1750 lines
86 KiB
C++
1750 lines
86 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef TEST_RAYCAST_H
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#define TEST_RAYCAST_H
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// Libraries
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#include "Test.h"
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#include <reactphysics3d/engine/PhysicsCommon.h>
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#include <reactphysics3d/engine/PhysicsWorld.h>
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#include <reactphysics3d/body/CollisionBody.h>
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#include <reactphysics3d/collision/shapes/BoxShape.h>
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#include <reactphysics3d/collision/shapes/SphereShape.h>
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#include <reactphysics3d/collision/shapes/CapsuleShape.h>
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#include <reactphysics3d/collision/shapes/ConvexMeshShape.h>
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#include <reactphysics3d/collision/shapes/TriangleShape.h>
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#include <reactphysics3d/collision/shapes/ConcaveMeshShape.h>
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#include <reactphysics3d/collision/shapes/HeightFieldShape.h>
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#include <reactphysics3d/collision/TriangleMesh.h>
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#include <reactphysics3d/collision/TriangleVertexArray.h>
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#include <reactphysics3d/collision/RaycastInfo.h>
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#include <reactphysics3d/collision/PolygonVertexArray.h>
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#include <vector>
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/// Reactphysics3D namespace
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namespace reactphysics3d {
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// Enumeration for categories
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enum Category {
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CATEGORY1 = 0x0001,
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CATEGORY2 = 0x0002
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};
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/// Class WorldRaycastCallback
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class WorldRaycastCallback : public RaycastCallback {
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public:
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RaycastInfo raycastInfo;
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Collider* shapeToTest;
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bool isHit;
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WorldRaycastCallback() {
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isHit = false;
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shapeToTest = nullptr;
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}
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virtual decimal notifyRaycastHit(const RaycastInfo& info) override {
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if (shapeToTest->getBody()->getEntity() == info.body->getEntity()) {
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raycastInfo.body = info.body;
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raycastInfo.hitFraction = info.hitFraction;
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raycastInfo.collider = info.collider;
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raycastInfo.worldNormal = info.worldNormal;
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raycastInfo.worldPoint = info.worldPoint;
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isHit = true;
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}
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// Return a fraction of 1.0 because we need to gather all hits
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return decimal(1.0);
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}
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void reset() {
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raycastInfo.body = nullptr;
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raycastInfo.hitFraction = decimal(0.0);
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raycastInfo.collider = nullptr;
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raycastInfo.worldNormal.setToZero();
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raycastInfo.worldPoint.setToZero();
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isHit = false;
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}
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};
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// Class TestPointInside
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/**
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* Unit test for the CollisionBody::testPointInside() method.
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*/
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class TestRaycast : public Test {
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private :
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// ---------- Atributes ---------- //
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PhysicsCommon mPhysicsCommon;
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// Raycast callback class
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WorldRaycastCallback mCallback;
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DefaultAllocator mAllocator;
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// Epsilon
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decimal epsilon;
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// Physics world
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PhysicsWorld* mWorld;
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// Bodies
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CollisionBody* mBoxBody;
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CollisionBody* mSphereBody;
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CollisionBody* mCapsuleBody;
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CollisionBody* mConvexMeshBody;
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CollisionBody* mCylinderBody;
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CollisionBody* mCompoundBody;
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CollisionBody* mConcaveMeshBody;
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CollisionBody* mHeightFieldBody;
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// Transform
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Transform mBodyTransform;
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Transform mShapeTransform;
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Transform mLocalShapeToWorld;
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Transform mLocalShape2ToWorld;
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// Collision shapes
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BoxShape* mBoxShape;
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SphereShape* mSphereShape;
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CapsuleShape* mCapsuleShape;
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ConvexMeshShape* mConvexMeshShape;
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ConcaveMeshShape* mConcaveMeshShape;
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HeightFieldShape* mHeightFieldShape;
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// Collider
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Collider* mBoxCollider;
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Collider* mSphereCollider;
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Collider* mCapsuleCollider;
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Collider* mConvexMeshCollider;
