/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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_DYNAMIC_AABB_TREE_H #define TEST_DYNAMIC_AABB_TREE_H // Libraries #include "Test.h" #include "collision/broadphase/DynamicAABBTree.h" #include /// Reactphysics3D namespace namespace reactphysics3d { class TestOverlapCallback : public DynamicAABBTreeOverlapCallback { public : std::vector mOverlapNodes; // Called when a overlapping node has been found during the call to // DynamicAABBTree:reportAllShapesOverlappingWithAABB() virtual void notifyOverlappingNode(int nodeId) override { mOverlapNodes.push_back(nodeId); } void reset() { mOverlapNodes.clear(); } bool isOverlapping(int nodeId) const { return std::find(mOverlapNodes.begin(), mOverlapNodes.end(), nodeId) != mOverlapNodes.end(); } }; class DynamicTreeRaycastCallback : public DynamicAABBTreeRaycastCallback { public: std::vector mHitNodes; // Called when the AABB of a leaf node is hit by a ray virtual decimal raycastBroadPhaseShape(int32 nodeId, const Ray& ray) override { mHitNodes.push_back(nodeId); return 1.0; } void reset() { mHitNodes.clear(); } bool isHit(int nodeId) const { return std::find(mHitNodes.begin(), mHitNodes.end(), nodeId) != mHitNodes.end(); } }; // Class TestDynamicAABBTree /** * Unit test for the dynamic AABB tree */ class TestDynamicAABBTree : public Test { private : // ---------- Atributes ---------- // TestOverlapCallback mOverlapCallback; DynamicTreeRaycastCallback mRaycastCallback; public : // ---------- Methods ---------- // /// Constructor TestDynamicAABBTree(const std::string& name): Test(name) { } /// Run the tests void run() { testBasicsMethods(); testOverlapping(); testRaycast(); } void testBasicsMethods() { // ------------ Create tree ---------- // // Dynamic AABB Tree DynamicAABBTree tree; int object1Data = 56; int object2Data = 23; int object3Data = 13; int object4Data = 7; // First object AABB aabb1 = AABB(Vector3(-6, 4, -3), Vector3(4, 8, 3)); int object1Id = tree.addObject(aabb1, &object1Data); // Second object AABB aabb2 = AABB(Vector3(5, 2, -3), Vector3(10, 7, 3)); int object2Id = tree.addObject(aabb2, &object2Data); // Third object AABB aabb3 = AABB(Vector3(-5, 1, -3), Vector3(-2, 3, 3)); int object3Id = tree.addObject(aabb3, &object3Data); // Fourth object AABB aabb4 = AABB(Vector3(0, -4, -3), Vector3(3, -2, 3)); int object4Id = tree.addObject(aabb4, &object4Data); // ----------- Tests ----------- // // Test root AABB AABB rootAABB = tree.getRootAABB(); test(rootAABB.getMin().x == -6); test(rootAABB.getMin().y == -4); test(rootAABB.getMin().z == -3); test(rootAABB.getMax().x == 10); test(rootAABB.getMax().y == 8); test(rootAABB.getMax().z == 3); // Test data stored at the nodes of the tree test(*(int*)(tree.getNodeDataPointer(object1Id)) == object1Data); test(*(int*)(tree.getNodeDataPointer(object2Id)) == object2Data); test(*(int*)(tree.getNodeDataPointer(object3Id)) == object3Data); test(*(int*)(tree.getNodeDataPointer(object4Id)) == object4Data); } void testOverlapping() { // ------------- Create tree ----------- // // Dynamic AABB Tree DynamicAABBTree tree; int object1Data = 56; int object2Data = 23; int object3Data = 13; int object4Data = 7; // First object AABB aabb1 = AABB(Vector3(-6, 4, -3), Vector3(4, 8, 3)); int object1Id = tree.addObject(aabb1, &object1Data); // Second object AABB aabb2 = AABB(Vector3(5, 2, -3), Vector3(10, 7, 3)); int object2Id = tree.addObject(aabb2, &object2Data); // Third object AABB aabb3 = AABB(Vector3(-5, 1, -3), Vector3(-2, 3, 3)); int object3Id = tree.addObject(aabb3, &object3Data); // Fourth object AABB aabb4 = AABB(Vector3(0, -4, -3), Vector3(3, -2, 3)); int object4Id = tree.addObject(aabb4, &object4Data); // ---------- Tests ---------- // // AABB overlapping nothing mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-10, 12, -4), Vector3(10, 50, 4)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping everything mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-15, -15, -4), Vector3(15, 15, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 1 and 3 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-4, 2, -4), Vector3(-1, 7, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 3 and 4 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-6, -5, -2), Vector3(2, 2, 0)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 2 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(5, -10, -2), Vector3(7, 10, 9)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // ---- Update the object AABBs with the initial AABBs (no reinsertion) ----- // tree.updateObject(object1Id, aabb1, Vector3::zero(), false); tree.updateObject(object2Id, aabb2, Vector3::zero(), false); tree.updateObject(object3Id, aabb3, Vector3::zero(), false); tree.updateObject(object4Id, aabb4, Vector3::zero(), false); // AABB overlapping nothing mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-10, 12, -4), Vector3(10, 50, 4)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping everything mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-15, -15, -4), Vector3(15, 15, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 1 and 3 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-4, 2, -4), Vector3(-1, 7, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 3 and 4 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-6, -5, -2), Vector3(2, 2, 0)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 2 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(5, -10, -2), Vector3(7, 10, 9)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // ---- Update the object AABBs with the initial AABBs (with