work on raytracing
This commit is contained in:
63
tests/geo/TestSphere3.cpp
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63
tests/geo/TestSphere3.cpp
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#ifdef WITH_TESTS
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#include "../Tests.h"
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#include "../../geo/Sphere3.h"
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TEST(Sphere3, contains) {
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Sphere3 a(Point3(0,0,0), 10);
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Sphere3 b1(Point3(8,0,0), 1);
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Sphere3 b2(Point3(0,8,0), 1);
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Sphere3 b3(Point3(0,0,8), 1);
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ASSERT_TRUE(a.contains(b1));
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ASSERT_TRUE(a.contains(b2));
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ASSERT_TRUE(a.contains(b3));
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ASSERT_FALSE(b1.contains(a));
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ASSERT_FALSE(b2.contains(a));
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ASSERT_FALSE(b3.contains(a));
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Sphere3 c1(Point3(8,0,0), 2.01);
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Sphere3 c2(Point3(0,8,0), 2.01);
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Sphere3 c3(Point3(0,0,8), 2.01);
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ASSERT_FALSE(a.contains(c1));
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ASSERT_FALSE(a.contains(c2));
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ASSERT_FALSE(a.contains(c3));
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ASSERT_FALSE(c1.contains(a));
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ASSERT_FALSE(c2.contains(a));
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ASSERT_FALSE(c3.contains(a));
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}
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TEST(Sphere3, join) {
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// no overlap
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Sphere3 a1(Point3(-1,0,0), 1);
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Sphere3 a2(Point3(+1,0,0), 1);
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Sphere3 a3 = Sphere3::join(a1, a2);
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ASSERT_EQ(Point3(0,0,0), a3.center);
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ASSERT_EQ(2, a3.radius);
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// overlap
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Sphere3 b1(Point3(-1,0,0), 1.5);
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Sphere3 b2(Point3(+1,0,0), 1.5);
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Sphere3 b3 = Sphere3::join(b1, b2);
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ASSERT_EQ(Point3(0,0,0), b3.center);
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ASSERT_EQ(2.5, b3.radius);
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// fully within
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Sphere3 c1(Point3(-1,0,0), 3.6);
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Sphere3 c2(Point3(+1,0,0), 1.5);
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Sphere3 c3 = Sphere3::join(c1, c2);
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ASSERT_EQ(c1.center, c3.center);
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ASSERT_EQ(c1.radius, c3.radius);
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Sphere3 c4 = Sphere3::join(c2, c1);
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ASSERT_EQ(c1.center, c4.center);
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ASSERT_EQ(c1.radius, c4.radius);
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}
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#endif
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36
tests/geo/TestTriangle3.cpp
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36
tests/geo/TestTriangle3.cpp
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#ifdef WITH_TESTS
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#include "../Tests.h"
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#include "../../geo/Triangle3.h"
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// https://stackoverflow.com/questions/17458562/efficient-aabb-triangle-intersection-in-c-sharp
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// http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/code/tribox3.txt
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TEST(Triangle3, intersect) {
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Point3 dst;
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{
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Triangle3 tria(Point3(-1,0,0), Point3(+1,0,0), Point3(0,1,0));
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Ray3 ray(Point3(0,0.5,-1), Point3(0,0,1));
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ASSERT_TRUE(tria.intersects(ray, dst));
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ASSERT_EQ(Point3(0, 0.5, 0), dst);
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}
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{
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Triangle3 tria(Point3(-1,0,0), Point3(+1,0,0), Point3(0,1,1));
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Ray3 ray(Point3(0,0.5,-1), Point3(0,0,1));
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ASSERT_TRUE(tria.intersects(ray, dst));
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ASSERT_EQ(Point3(0, 0.5, 0.5), dst);
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}
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{
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Triangle3 tria(Point3(10.4253730774, 49.0029830933, 0.00995028018951), Point3(10.4253730774, 49.0029830933, 3.99004983902), Point3(10.4253730774, 50.197013855, 3.99004983902));
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Ray3 ray(Point3(67.2000045776, 36.0, 3.5), Point3(0.154123231769, -0.631025910378, -0.76029753685));
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ASSERT_FALSE(tria.intersects(ray, dst));
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}
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}
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#endif
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