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Collider* mCompoundSphereCollider;
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Collider* mCompoundCapsuleCollider;
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Collider* mConcaveMeshCollider;
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Collider* mHeightFieldCollider;
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// Triangle meshes
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TriangleMesh* mConcaveTriangleMesh;
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std::vector<Vector3> mConcaveMeshVertices;
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std::vector<uint> mConcaveMeshIndices;
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TriangleVertexArray* mConcaveMeshVertexArray;
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float mHeightFieldData[100];
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PolygonVertexArray::PolygonFace mPolygonFaces[6];
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PolygonVertexArray* mPolygonVertexArray;
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PolyhedronMesh* mPolyhedronMesh;
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Vector3 mPolyhedronVertices[8];
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int mPolyhedronIndices[4 * 6];
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public :
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// ---------- Methods ---------- //
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/// Constructor
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TestRaycast(const std::string& name) : Test(name) {
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epsilon = decimal(0.0001);
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// Create the world
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mWorld = mPhysicsCommon.createPhysicsWorld();
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// Body transform
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Vector3 position(-3, 2, 7);
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Quaternion orientation = Quaternion::fromEulerAngles(PI / 5, PI / 6, PI / 7);
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mBodyTransform = Transform(position, orientation);
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// Create the bodies
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mBoxBody = mWorld->createCollisionBody(mBodyTransform);
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mSphereBody = mWorld->createCollisionBody(mBodyTransform);
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mCapsuleBody = mWorld->createCollisionBody(mBodyTransform);
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mConvexMeshBody = mWorld->createCollisionBody(mBodyTransform);
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mCylinderBody = mWorld->createCollisionBody(mBodyTransform);
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mCompoundBody = mWorld->createCollisionBody(mBodyTransform);
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mConcaveMeshBody = mWorld->createCollisionBody(mBodyTransform);
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mHeightFieldBody = mWorld->createCollisionBody(mBodyTransform);
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// Collision shape transform
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Vector3 shapePosition(1, -4, -3);
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Quaternion shapeOrientation = Quaternion::fromEulerAngles(3 * PI / 6 , -PI / 8, PI / 3);
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mShapeTransform = Transform(shapePosition, shapeOrientation);
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// Compute the the transform from a local shape point to world-space
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mLocalShapeToWorld = mBodyTransform * mShapeTransform;
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// Create collision shapes
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mBoxShape = mPhysicsCommon.createBoxShape(Vector3(2, 3, 4));
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mBoxCollider = mBoxBody->addCollider(mBoxShape, mShapeTransform);
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mSphereShape = mPhysicsCommon.createSphereShape(3);
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mSphereCollider = mSphereBody->addCollider(mSphereShape, mShapeTransform);
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mCapsuleShape = mPhysicsCommon.createCapsuleShape(2, 5);
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mCapsuleCollider = mCapsuleBody->addCollider(mCapsuleShape, mShapeTransform);
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mPolyhedronVertices[0] = Vector3(-2, -3, 4);
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mPolyhedronVertices[1] = Vector3(2, -3, 4);
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mPolyhedronVertices[2] = Vector3(2, -3, -4);
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mPolyhedronVertices[3] = Vector3(-2, -3, -4);
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mPolyhedronVertices[4] = Vector3(-2, 3, 4);
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mPolyhedronVertices[5] = Vector3(2, 3, 4);
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mPolyhedronVertices[6] = Vector3(2, 3, -4);
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mPolyhedronVertices[7] = Vector3(-2, 3, -4);
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mPolyhedronIndices[0] = 0; mPolyhedronIndices[1] = 3; mPolyhedronIndices[2] = 2; mPolyhedronIndices[3] = 1;
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mPolyhedronIndices[4] = 4; mPolyhedronIndices[5] = 5; mPolyhedronIndices[6] = 6; mPolyhedronIndices[7] = 7;
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mPolyhedronIndices[8] = 0; mPolyhedronIndices[9] = 1; mPolyhedronIndices[10] = 5; mPolyhedronIndices[11] = 4;
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mPolyhedronIndices[12] = 1; mPolyhedronIndices[13] = 2; mPolyhedronIndices[14] = 6; mPolyhedronIndices[15] = 5;
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mPolyhedronIndices[16] = 2; mPolyhedronIndices[17] = 3; mPolyhedronIndices[18] = 7; mPolyhedronIndices[19] = 6;
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mPolyhedronIndices[20] = 0; mPolyhedronIndices[21] = 4; mPolyhedronIndices[22] = 7; mPolyhedronIndices[23] = 3;
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// Polygon faces descriptions for the polyhedron
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PolygonVertexArray::PolygonFace* face = mPolygonFaces;
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for (int f = 0; f < 6; f++) {
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face->indexBase = f * 4;
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face->nbVertices = 4;
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face++;
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}
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// Create the polygon vertex array
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mPolygonVertexArray = new PolygonVertexArray(8, mPolyhedronVertices, sizeof(Vector3),
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mPolyhedronIndices, sizeof(int), 6, mPolygonFaces,
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PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
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PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
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mPolyhedronMesh = mPhysicsCommon.createPolyhedronMesh(mPolygonVertexArray);
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mConvexMeshShape = mPhysicsCommon.createConvexMeshShape(mPolyhedronMesh);
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mConvexMeshCollider = mConvexMeshBody->addCollider(mConvexMeshShape, mShapeTransform);
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// Compound shape is a cylinder and a sphere
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Vector3 positionShape2(Vector3(4, 2, -3));
