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https://github.com/TorqueGameEngines/Torque3D.git
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105 lines
3.9 KiB
C++
105 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "unit/test.h"
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#include "math/mPolyhedron.h"
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#ifndef TORQUE_SHIPPING
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using namespace UnitTesting;
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#define TEST( x ) test( ( x ), "FAIL: " #x )
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#define XTEST( t, x ) t->test( ( x ), "FAIL: " #x )
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CreateUnitTest( TestMathPolyhedronBuildFromPlanes, "Math/Polyhedron/BuildFromPlanes" )
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{
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void test_unitCube()
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{
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Vector< PlaneF > planes;
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// Build planes for a unit cube centered at the origin.
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// Note that the normals must be facing inwards.
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planes.push_back( PlaneF( Point3F( -0.5f, 0.f, 0.f ), Point3F( 1.f, 0.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.5f, 0.f, 0.f ), Point3F( -1.f, 0.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, -0.5f, 0.f ), Point3F( 0.f, 1.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.5f, 0.f ), Point3F( 0.f, -1.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.f, -0.5f ), Point3F( 0.f, 0.f, 1.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.f, 0.5f ), Point3F( 0.f, 0.f, -1.f ) ) );
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// Turn it into a polyhedron.
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Polyhedron polyhedron;
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polyhedron.buildFromPlanes(
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PlaneSetF( planes.address(), planes.size() )
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);
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// Check if we got a cube back.
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TEST( polyhedron.getNumPoints() == 8 );
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TEST( polyhedron.getNumPlanes() == 6 );
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TEST( polyhedron.getNumEdges() == 12 );
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}
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void test_extraPlane()
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{
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Vector< PlaneF > planes;
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// Build planes for a unit cube centered at the origin.
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// Note that the normals must be facing inwards.
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planes.push_back( PlaneF( Point3F( -0.5f, 0.f, 0.f ), Point3F( 1.f, 0.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.5f, 0.f, 0.f ), Point3F( -1.f, 0.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, -0.5f, 0.f ), Point3F( 0.f, 1.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.5f, 0.f ), Point3F( 0.f, -1.f, 0.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.f, -0.5f ), Point3F( 0.f, 0.f, 1.f ) ) );
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planes.push_back( PlaneF( Point3F( 0.f, 0.f, 0.5f ), Point3F( 0.f, 0.f, -1.f ) ) );
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// Add extra plane that doesn't contribute a new edge.
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planes.push_back( PlaneF( Point3F( 0.5f, 0.5f, 0.5f ), Point3F( -1.f, -1.f, -1.f ) ) );
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// Turn it into a polyhedron.
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Polyhedron polyhedron;
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polyhedron.buildFromPlanes(
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PlaneSetF( planes.address(), planes.size() )
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);
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// Check if we got a cube back.
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TEST( polyhedron.getNumPoints() == 8 );
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TEST( polyhedron.getNumPlanes() == 6 );
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TEST( polyhedron.getNumEdges() == 12 );
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}
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void run()
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{
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test_unitCube();
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//test_extraPlane();
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}
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};
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#endif // !TORQUE_SHIPPING
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