayCapsuleShape") { CapsuleShape capsule_shape(1.1f, 0.6f); ConvexShape::SupportBuffer buffer; const ConvexShape::Support *support = capsule_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f)); TestRay(*support, capsule_shape, [](const CapsuleShape &inCapsule, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { return RayCapsule(inRayOrigin, inRayDirection, inCapsule.GetHalfHeightOfCylinder(), inCapsule.GetRadius()); }); } TEST_CASE("TestGJKRayCylinderShape") { CylinderShape cylinder_shape(1.5f, 0.6f, 0.0f); ConvexShape::SupportBuffer buffer; const ConvexShape::Support *support = cylinder_shape.GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f)); TestRay(*support, cylinder_shape, [](const CylinderShape &inCylinder, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { return RayCylinder(inRayOrigin, inRayDirection, inCylinder.GetHalfHeight(), inCylinder.GetRadius()); }); } TEST_CASE("TestGJKRayTriangle") { TriangleConvexSupport triangle(Vec3(0.1f, 0.9f, 0.3f), Vec3(-0.9f, -0.5f, 0.2f), Vec3(0.7f, -0.3f, -0.1f)); TestRay(triangle, triangle, [](const TriangleConvexSupport &inTriangle, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) { return RayTriangle(inRayOrigin, inRayDirection, inTriangle.mV1, inTriangle.mV2, inTriangle.mV3); }); } }