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Quaternion orientationShape2 = Quaternion::fromEulerAngles(-3 *PI / 8, 1.5 * PI/ 3, PI / 13);
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Transform shapeTransform2(positionShape2, orientationShape2);
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mLocalShape2ToWorld = mBodyTransform * shapeTransform2;
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mCompoundCapsuleCollider = mCompoundBody->addCollider(mCapsuleShape, mShapeTransform);
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mCompoundSphereCollider = mCompoundBody->addCollider(mSphereShape, shapeTransform2);
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// Concave Mesh shape
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mConcaveMeshVertices.push_back(Vector3(-2, -3, -4));
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mConcaveMeshVertices.push_back(Vector3(2, -3, -4));
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mConcaveMeshVertices.push_back(Vector3(2, -3, 4));
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mConcaveMeshVertices.push_back(Vector3(-2, -3, 4));
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mConcaveMeshVertices.push_back(Vector3(-2, 3, -4));
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mConcaveMeshVertices.push_back(Vector3(2, 3, -4));
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mConcaveMeshVertices.push_back(Vector3(2, 3, 4));
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mConcaveMeshVertices.push_back(Vector3(-2, 3, 4));
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mConcaveMeshIndices.push_back(0); mConcaveMeshIndices.push_back(1); mConcaveMeshIndices.push_back(2);
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mConcaveMeshIndices.push_back(0); mConcaveMeshIndices.push_back(2); mConcaveMeshIndices.push_back(3);
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mConcaveMeshIndices.push_back(1); mConcaveMeshIndices.push_back(5); mConcaveMeshIndices.push_back(2);
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mConcaveMeshIndices.push_back(2); mConcaveMeshIndices.push_back(5); mConcaveMeshIndices.push_back(6);
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mConcaveMeshIndices.push_back(2); mConcaveMeshIndices.push_back(7); mConcaveMeshIndices.push_back(3);
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mConcaveMeshIndices.push_back(2); mConcaveMeshIndices.push_back(6); mConcaveMeshIndices.push_back(7);
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mConcaveMeshIndices.push_back(0); mConcaveMeshIndices.push_back(3); mConcaveMeshIndices.push_back(4);
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mConcaveMeshIndices.push_back(3); mConcaveMeshIndices.push_back(7); mConcaveMeshIndices.push_back(4);
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mConcaveMeshIndices.push_back(0); mConcaveMeshIndices.push_back(4); mConcaveMeshIndices.push_back(1);
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mConcaveMeshIndices.push_back(1); mConcaveMeshIndices.push_back(4); mConcaveMeshIndices.push_back(5);
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mConcaveMeshIndices.push_back(5); mConcaveMeshIndices.push_back(7); mConcaveMeshIndices.push_back(6);
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mConcaveMeshIndices.push_back(4); mConcaveMeshIndices.push_back(7); mConcaveMeshIndices.push_back(5);
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TriangleVertexArray::VertexDataType vertexType = sizeof(decimal) == 4 ? TriangleVertexArray::VertexDataType::VERTEX_FLOAT_TYPE :
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TriangleVertexArray::VertexDataType::VERTEX_DOUBLE_TYPE;
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mConcaveMeshVertexArray =
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new TriangleVertexArray(8, &(mConcaveMeshVertices[0]), sizeof(Vector3),
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12, &(mConcaveMeshIndices[0]), 3 * sizeof(uint),
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vertexType, TriangleVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
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// Add the triangle vertex array of the subpart to the triangle mesh
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mConcaveTriangleMesh = mPhysicsCommon.createTriangleMesh();
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mConcaveTriangleMesh->addSubpart(mConcaveMeshVertexArray);
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mConcaveMeshShape = mPhysicsCommon.createConcaveMeshShape(mConcaveTriangleMesh);
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mConcaveMeshCollider = mConcaveMeshBody->addCollider(mConcaveMeshShape, mShapeTransform);
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// Heightfield shape (plane height field at height=4)
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for (int i=0; i<100; i++) mHeightFieldData[i] = 4;
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mHeightFieldShape = mPhysicsCommon.createHeightFieldShape(10, 10, 0, 4, mHeightFieldData, HeightFieldShape::HeightDataType::HEIGHT_FLOAT_TYPE);
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mHeightFieldCollider = mHeightFieldBody->addCollider(mHeightFieldShape, mShapeTransform);
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// Assign colliders to the different categories
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mBoxCollider->setCollisionCategoryBits(CATEGORY1);
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mSphereCollider->setCollisionCategoryBits(CATEGORY1);
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mCapsuleCollider->setCollisionCategoryBits(CATEGORY1);
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mConvexMeshCollider->setCollisionCategoryBits(CATEGORY2);
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mCompoundSphereCollider->setCollisionCategoryBits(CATEGORY2);
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mCompoundCapsuleCollider->setCollisionCategoryBits(CATEGORY2);
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mConcaveMeshCollider->setCollisionCategoryBits(CATEGORY2);
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mHeightFieldCollider->setCollisionCategoryBits(CATEGORY2);
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}
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/// Destructor
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virtual ~TestRaycast() {
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mPhysicsCommon.destroyPhysicsWorld(mWorld);
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mPhysicsCommon.destroyBoxShape(mBoxShape);
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mPhysicsCommon.destroySphereShape(mSphereShape);
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mPhysicsCommon.destroyCapsuleShape(mCapsuleShape);
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mPhysicsCommon.destroyConvexMeshShape(mConvexMeshShape);
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mPhysicsCommon.destroyConcaveMeshShape(mConcaveMeshShape);
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mPhysicsCommon.destroyHeightFieldShape(mHeightFieldShape);
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delete mConcaveMeshVertexArray;
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delete mPolygonVertexArray;
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mPhysicsCommon.destroyPolyhedronMesh(mPolyhedronMesh);
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}
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/// Run the tests
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void run() {
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testBox();
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testSphere();
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testCapsule();
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testConvexMesh();
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testCompound();
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testConcaveMesh();
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testHeightField();
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}