reinsertion) ----- // tree.updateObject(object1Id, aabb1, Vector3::zero(), true); tree.updateObject(object2Id, aabb2, Vector3::zero(), true); tree.updateObject(object3Id, aabb3, Vector3::zero(), true); tree.updateObject(object4Id, aabb4, Vector3::zero(), true); // AABB overlapping nothing mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-10, 12, -4), Vector3(10, 50, 4)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping everything mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-15, -15, -4), Vector3(15, 15, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 1 and 3 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-4, 2, -4), Vector3(-1, 7, 4)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 3 and 4 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-6, -5, -2), Vector3(2, 2, 0)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping object 2 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(5, -10, -2), Vector3(7, 10, 9)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // ---- Move objects 2 and 3 ----- // AABB newAABB2(Vector3(-7, 10, -3), Vector3(1, 13, 3)); tree.updateObject(object2Id, newAABB2, Vector3::zero()); AABB newAABB3(Vector3(7, -6, -3), Vector3(9, 1, 3)); tree.updateObject(object3Id, newAABB3, Vector3::zero()); // AABB overlapping object 3 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(6, -10, -2), Vector3(8, 5, 3)), mOverlapCallback); test(!mOverlapCallback.isOverlapping(object1Id)); test(!mOverlapCallback.isOverlapping(object2Id)); test(mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); // AABB overlapping objects 1, 2 mOverlapCallback.reset(); tree.reportAllShapesOverlappingWithAABB(AABB(Vector3(-8, 5, -3), Vector3(-2, 11, 3)), mOverlapCallback); test(mOverlapCallback.isOverlapping(object1Id)); test(mOverlapCallback.isOverlapping(object2Id)); test(!mOverlapCallback.isOverlapping(object3Id)); test(!mOverlapCallback.isOverlapping(object4Id)); } void testRaycast() { // ------------- Create tree ----------- // // Dynamic AABB Tree DynamicAABBTree tree; int object1Data = 56; int object2Data = 23; int object3Data = 13; int object4Data = 7; // First object AABB aabb1 = AABB(Vector3(-6, 4, -3), Vector3(4, 8, 3)); int object1Id = tree.addObject(aabb1, &object1Data); // Second object AABB aabb2 = AABB(Vector3(5, 2, -3), Vector3(10, 7, 3)); int object2Id = tree.addObject(aabb2, &object2Data); // Third object AABB aabb3 = AABB(Vector3(-5, 1, -3), Vector3(-2, 3, 3)); int object3Id = tree.addObject(aabb3, &object3Data); // Fourth object AABB aabb4 = AABB(Vector3(0, -4, -3), Vector3(3, -2, 3)); int object4Id = tree.addObject(aabb4, &object4Data); // ---------- Tests ---------- // // Ray with no hits mRaycastCallback.reset(); Ray ray1(Vector3(4.5, -10, -5), Vector3(4.5, 10, -5)); tree.raycast(ray1, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 mRaycastCallback.reset(); Ray ray2(Vector3(-1, -20, -2), Vector3(-1, 20, -2)); tree.raycast(ray2, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 and 2 mRaycastCallback.reset(); Ray ray3(Vector3(-7, 6, -2), Vector3(8, 6, -2)); tree.raycast(ray3, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 3 mRaycastCallback.reset(); Ray ray4(Vector3(-7, 2, 0), Vector3(-1, 2, 0)); tree.raycast(ray4, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // ---- Update the object AABBs with the initial AABBs (no reinsertion) ----- // tree.updateObject(object1Id, aabb1, Vector3::zero(), false); tree.updateObject(object2Id, aabb2, Vector3::zero(), false); tree.updateObject(object3Id, aabb3, Vector3::zero(), false); tree.updateObject(object4Id, aabb4, Vector3::zero(), false); // Ray with no hits mRaycastCallback.reset(); tree.raycast(ray1, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 mRaycastCallback.reset(); tree.raycast(ray2, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 and 2 mRaycastCallback.reset(); tree.raycast(ray3, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 3 mRaycastCallback.reset(); tree.raycast(ray4, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // ---- Update the object AABBs with the initial AABBs (with reinsertion) ----- // tree.updateObject(object1Id, aabb1, Vector3::zero(), true); tree.updateObject(object2Id, aabb2, Vector3::zero(), true); tree.updateObject(object3Id, aabb3, Vector3::zero(), true); tree.updateObject(object4Id, aabb4, Vector3::zero(), true); // Ray with no hits mRaycastCallback.reset(); tree.raycast(ray1, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 mRaycastCallback.reset(); tree.raycast(ray2, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 1 and 2 mRaycastCallback.reset(); tree.raycast(ray3, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 3 mRaycastCallback.reset(); tree.raycast(ray4, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // ---- Move objects 2 and 3 ----- // AABB newAABB2(Vector3(-7, 10, -3), Vector3(1, 13, 3)); tree.updateObject(object2Id, newAABB2, Vector3::zero()); AABB newAABB3(Vector3(7, -6, -3), Vector3(9, 1, 3)); tree.updateObject(object3Id, newAABB3, Vector3::zero()); // Ray that hits object 1, 2 Ray ray5(Vector3(-4, -5, 0), Vector3(-4, 12, 0)); mRaycastCallback.reset(); tree.raycast(ray5, mRaycastCallback); test(mRaycastCallback.isHit(object1Id)); test(mRaycastCallback.isHit(object2Id)); test(!mRaycastCallback.isHit(object3Id)); test(!mRaycastCallback.isHit(object4Id)); // Ray that hits object 3 and 4 Ray ray6(Vector3(11, -3, 1), Vector3(-2, -3, 1)); mRaycastCallback.reset(); tree.raycast(ray6, mRaycastCallback); test(!mRaycastCallback.isHit(object1Id)); test(!mRaycastCallback.isHit(object2Id)); test(mRaycastCallback.isHit(object3Id)); test(mRaycastCallback.isHit(object4Id)); } }; } #endif