diff --git a/src/Engine/Core/Collision.cpp b/src/Engine/Core/Collision.cpp index fd79b8bc..ff38c8a2 100644 --- a/src/Engine/Core/Collision.cpp +++ b/src/Engine/Core/Collision.cpp @@ -40,15 +40,13 @@ bool RayAABBIntr(const Ray& ray, const AABB& box) bool RayVsAABB(const Ray& ray, const AABB& box) { glm::vec3 invdir = 1.0f / ray.Direction; - glm::vec3 bMin = box.MinCorner(); - glm::vec3 bMax = box.MaxCorner(); - - float t1 = (bMin.x - ray.Origin.x)*invdir.x; - float t2 = (bMax.x - ray.Origin.x)*invdir.x; - float t3 = (bMin.y - ray.Origin.y)*invdir.y; - float t4 = (bMax.y - ray.Origin.y)*invdir.y; - float t5 = (bMin.z - ray.Origin.z)*invdir.z; - float t6 = (bMax.z - ray.Origin.z)*invdir.z; + + float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x; + float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x; + float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y; + float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y; + float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z; + float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z; float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6)); float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6)); diff --git a/src/Tests/CollisionTest.cpp b/src/Tests/CollisionTest.cpp index ef02cb66..426b9722 100644 --- a/src/Tests/CollisionTest.cpp +++ b/src/Tests/CollisionTest.cpp @@ -2,16 +2,72 @@ using boost::unit_test_framework::test_suite; using boost::unit_test_framework::test_case; #include +#include //srand BOOST_AUTO_TEST_SUITE(collisionTests) BOOST_AUTO_TEST_CASE(collisionTest) { + //fixed seed + srand(2); Collision::Ray ray; - ray.Origin = glm::vec3(0, 0, 0); - ray.Direction = glm::vec3(0, 0, 0); - auto someAABB = Collision::AABB(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0)); - bool z = Collision::RayVsAABB(ray, someAABB); + Collision::AABB someAABB; + glm::vec3 minPos; + glm::vec3 maxPos; + bool z; + int test = 0; + for (size_t i = 0; i < 1000000; i++) + { + ray.Origin.x = rand() % 100; + ray.Origin.y = rand() % 100; + ray.Origin.z = rand() % 100; + ray.Direction.x = rand() % 100; + ray.Direction.y = rand() % 100; + ray.Direction.z = rand() % 100; + minPos.x = rand() % 100; + minPos.y = rand() % 100; + minPos.z = rand() % 100; + maxPos.x = rand() % 100; + maxPos.y = rand() % 100; + maxPos.z = rand() % 100; + + someAABB = Collision::AABB(minPos, maxPos); + z = Collision::RayVsAABB(ray, someAABB); + if (z) ++test; + } + BOOST_CHECK(test >= 0); +} + +BOOST_AUTO_TEST_CASE(collisionTest2) +{ + //fixed seed + srand(2); + Collision::Ray ray; + Collision::AABB someAABB; + glm::vec3 minPos; + glm::vec3 maxPos; + bool z; + int test = 0; + for (size_t i = 0; i < 1000000; i++) + { + ray.Origin.x = rand() % 100; + ray.Origin.y = rand() % 100; + ray.Origin.z = rand() % 100; + ray.Direction.x = rand() % 100; + ray.Direction.y = rand() % 100; + ray.Direction.z = rand() % 100; + minPos.x = rand() % 100; + minPos.y = rand() % 100; + minPos.z = rand() % 100; + maxPos.x = rand() % 100; + maxPos.y = rand() % 100; + maxPos.z = rand() % 100; + + someAABB = Collision::AABB(minPos, maxPos); + z = Collision::RayAABBIntr(ray, someAABB); + if (z) ++test; + } + BOOST_CHECK(test >= 0); } BOOST_AUTO_TEST_SUITE_END()