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/// Test the Collider::raycast(), CollisionBody::raycast() and
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/// PhysicsWorld::raycast() methods.
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void testBox() {
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// ----- Test feedback data ----- //
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Vector3 point1 = mLocalShapeToWorld * Vector3(1 , 2, 10);
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Vector3 point2 = mLocalShapeToWorld * Vector3(1, 2, -20);
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Ray ray(point1, point2);
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Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
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mCallback.shapeToTest = mBoxCollider;
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// PhysicsWorld::raycast()
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mCallback.reset();
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mWorld->raycast(ray, &mCallback);
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rp3d_test(mCallback.isHit);
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rp3d_test(mCallback.raycastInfo.body == mBoxBody);
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rp3d_test(mCallback.raycastInfo.collider == mBoxCollider);
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rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.2), epsilon));
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rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
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rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
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rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
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// Correct category filter mask
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mCallback.reset();
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mWorld->raycast(ray, &mCallback, CATEGORY1);
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rp3d_test(mCallback.isHit);
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// Wrong category filter mask
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mCallback.reset();
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mWorld->raycast(ray, &mCallback, CATEGORY2);
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rp3d_test(!mCallback.isHit);
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// CollisionBody::raycast()
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RaycastInfo raycastInfo2;
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rp3d_test(mBoxBody->raycast(ray, raycastInfo2));
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rp3d_test(raycastInfo2.body == mBoxBody);
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rp3d_test(raycastInfo2.collider == mBoxCollider);
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rp3d_test(approxEqual(raycastInfo2.hitFraction, decimal(0.2), epsilon));
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rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
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rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
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rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
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// Collider::raycast()
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RaycastInfo raycastInfo3;
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rp3d_test(mBoxCollider->raycast(ray, raycastInfo3));
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rp3d_test(raycastInfo3.body == mBoxBody);
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rp3d_test(raycastInfo3.collider == mBoxCollider);
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rp3d_test(approxEqual(raycastInfo3.hitFraction, decimal(0.2), epsilon));
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rp3d_test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
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rp3d_test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
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rp3d_test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
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Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalShapeToWorld * Vector3(5, 7, -1));
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Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalShapeToWorld * Vector3(17, 29, 28));
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Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 3), mLocalShapeToWorld * Vector3(-11, 2, 24));
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Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalShapeToWorld * Vector3(22, 28, 31));
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Ray ray5(mLocalShapeToWorld * Vector3(3, 1, -5), mLocalShapeToWorld * Vector3(-30, 1, -5));
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Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalShapeToWorld * Vector3(4, -20, 1));
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Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalShapeToWorld * Vector3(1, -4, -20));
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Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalShapeToWorld * Vector3(20, 4, 0));
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Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalShapeToWorld * Vector3(0, 50, -7));
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Ray ray10(mLocalShapeToWorld * Vector3(-3, 0, -6), mLocalShapeToWorld * Vector3(-3, 0, 20));
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Ray ray11(mLocalShapeToWorld * Vector3(3, 1, 2), mLocalShapeToWorld * Vector3(-20, 1, 2));
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Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalShapeToWorld * Vector3(1, -20, -1));
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Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalShapeToWorld * Vector3(-1, 2, -20));
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|
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalShapeToWorld * Vector3(20, 2, -2));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalShapeToWorld * Vector3(0, 20, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -5), mLocalShapeToWorld * Vector3(-1, 2, 20));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
rp3d_test(!mBoxBody->raycast(ray1, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray6, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray6, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray7, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray7, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray7, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray8, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray8, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray8, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray9, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray9, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray9, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mBoxBody->raycast(ray10, raycastInfo3));
|
|
rp3d_test(!mBoxCollider->raycast(ray10, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray10, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mBoxBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mBoxBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mBoxBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mBoxBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mBoxBody->raycast(ray15, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray15, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mBoxBody->raycast(ray16, raycastInfo3));
|
|
rp3d_test(mBoxCollider->raycast(ray16, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
/// Test the Collider::raycast(), CollisionBody::raycast() and
|
|
/// PhysicsWorld::raycast() methods.
