|
@@ -0,0 +1,166 @@
|
|
|
|
+/*
|
|
|
|
+ * Copyright (c) 2009-2015 jMonkeyEngine
|
|
|
|
+ * All rights reserved.
|
|
|
|
+ *
|
|
|
|
+ * Redistribution and use in source and binary forms, with or without
|
|
|
|
+ * modification, are permitted provided that the following conditions are
|
|
|
|
+ * met:
|
|
|
|
+ *
|
|
|
|
+ * * Redistributions of source code must retain the above copyright
|
|
|
|
+ * notice, this list of conditions and the following disclaimer.
|
|
|
|
+ *
|
|
|
|
+ * * Redistributions in binary form must reproduce the above copyright
|
|
|
|
+ * notice, this list of conditions and the following disclaimer in the
|
|
|
|
+ * documentation and/or other materials provided with the distribution.
|
|
|
|
+ *
|
|
|
|
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
|
|
|
+ * may be used to endorse or promote products derived from this software
|
|
|
|
+ * without specific prior written permission.
|
|
|
|
+ *
|
|
|
|
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
|
|
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
|
|
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
|
|
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
|
|
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
|
|
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
|
|
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
|
|
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
|
|
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
|
|
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
|
|
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
+ */
|
|
|
|
+package com.jme3.collision;
|
|
|
|
+
|
|
|
|
+import static com.jme3.collision.CollisionUtil.*;
|
|
|
|
+
|
|
|
|
+import com.jme3.bounding.BoundingBox;
|
|
|
|
+import com.jme3.bounding.BoundingSphere;
|
|
|
|
+import com.jme3.math.FastMath;
|
|
|
|
+import com.jme3.math.Ray;
|
|
|
|
+import com.jme3.math.Vector3f;
|
|
|
|
+import com.jme3.scene.Geometry;
|
|
|
|
+import com.jme3.scene.shape.Quad;
|
|
|
|
+import org.junit.Test;
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ * Tests collision detection between bounding volumes.
|
|
|
|
+ *
|
|
|
|
+ * @author Kirill Vainer
|
|
|
|
+ */
|
|
|
|
+public class BoundingCollisionTest {
|
|
|
|
+
|
|
|
|
+ @Test
|
|
|
|
+ public void testBoxBoxCollision() {
|
|
|
|
+ BoundingBox box1 = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
|
|
|
|
+ BoundingBox box2 = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
|
|
|
|
+ checkCollision(box1, box2, 1);
|
|
|
|
+
|
|
|
|
+ // Put it at the very edge - should still intersect.
|
|
|
|
+ box2.setCenter(new Vector3f(2f, 0f, 0f));
|
|
|
|
+ checkCollision(box1, box2, 1);
|
|
|
|
+
|
|
|
|
+ // Put it a wee bit farther - no intersection expected
|
|
|
|
+ box2.setCenter(new Vector3f(2f + FastMath.ZERO_TOLERANCE, 0, 0));
|
|
|
|
+ checkCollision(box1, box2, 0);
|
|
|
|
+
|
|
|
|
+ // Check the corners.
|
|
|
|
+ box2.setCenter(new Vector3f(2f, 2f, 2f));
|
|
|
|
+ checkCollision(box1, box2, 1);
|
|
|
|
+
|
|
|
|
+ box2.setCenter(new Vector3f(2f, 2f, 2f + FastMath.ZERO_TOLERANCE));
|
|
|
|
+ checkCollision(box1, box2, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Test
|
|
|
|
+ public void testSphereSphereCollision() {
|
|
|
|
+ BoundingSphere sphere1 = new BoundingSphere(1, Vector3f.ZERO);
|
|
|
|
+ BoundingSphere sphere2 = new BoundingSphere(1, Vector3f.ZERO);
|
|
|
|
+ checkCollision(sphere1, sphere2, 1);
|
|
|
|
+
|
|
|
|
+ // Put it at the very edge - should still intersect.
