Path: blob/master/tests/core/math/test_triangle_mesh.h
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/**************************************************************************/1/* test_triangle_mesh.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "core/math/triangle_mesh.h"33#include "scene/resources/3d/primitive_meshes.h"3435#include "tests/test_macros.h"3637namespace TestTriangleMesh {3839TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {40Ref<BoxMesh> box_mesh;41box_mesh.instantiate();4243const Vector<Face3> faces = box_mesh->get_faces();4445Ref<TriangleMesh> triangle_mesh;46triangle_mesh.instantiate();47CHECK(triangle_mesh->create_from_faces(Variant(faces)));4849const Vector3 begin = Vector3(0.0, 2.0, 0.0);50const Vector3 end = Vector3(0.0, -2.0, 0.0);5152{53Vector3 point;54Vector3 normal;55int32_t *surf_index = nullptr;56int32_t face_index = -1;57const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);58CHECK(has_result);59CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));60CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));61CHECK(surf_index == nullptr);62REQUIRE(face_index != -1);63CHECK(face_index == 8);64}6566{67Vector3 dir = begin.direction_to(end);68Vector3 point;69Vector3 normal;70int32_t *surf_index = nullptr;71int32_t face_index = -1;72const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);73CHECK(has_result);74CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));75CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));76CHECK(surf_index == nullptr);77REQUIRE(face_index != -1);78CHECK(face_index == 8);79}80}81} // namespace TestTriangleMesh828384