|
|
void testSphere() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
Vector3 point1 = mLocalShapeToWorld * Vector3(-5 , 0, 0);
|
|
Vector3 point2 = mLocalShapeToWorld * Vector3(5, 0, 0);
|
|
Ray ray(point1, point2);
|
|
Vector3 hitPoint = mLocalShapeToWorld * Vector3(-3, 0, 0);
|
|
|
|
mCallback.shapeToTest = mSphereCollider;
|
|
|
|
// PhysicsWorld::raycast()
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mSphereBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mSphereCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, 0.2, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY1);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY2);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo2;
|
|
rp3d_test(mSphereBody->raycast(ray, raycastInfo2));
|
|
rp3d_test(raycastInfo2.body == mSphereBody);
|
|
rp3d_test(raycastInfo2.collider == mSphereCollider);
|
|
rp3d_test(approxEqual(raycastInfo2.hitFraction, 0.2, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo3;
|
|
rp3d_test(mSphereCollider->raycast(ray, raycastInfo3));
|
|
rp3d_test(raycastInfo3.body == mSphereBody);
|
|
rp3d_test(raycastInfo3.collider == mSphereCollider);
|
|
rp3d_test(approxEqual(raycastInfo3.hitFraction, 0.2, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalShapeToWorld * Vector3(5, 7, -1));
|
|
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalShapeToWorld * Vector3(4, 6, 7));
|
|
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 2), mLocalShapeToWorld * Vector3(-4, 0, 7));
|
|
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalShapeToWorld * Vector3(4, 6, 7));
|
|
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -5), mLocalShapeToWorld * Vector3(-30, 1, -5));
|
|
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalShapeToWorld * Vector3(4, -30, 1));
|
|
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalShapeToWorld * Vector3(1, -4, -30));
|
|
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalShapeToWorld * Vector3(30, 4, 0));
|
|
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -4), mLocalShapeToWorld * Vector3(0, 30, -4));
|
|
Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalShapeToWorld * Vector3(-4, 0, 30));
|
|
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalShapeToWorld * Vector3(-30, 1, 2));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalShapeToWorld * Vector3(1, -30, -1));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalShapeToWorld * Vector3(-1, 2, -30));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(-5, 2, -2), mLocalShapeToWorld * Vector3(30, 2, -2));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalShapeToWorld * Vector3(0, 30, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -11), mLocalShapeToWorld * Vector3(-1, 2, 30));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
rp3d_test(!mSphereBody->raycast(ray1, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray6, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray6, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray7, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray7, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray7, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray8, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray8, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray8, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray9, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray9, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray9, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mSphereBody->raycast(ray10, raycastInfo3));
|
|
rp3d_test(!mSphereCollider->raycast(ray10, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray10, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mSphereBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mSphereBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mSphereBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
|
|
rp3d_test(mSphereBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mSphereBody->raycast(ray15, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray15, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mSphereBody->raycast(ray16, raycastInfo3));
|
|
rp3d_test(mSphereCollider->raycast(ray16, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
/// Test the Collider::raycast(), CollisionBody::raycast() and
|
|
/// PhysicsWorld::raycast() methods.
