Add unit test for the AABB class

This commit is contained in:
Daniel Chappuis 2015-12-08 18:27:03 +01:00
parent 0b6d9af18e
commit 926fd1d352
2 changed files with 258 additions and 0 deletions

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@ -34,6 +34,7 @@
#include "tests/collision/TestPointInside.h"
#include "tests/collision/TestRaycast.h"
#include "tests/collision/TestCollisionWorld.h"
#include "tests/collision/TestAABB.h"
using namespace reactphysics3d;
@ -52,6 +53,7 @@ int main() {
// ---------- Collision Detection tests ---------- //
testSuite.addTest(new TestAABB("AABB"));
testSuite.addTest(new TestPointInside("IsPointInside"));
testSuite.addTest(new TestRaycast("Raycasting"));
testSuite.addTest(new TestCollisionWorld("CollisionWorld"));

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@ -0,0 +1,256 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_AABB_H
#define TEST_AABB_H
// Libraries
#include "reactphysics3d.h"
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestAABB
/**
* Unit test for the AABB class.
*/
class TestAABB : public Test {
private :
// ---------- Atributes ---------- //
AABB mAABB1;
AABB mAABB2;
AABB mAABB3;
AABB mAABB4;
public :
// ---------- Methods ---------- //
/// Constructor
TestAABB(const std::string& name) : Test(name) {
mAABB1.setMin(Vector3(-10, -10, -10));
mAABB1.setMax(Vector3(10, 10, 10));
// AABB2 intersect with AABB1
mAABB2.setMin(Vector3(-5, 4, -30));
mAABB2.setMax(Vector3(-2, 20, 30));
// AABB3 contains AABB1
mAABB3.setMin(Vector3(-25, -25, -25));
mAABB3.setMax(Vector3(25, 25, 25));
// AABB4 does not collide with AABB1
mAABB4.setMin(Vector3(-40, -40, -40));
mAABB4.setMax(Vector3(-15, -25, -12));
}
/// Destructor
~TestAABB() {
}
/// Run the tests
void run() {
testBasicMethods();
testMergeMethods();
testIntersection();
}
void testBasicMethods() {
// -------- Test constructors -------- //
AABB aabb1;
AABB aabb2(Vector3(-3, -5, -8), Vector3(65, -1, 56));
Vector3 trianglePoints[] = {
Vector3(-5, 7, 23), Vector3(45, -34, -73), Vector3(-12, 98, 76)
};
AABB aabb3 = AABB::createAABBForTriangle(trianglePoints);
test(aabb1.getMin().x == 0);
test(aabb1.getMin().y == 0);
test(aabb1.getMin().z == 0);
test(aabb1.getMax().x == 0);
test(aabb1.getMax().y == 0);
test(aabb1.getMax().z == 0);
test(aabb2.getMin().x == -3);
test(aabb2.getMin().y == -5);
test(aabb2.getMin().z == -8);
test(aabb2.getMax().x == 65);
test(aabb2.getMax().y == -1);
test(aabb2.getMax().z == 56);
test(aabb3.getMin().x == -12);
test(aabb3.getMin().y == -34);
test(aabb3.getMin().z == -73);
test(aabb3.getMax().x == 45);
test(aabb3.getMax().y == 98);
test(aabb3.getMax().z == 76);
// -------- Test getCenter() -------- //
test(mAABB1.getCenter().x == 0);
test(mAABB1.getCenter().y == 0);
test(mAABB1.getCenter().z == 0);
test(approxEqual(mAABB2.getCenter().x, -3.5));
test(approxEqual(mAABB2.getCenter().y, 12));
test(approxEqual(mAABB2.getCenter().z, 0));
// -------- Test setMin(), setMax(), getMin(), getMax() -------- //
AABB aabb5;
aabb5.setMin(Vector3(-12, 34, 6));
aabb5.setMax(Vector3(-3, 56, 20));
test(aabb5.getMin().x == -12);
test(aabb5.getMin().y == 34);
test(aabb5.getMin().z == 6);