|
|
|
|
+ sphere2.setCenter(new Vector3f(2f, 0f, 0f));
|
|
|
|
+ checkCollision(sphere1, sphere2, 1);
|
|
|
|
+
|
|
|
|
+ // Put it a wee bit farther - no intersection expected
|
|
|
|
+ sphere2.setCenter(new Vector3f(2f + FastMath.ZERO_TOLERANCE, 0, 0));
|
|
|
|
+ checkCollision(sphere1, sphere2, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Test
|
|
|
|
+ public void testBoxSphereCollision() {
|
|
|
|
+ BoundingBox box1 = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
|
|
|
|
+ BoundingSphere sphere2 = new BoundingSphere(1, Vector3f.ZERO);
|
|
|
|
+ checkCollision(box1, sphere2, 1);
|
|
|
|
+
|
|
|
|
+ // Put it at the very edge - for sphere vs. box, it will not intersect
|
|
|
|
+ sphere2.setCenter(new Vector3f(2f, 0f, 0f));
|
|
|
|
+ checkCollision(box1, sphere2, 0);
|
|
|
|
+
|
|
|
|
+ // Put it a wee bit closer - should intersect.
|
|
|
|
+ sphere2.setCenter(new Vector3f(2f - FastMath.ZERO_TOLERANCE, 0, 0));
|
|
|
|
+ checkCollision(box1, sphere2, 1);
|
|
|
|
+
|
|
|
|
+ // Test if the algorithm converts the sphere
|
|
|
|
+ // to a box before testing the collision (incorrect)
|
|
|
|
+ float sqrt3 = FastMath.sqrt(3);
|
|
|
|
+
|
|
|
|
+ sphere2.setCenter(Vector3f.UNIT_XYZ.mult(2));
|
|
|
|
+ sphere2.setRadius(sqrt3);
|
|
|
|
+ checkCollision(box1, sphere2, 0);
|
|
|
|
+
|
|
|
|
+ // Make it a wee bit larger.
|
|
|
|
+ sphere2.setRadius(sqrt3 + FastMath.ZERO_TOLERANCE);
|
|
|
|
+ checkCollision(box1, sphere2, 1);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Test
|
|
|
|
+ public void testBoxRayCollision() {
|
|
|
|
+ BoundingBox box = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
|
|
|
|
+ Ray ray = new Ray(Vector3f.ZERO, Vector3f.UNIT_Z);
|
|
|
|
+
|
|
|
|
+ // XXX: seems incorrect, ray inside box should only generate
|
|
|
|
+ // one result...
|
|
|
|
+ checkCollision(box, ray, 2);
|
|
|
|
+
|
|
|
|
+ ray.setOrigin(new Vector3f(0, 0, -5));
|
|
|
|
+ checkCollision(box, ray, 2);
|
|
|
|
+
|
|
|
|
+ // XXX: is this right? the ray origin is on the box's side..
|
|
|
|
+ ray.setOrigin(new Vector3f(0, 0, 2f));
|
|
|
|
+ checkCollision(box, ray, 0);
|
|
|
|
+
|
|
|
|
+ ray.setOrigin(new Vector3f(0, 0, -2f));
|
|
|
|
+ checkCollision(box, ray, 2);
|
|
|
|
+
|
|
|
|
+ // parallel to the edge, touching the side
|
|
|
|
+ ray.setOrigin(new Vector3f(0, 1f, -2f));
|
|
|
|
+ checkCollision(box, ray, 2);
|
|
|
|
+
|
|
|
|
+ // still parallel, but not touching the side
|
|
|
|
+ ray.setOrigin(new Vector3f(0, 1f + FastMath.ZERO_TOLERANCE, -2f));
|
|
|
|
+ checkCollision(box, ray, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ @Test
|
|
|
|
+ public void testBoxTriangleCollision() {
|
|
|
|
+ BoundingBox box = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
|
|
|
|
+ Geometry geom = new Geometry("geom", new Quad(1, 1));
|
|
|
|
+ checkCollision(box, geom, 2); // Both triangles intersect
|
|
|
|
+
|
|
|
|
+ // The box touches the edges of the triangles.
|
|
|
|
+ box.setCenter(new Vector3f(-1f, 0, 0));
|
|
|
|
+ checkCollision(box, geom, 2);
|
|
|
|
+
|
|
|
|
+ // Move it slightly farther..
|
|
|
|
+ box.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0));
|
|
|
|
+ checkCollision(box, geom, 0);
|
|
|
|
+
|
|
|
|
+ // Parallel triangle / box side, touching
|
|
|
|
+ box.setCenter(new Vector3f(0, 0, -1f));
|
|
|
|
+ checkCollision(box, geom, 2);
|
|
|
|
+
|
|
|
|
+ // Not touching
|
|
|
|
+ box.setCenter(new Vector3f(0, 0, -1f - FastMath.ZERO_TOLERANCE));
|
|
|
|
+ checkCollision(box, geom, 0);
|
|
|
|
+ }
|
|
|
|
+}
|