|
|
void testCapsule() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
Vector3 point1A = mLocalShapeToWorld * Vector3(4 , 1, 0);
|
|
Vector3 point1B = mLocalShapeToWorld * Vector3(-6, 1, 0);
|
|
Ray ray(point1A, point1B);
|
|
Vector3 hitPoint = mLocalShapeToWorld * Vector3(2, 1, 0);
|
|
|
|
Vector3 point2A = mLocalShapeToWorld * Vector3(0 , 6.5, 0);
|
|
Vector3 point2B = mLocalShapeToWorld * Vector3(0, -3.5, 0);
|
|
Ray rayTop(point2A, point2B);
|
|
Vector3 hitPointTop = mLocalShapeToWorld * Vector3(0, decimal(4.5), 0);
|
|
|
|
Vector3 point3A = mLocalShapeToWorld * Vector3(0 , -6.5, 0);
|
|
Vector3 point3B = mLocalShapeToWorld * Vector3(0, 3.5, 0);
|
|
Ray rayBottom(point3A, point3B);
|
|
Vector3 hitPointBottom = mLocalShapeToWorld * Vector3(0, decimal(-4.5), 0);
|
|
|
|
mCallback.shapeToTest = mCapsuleCollider;
|
|
|
|
// PhysicsWorld::raycast()
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mCapsuleBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mCapsuleCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY1);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY2);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo2;
|
|
rp3d_test(mCapsuleBody->raycast(ray, raycastInfo2));
|
|
rp3d_test(raycastInfo2.body == mCapsuleBody);
|
|
rp3d_test(raycastInfo2.collider == mCapsuleCollider);
|
|
rp3d_test(approxEqual(raycastInfo2.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo3;
|
|
rp3d_test(mCapsuleCollider->raycast(ray, raycastInfo3));
|
|
rp3d_test(raycastInfo3.body == mCapsuleBody);
|
|
rp3d_test(raycastInfo3.collider == mCapsuleCollider);
|
|
rp3d_test(approxEqual(raycastInfo3.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
RaycastInfo raycastInfo4;
|
|
rp3d_test(mCapsuleCollider->raycast(rayTop, raycastInfo4));
|
|
rp3d_test(raycastInfo4.body == mCapsuleBody);
|
|
rp3d_test(raycastInfo4.collider == mCapsuleCollider);
|
|
rp3d_test(approxEqual(raycastInfo4.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.x, hitPointTop.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.y, hitPointTop.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.z, hitPointTop.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo5;
|
|
rp3d_test(mCapsuleCollider->raycast(rayBottom, raycastInfo5));
|
|
rp3d_test(raycastInfo5.body == mCapsuleBody);
|
|
rp3d_test(raycastInfo5.collider == mCapsuleCollider);
|
|
rp3d_test(approxEqual(raycastInfo5.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.x, hitPointBottom.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.y, hitPointBottom.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.z, hitPointBottom.z, epsilon));
|
|
|
|
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalShapeToWorld * Vector3(5, 7, -1));
|
|
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalShapeToWorld * Vector3(9, 17, 14));
|
|
Ray ray3(mLocalShapeToWorld * Vector3(1, 3, -1), mLocalShapeToWorld * Vector3(-3, 3, 6));
|
|
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalShapeToWorld * Vector3(14, 16, 17));
|
|
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -5), mLocalShapeToWorld * Vector3(1, 1, -5));
|
|
Ray ray6(mLocalShapeToWorld * Vector3(4, 9, 1), mLocalShapeToWorld * Vector3(4, 7, 1));
|
|
Ray ray7(mLocalShapeToWorld * Vector3(1, -9, 5), mLocalShapeToWorld * Vector3(1, -9, 3));
|
|
Ray ray8(mLocalShapeToWorld * Vector3(-4, 9, 0), mLocalShapeToWorld * Vector3(-3, 9, 0));
|
|
Ray ray9(mLocalShapeToWorld * Vector3(0, -9, -4), mLocalShapeToWorld * Vector3(0, -4, -4));
|
|
Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalShapeToWorld * Vector3(-4, 0, 2));
|
|
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 1.5), mLocalShapeToWorld * Vector3(-30, 1, 1.5));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(1, 9, -1), mLocalShapeToWorld * Vector3(1, -30, -1));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalShapeToWorld * Vector3(-1, 2, -30));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -1.7), mLocalShapeToWorld * Vector3(30, 2, -1.7));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -9, 1), mLocalShapeToWorld * Vector3(0, 30, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalShapeToWorld * Vector3(-1, 2, 30));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
rp3d_test(!mCapsuleBody->raycast(ray1, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray6, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray6, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray7, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray7, raycastInfo3));
|
|
mWorld->raycast(ray7, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray8, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray8, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray8, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray9, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray9, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray9, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mCapsuleBody->raycast(ray10, raycastInfo3));
|
|
rp3d_test(!mCapsuleCollider->raycast(ray10, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray10, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mCapsuleBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCapsuleBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCapsuleBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCapsuleBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCapsuleBody->raycast(ray15, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray15, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCapsuleBody->raycast(ray16, raycastInfo3));
|
|
rp3d_test(mCapsuleCollider->raycast(ray16, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
/// Test the Collider::raycast(), CollisionBody::raycast() and
|
|
/// PhysicsWorld::raycast() methods.