test(aabb5.getMax().x == -3);
test(aabb5.getMax().y == 56);
test(aabb5.getMax().z == 20);
// -------- Test assignment operator -------- //
AABB aabb6;
aabb6 = aabb2;
test(aabb6.getMin().x == -3);
test(aabb6.getMin().y == -5);
test(aabb6.getMin().z == -8);
test(aabb6.getMax().x == 65);
test(aabb6.getMax().y == -1);
test(aabb6.getMax().z == 56);
// -------- Test getVolume() -------- //
test(approxEqual(mAABB1.getVolume(), 8000));
test(approxEqual(mAABB2.getVolume(), 2880));
}
void testMergeMethods() {
AABB aabb1(Vector3(-45, 7, -2), Vector3(23, 8, 1));
AABB aabb2(Vector3(-15, 6, 23), Vector3(-5, 9, 45));
// -------- Test mergeTwoAABBs() -------- //
AABB aabb3;
aabb3.mergeTwoAABBs(aabb1, mAABB1);
test(aabb3.getMin().x == -45);
test(aabb3.getMin().y == -10);
test(aabb3.getMin().z == -10);
test(aabb3.getMax().x == 23);
test(aabb3.getMax().y == 10);
test(aabb3.getMax().z == 10);
AABB aabb4;
aabb4.mergeTwoAABBs(aabb1, aabb2);
test(aabb4.getMin().x == -45);
test(aabb4.getMin().y == 6);
test(aabb4.getMin().z == -2);
test(aabb4.getMax().x == 23);
test(aabb4.getMax().y == 9);
test(aabb4.getMax().z == 45);
// -------- Test mergeWithAABB() -------- //
aabb1.mergeWithAABB(mAABB1);
test(aabb1.getMin().x == -45);
test(aabb1.getMin().y == -10);
test(aabb1.getMin().z == -10);
test(aabb1.getMax().x == 23);
test(aabb1.getMax().y == 10);
test(aabb1.getMax().z == 10);
aabb2.mergeWithAABB(mAABB1);
test(aabb2.getMin().x == -15);
test(aabb2.getMin().y == -10);
test(aabb2.getMin().z == -10);
test(aabb2.getMax().x == 10);
test(aabb2.getMax().y == 10);
test(aabb2.getMax().z == 45);
}
void testIntersection() {
// -------- Test contains() -------- //
test(!mAABB1.contains(mAABB2));
test(mAABB3.contains(mAABB1));
test(!mAABB1.contains(mAABB3));
test(!mAABB1.contains(mAABB4));
test(!mAABB4.contains(mAABB1));
// -------- Test testCollision() -------- //
test(mAABB1.testCollision(mAABB2));
test(mAABB2.testCollision(mAABB1));
test(mAABB1.testCollision(mAABB3));
test(mAABB3.testCollision(mAABB1));
test(!mAABB1.testCollision(mAABB4));
test(!mAABB4.testCollision(mAABB1));
// -------- Test testCollisionTriangleAABB() -------- //
AABB aabb(Vector3(100, 100, 100), Vector3(200, 200, 200));
Vector3 trianglePoints[] = {
Vector3(-2, 4, 6), Vector3(20, -34, -73), Vector3(-12, 98, 76)
};
test(mAABB1.testCollisionTriangleAABB(trianglePoints));
test(!aabb.testCollisionTriangleAABB(trianglePoints));
// -------- Test testRayIntersect() -------- //
Ray ray1(Vector3(-20, 4, -7), Vector3(20, 4, -7));
Ray ray2(Vector3(-20, 11, -7), Vector3(20, 11, -7));
Ray ray3(Vector3(0, 15, 0), Vector3(0, -15, 0));
Ray ray4(Vector3(0, -15, 0), Vector3(0, 15, 0));
Ray ray5(Vector3(-3, 4, 8), Vector3(-7, 9, 4));
Ray ray6(Vector3(-4, 6, -100), Vector3(-4, 6, -9));
Ray ray7(Vector3(-4, 6, -100), Vector3(-4, 6, -11), 0.6);
Ray ray8(Vector3(-403, -432, -100), Vector3(134, 643, 23));
test(mAABB1.testRayIntersect(ray1));
test(!mAABB1.testRayIntersect(ray2));
test(mAABB1.testRayIntersect(ray3));
test(mAABB1.testRayIntersect(ray4));
test(mAABB1.testRayIntersect(ray5));
test(mAABB1.testRayIntersect(ray6));
test(!mAABB1.testRayIntersect(ray7));
test(!mAABB1.testRayIntersect(ray8));
}
};
}
#endif