160 lines
7.1 KiB
C++
160 lines
7.1 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2011, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#include <testFrustumTest.h>
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#include "ImathFrustum.h"
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#include "ImathFrustumTest.h"
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#include "ImathBox.h"
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#include "ImathSphere.h"
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#include <iostream>
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#include <assert.h>
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using namespace std;
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void
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testFrustumTest ()
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{
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cout << "Testing functions in ImathFrustumTest.h";
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cout << "\nisVisible(Vec3) ";
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float n = 1.7;
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float f = 567.0;
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float l = -3.5;
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float r = 2.0;
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float b = -1.3;
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float t = 0.9;
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IMATH_INTERNAL_NAMESPACE::Frustum<float> frustum (n, f, l, r, t, b, false);
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IMATH_INTERNAL_NAMESPACE::Matrix44<float> cameraMat;
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IMATH_INTERNAL_NAMESPACE::Vec3<float> cameraPos(100.0f, 200.0f, 300.0f);
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cameraMat.makeIdentity();
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cameraMat.translate(cameraPos);
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IMATH_INTERNAL_NAMESPACE::FrustumTest<float> frustumTest(frustum, cameraMat);
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/////////////////////////////////////////////////////
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// Test Vec3's
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IMATH_INTERNAL_NAMESPACE::Vec3<float> insideVec (100.0f, 200.0f, 300 - 2.0f);
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IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_near(100.0f, 200.0f, 300 - 1.5f);
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IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_far (100.0f, 200.0f, 300 - 568.0f);
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IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_side(100.0f, 200.0f + 100.0f, 300 - 2.0f);
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IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_up (100.0f + 100.0f, 200.0f, 300 - 2.0f);
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assert ( frustumTest.isVisible(insideVec));
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assert (! frustumTest.isVisible(outsideVec_near));
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assert (! frustumTest.isVisible(outsideVec_far));
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assert (! frustumTest.isVisible(outsideVec_side));
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assert (! frustumTest.isVisible(outsideVec_up));
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cout << "passed Vec3\n";
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/////////////////////////////////////////////////////
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// Test Boxes
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IMATH_INTERNAL_NAMESPACE::Vec3<float> tinySize(0.0001f, 0.0001f, 0.0001f);
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IMATH_INTERNAL_NAMESPACE::Vec3<float> hugeSize(1000.0f, 1000.0f, 1000.0f);
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// Empty box should NOT be visible
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assert (!frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >()));
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// Tiny box inside the frust should be visible
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(insideVec + tinySize, insideVec + tinySize)));
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// Huge boxes inside and outside should be visible
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(insideVec - hugeSize, insideVec + hugeSize)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_near - hugeSize, outsideVec_near + hugeSize)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_far - hugeSize, outsideVec_far + hugeSize)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_side - hugeSize, outsideVec_side + hugeSize)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_up - hugeSize, outsideVec_up + hugeSize)));
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// Tiny boxes outside should NOT be visible
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_near - tinySize, outsideVec_near + tinySize)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_far - tinySize, outsideVec_far + tinySize)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_side - tinySize, outsideVec_side + tinySize)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
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(outsideVec_up - tinySize, outsideVec_up + tinySize)));
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cout << "passed Box\n";
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/////////////////////////////////////////////////////
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// Test Spheres
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float tinyRadius = 0.0001f;
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float hugeRadius = 1000.0f;
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// Tiny sphere inside the frust should be visible
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(insideVec, tinyRadius)));
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// Huge spheres inside and outside should be visible
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(insideVec, hugeRadius)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_near, hugeRadius)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_far, hugeRadius)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_side, hugeRadius)));
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assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_up, hugeRadius)));
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// Tiny spheres outside should NOT be visible
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_near, tinyRadius)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_far, tinyRadius)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_side, tinyRadius)));
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assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
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(outsideVec_up, tinyRadius)));
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cout << "passed Sphere\n";
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cout << "\nok\n\n";
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}
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