|
|
void testConvexMesh() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
Vector3 point1 = mLocalShapeToWorld * Vector3(1 , 2, 6);
|
|
Vector3 point2 = mLocalShapeToWorld * Vector3(1, 2, -4);
|
|
Ray ray(point1, point2);
|
|
Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
|
|
|
|
mCallback.shapeToTest = mConvexMeshCollider;
|
|
|
|
// PhysicsWorld::raycast()
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mConvexMeshBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mConvexMeshCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY2);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY1);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo2;
|
|
rp3d_test(mConvexMeshBody->raycast(ray, raycastInfo2));
|
|
rp3d_test(raycastInfo2.body == mConvexMeshBody);
|
|
rp3d_test(raycastInfo2.collider == mConvexMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo2.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo4;
|
|
rp3d_test(mConvexMeshCollider->raycast(ray, raycastInfo4));
|
|
rp3d_test(raycastInfo4.body == mConvexMeshBody);
|
|
rp3d_test(raycastInfo4.collider == mConvexMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo4.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalShapeToWorld * Vector3(5, 7, -1));
|
|
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalShapeToWorld * Vector3(17, 29, 28));
|
|
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 3), mLocalShapeToWorld * Vector3(-11, 2, 24));
|
|
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalShapeToWorld * Vector3(22, 28, 31));
|
|
Ray ray5(mLocalShapeToWorld * Vector3(3, 1, -5), mLocalShapeToWorld * Vector3(-30, 1, -5));
|
|
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalShapeToWorld * Vector3(4, -30, 1));
|
|
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalShapeToWorld * Vector3(1, -4, -30));
|
|
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalShapeToWorld * Vector3(30, 4, 0));
|
|
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalShapeToWorld * Vector3(0, 30, -7));
|
|
Ray ray10(mLocalShapeToWorld * Vector3(-3, 0, -6), mLocalShapeToWorld * Vector3(-3, 0, 30));
|
|
Ray ray11(mLocalShapeToWorld * Vector3(3, 1, 2), mLocalShapeToWorld * Vector3(-30, 0, -6));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalShapeToWorld * Vector3(1, -30, -1));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalShapeToWorld * Vector3(-1, 2, -30));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalShapeToWorld * Vector3(30, 2, -2));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalShapeToWorld * Vector3(0, 30, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalShapeToWorld * Vector3(-1, 2, 30));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
RaycastInfo raycastInfo3;
|
|
rp3d_test(!mConvexMeshBody->raycast(ray1, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray6, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray6, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray7, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray7, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray7, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray8, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray8, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray8, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray9, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray9, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray9, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConvexMeshBody->raycast(ray10, raycastInfo3));
|
|
rp3d_test(!mConvexMeshCollider->raycast(ray10, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray10, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mConvexMeshBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConvexMeshBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConvexMeshBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConvexMeshBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConvexMeshBody->raycast(ray15, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray15, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConvexMeshBody->raycast(ray16, raycastInfo3));
|
|
rp3d_test(mConvexMeshCollider->raycast(ray16, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
/// Test the CollisionBody::raycast() and
|
|
/// PhysicsWorld::raycast() methods.
