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