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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include "UnitTestFramework.h"
- #include <Jolt/Geometry/ConvexSupport.h>
- #include <Jolt/Geometry/GJKClosestPoint.h>
- #include <Jolt/Geometry/AABox.h>
- #include <Jolt/Geometry/Sphere.h>
- #include <Jolt/Geometry/RayTriangle.h>
- #include <Jolt/Geometry/RaySphere.h>
- #include <Jolt/Geometry/RayAABox.h>
- #include <Jolt/Geometry/RayCapsule.h>
- #include <Jolt/Geometry/RayCylinder.h>
- #include <Jolt/Physics/Collision/Shape/SphereShape.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
- #include <Jolt/Physics/Collision/Shape/CylinderShape.h>
- #include <random>
- 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 <typename A, typename B>
- 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<float> pos(-2.0f, 2.0f);
- uniform_real_distribution<float> rad(0.5f, 2.0f);
- return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom));
- };
- TestIntersect<Sphere, Sphere>(
- 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<float> pos(-2.0f, 2.0f);
- uniform_real_distribution<float> rad(0.5f, 2.0f);
- return Sphere(Vec3(pos(inRandom), pos(inRandom), pos(inRandom)), rad(inRandom));
- };
- auto box_creator = [](UnitTestRandom &inRandom) {
- uniform_real_distribution<float> 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, AABox>(
- 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 <typename A, typename Context>
- static void TestRay(const A &inA, const Context &inContext, float (*inCompareFunc)(const Context &inContext, Vec3Arg inRayOrigin, Vec3Arg inRayDirection))
- {
- UnitTestRandom random(12345);
- uniform_real_distribution<float> 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>(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<ConvexShape::Support, SphereShape>(*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<AABox, AABox>(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<ConvexShape::Support, BoxShape>(*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<ConvexShape::Support, CapsuleShape>(*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<ConvexShape::Support, CylinderShape>(*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<TriangleConvexSupport, TriangleConvexSupport>(triangle, triangle, [](const TriangleConvexSupport &inTriangle, Vec3Arg inRayOrigin, Vec3Arg inRayDirection) {
- return RayTriangle(inRayOrigin, inRayDirection, inTriangle.mV1, inTriangle.mV2, inTriangle.mV3);
- });
- }
- }
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