Files
axyz/src/Tests/CollisionTest.cpp
T
antc13 4c5d17b203 Merge remote-tracking branch 'origin/master' into Importer
# Conflicts:
#	resources/Schema/Entities/RenderingWorld.xml
#	resources/Shaders/ForwardPlus.frag.glsl
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Network/Server.cpp
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Tests/OctTreeTestGameClass.cpp
#	src/Tests/OctTreeTestHardCodedTestWorld.h
#	src/Tests/ResourceManagerTest.cpp
2016-01-24 14:40:52 +01:00

223 lines
6.5 KiB
C++

//#define BOOST_TEST_MODULE collTest
#include <boost/test/unit_test.hpp>
#include <boost/test/execution_monitor.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "Engine/Collision/Collision.h"
#include "Engine/Core/AABB.h"
#include "Engine/Core/Ray.h"
#include <stdlib.h>//srand
#include "Engine/Core/Octree.h"
//vs model
#include <sstream>
#include <string>
//ray vs model
#include "Engine/Core/ResourceManager.h"
#include "Engine/Rendering/Model.h"
#include "Engine/Core/Ray.h"
//vs memleaks
//#define _CRTDBG_MAP_ALLOC
//#include <stdlib.h>
//#include <crtdbg.h>
//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
//#define new DEBUG_CLIENTBLOCK
void RayTest(std::string fileName) {
//simple box test
Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
//using a
here, else we have to init the renderingsystem
ResourceManager::RegisterType<RawModel>("RawModel");
auto unitBox = ResourceManager::Load<RawModel>(fileName);
BOOST_REQUIRE(unitBox != nullptr);
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
BOOST_CHECK(hit);
ray.SetDirection(glm::vec3(-1, 0, 0));
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
BOOST_CHECK(!hit);
}
BOOST_AUTO_TEST_SUITE(collisionTests)
BOOST_AUTO_TEST_CASE(collisionTest)
{
//memleak
int* globalLeak = new int[5];
//fixed seed
srand(2);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
for (size_t i = 0; i < 10; i++)
{
Ray ray(
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
glm::vec3(rand() % 100, rand() % 100, 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 = AABB(minPos, maxPos);
z = Collision::RayVsAABB(ray, someAABB);
if (z) ++test;
}
BOOST_CHECK(test >= 0);
//_CrtDumpMemoryLeaks();
}
BOOST_AUTO_TEST_CASE(collisionTest2)
{
//fixed seed
srand(2);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
for (size_t i = 0; i < 1000000; i++)
{
Ray ray(
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
glm::vec3(rand() % 100, rand() % 100, 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 = AABB(minPos, maxPos);
z = Collision::RayAABBIntr(ray, someAABB);
if (z) ++test;
}
BOOST_CHECK(test >= 0);
}
BOOST_AUTO_TEST_CASE(rayVsModelTest)
{
//simple box test
RayTest("Models/Core/UnitCube.mesh"); // 360NoScope Unitcube
}
BOOST_AUTO_TEST_CASE(rayVsModelTest2)
{
//advanced test, this will check so rayVSAABB and rayVsModel(with boxmodel) gives the same result (hit/miss)
//testing with different seeds
// srand(7676762);
// srand(7676462);
// srand(7462);
srand(72);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
//min/max is the same as the rawmodels boundaries ofcourse
minPos = glm::vec3(-0.5f, -0.5f, -0.5f);
maxPos = glm::vec3(0.5f, 0.5f, 0.5f);
someAABB = AABB(minPos, maxPos);
//using a rawmodel here, else we have to init the renderingsystem
ResourceManager::RegisterType<RawModel>("RawModel");
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitCube.mesh"); // 360NoScope unitcube
BOOST_CHECK(unitBox != nullptr);
for (size_t i = 0; i < 1000000; i++)
{
Ray ray(
glm::vec3(-2, 0, 0),
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
);
//if we normalize the ray.direction when its 0,0,0 then we get nan,nan,nan - thus we have this check to prevent that
if (glm::any(glm::isnan(ray.Direction())))
continue;
z = Collision::RayVsAABB(ray, someAABB);
if (z) {
//hit
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
if (!hit) {
//if rayvsaabb hit but rayvvmodel didnt hit, we get to here
glm::vec3 outtttttttt;
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
}
else {
hit = hit;
}
BOOST_CHECK(hit);
}
////breakpoint test
//if (!z) {
// z = z;
//}
//
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
////breakpoint test
//if (!hit) {
// hit = hit;
//}
if (hit) {
//hit
z = Collision::RayVsAABB(ray, someAABB);
if (!z) {
//if rayvsmodel hit but rayvsaabb didnt hit then we get to here
z = Collision::RayVsAABB(ray, someAABB);
glm::vec3 outtttttttt;
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
}
else {
z = z;
}
BOOST_CHECK(hit);
}
}
}
BOOST_AUTO_TEST_CASE(rayVsModelTest3)
{
//simple test
RayTest("Models/Core/UnitSphere.mesh"); // 360NoScope unitSphere
}
BOOST_AUTO_TEST_CASE(rayVsModelTest4)
{
//simple test
RayTest("Models/Core/UnitCylinder.mesh"); // 360NoScope unitCylinder
}
BOOST_AUTO_TEST_CASE(rayVsModelTest5)
{
//simple test
RayTest("Models/Core/UnitRaptor.mesh"); // 360NoScope unitRaptor
}
BOOST_AUTO_TEST_CASE(octTest)
{
glm::vec3 mini = glm::vec3(-1, -1, -1);
glm::vec3 maxi = glm::vec3(1, 1, 1);
Octree<AABB> tree(AABB(mini, maxi), 2);
tree.AddDynamicObject(AABB(mini, -0.9f*maxi));
OctSpace::Output data;
glm::vec3 origin = 3.0f * mini;
bool rayIntersected = tree.RayCollides(Ray(origin , mini - origin), data);
BOOST_CHECK(rayIntersected);
tree.ClearDynamicObjects();
rayIntersected = tree.RayCollides(Ray(origin, mini - origin), data);
BOOST_CHECK(!rayIntersected);
}
BOOST_AUTO_TEST_SUITE_END()