|
|
void testCompound() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
|
|
// Raycast hit against the sphere shape
|
|
Ray ray1(mLocalShape2ToWorld * Vector3(4, 1, 2), mLocalShape2ToWorld * Vector3(-30, 1, 2));
|
|
Ray ray2(mLocalShape2ToWorld * Vector3(1, 4, -1), mLocalShape2ToWorld * Vector3(1, -30, -1));
|
|
Ray ray3(mLocalShape2ToWorld * Vector3(-1, 2, 5), mLocalShape2ToWorld * Vector3(-1, 2, -30));
|
|
Ray ray4(mLocalShape2ToWorld * Vector3(-5, 2, -2), mLocalShape2ToWorld * Vector3(30, 2, -2));
|
|
Ray ray5(mLocalShape2ToWorld * Vector3(0, -4, 1), mLocalShape2ToWorld * Vector3(0, 30, 1));
|
|
Ray ray6(mLocalShape2ToWorld * Vector3(-1, 2, -11), mLocalShape2ToWorld * Vector3(-1, 2, 30));
|
|
|
|
mCallback.shapeToTest = mCompoundSphereCollider;
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback, CATEGORY2);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback, CATEGORY1);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
RaycastInfo raycastInfo;
|
|
rp3d_test(mCompoundBody->raycast(ray1, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray2, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray2.point1, ray2.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray3, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray3.point1, ray3.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray4, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray4.point1, ray4.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray5, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray5.point1, ray5.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray6, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray6.point1, ray6.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Raycast hit agains the capsule shape
|
|
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 1.5), mLocalShapeToWorld * Vector3(-30, 1.5, 2));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(1.5, 9, -1), mLocalShapeToWorld * Vector3(1.5, -30, -1));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalShapeToWorld * Vector3(-1, 2, -30));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -1.5), mLocalShapeToWorld * Vector3(30, 1, -1.5));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -9, 1), mLocalShapeToWorld * Vector3(0, 30, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalShapeToWorld * Vector3(-1, 2, 30));
|
|
|
|
mCallback.shapeToTest = mCompoundCapsuleCollider;
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray11, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray12, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray13, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray14, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray15, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mCompoundBody->raycast(ray16, raycastInfo));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
|
|
void testConcaveMesh() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
Vector3 point1 = mLocalShapeToWorld * Vector3(1 , 2, 6);
|
|
Vector3 point2 = mLocalShapeToWorld * Vector3(1, 2, -4);
|
|
Ray ray(point1, point2);
|
|
Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
|
|
|
|
mCallback.shapeToTest = mConcaveMeshCollider;
|
|
|
|
// PhysicsWorld::raycast()
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mConcaveMeshBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mConcaveMeshCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY2);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY1);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo2;
|
|
rp3d_test(mConcaveMeshBody->raycast(ray, raycastInfo2));
|
|
rp3d_test(raycastInfo2.body == mConcaveMeshBody);
|
|
rp3d_test(raycastInfo2.collider == mConcaveMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo2.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo3;
|
|
rp3d_test(mConcaveMeshBody->raycast(ray, raycastInfo3));
|
|
rp3d_test(raycastInfo3.body == mConcaveMeshBody);
|
|
rp3d_test(raycastInfo3.collider == mConcaveMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo3.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo4;
|
|
rp3d_test(mConcaveMeshBody->raycast(ray, raycastInfo4));
|
|
rp3d_test(raycastInfo4.body == mConcaveMeshBody);
|
|
rp3d_test(raycastInfo4.collider == mConcaveMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo4.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo4.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo5;
|
|
rp3d_test(mConcaveMeshBody->raycast(ray, raycastInfo5));
|
|
rp3d_test(raycastInfo5.body == mConcaveMeshBody);
|
|
rp3d_test(raycastInfo5.collider == mConcaveMeshCollider);
|
|
rp3d_test(approxEqual(raycastInfo5.hitFraction, decimal(0.2), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalShapeToWorld * Vector3(5, 7, -1));
|
|
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalShapeToWorld * Vector3(17, 29, 28));
|
|
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 3), mLocalShapeToWorld * Vector3(-11, 2, 24));
|
|
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalShapeToWorld * Vector3(22, 28, 31));
|
|
Ray ray5(mLocalShapeToWorld * Vector3(3, 1, -5), mLocalShapeToWorld * Vector3(-30, 1, -5));
|
|
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalShapeToWorld * Vector3(4, -30, 1));
|
|
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalShapeToWorld * Vector3(1, -4, -30));
|
|
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalShapeToWorld * Vector3(30, 4, 0));
|
|
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalShapeToWorld * Vector3(0, 30, -7));
|
|
Ray ray10(mLocalShapeToWorld * Vector3(-3, 0, -6), mLocalShapeToWorld * Vector3(-3, 0, 30));
|
|
Ray ray11(mLocalShapeToWorld * Vector3(3, 1, 2), mLocalShapeToWorld * Vector3(-30, 0, -6));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalShapeToWorld * Vector3(1, -30, -1));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalShapeToWorld * Vector3(-1, 2, -30));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalShapeToWorld * Vector3(30, 2, -2));
|
|
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalShapeToWorld * Vector3(0, 30, 1));
|
|
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalShapeToWorld * Vector3(-1, 2, 30));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray1, raycastInfo3));
|
|
//rp3d_test(!mConvexMeshCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray6, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray6, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray6, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray7, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray7, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray7, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray8, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray8, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray8, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray9, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray9, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray9, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mConcaveMeshBody->raycast(ray10, raycastInfo3));
|
|
rp3d_test(!mConcaveMeshCollider->raycast(ray10, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray10, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mConcaveMeshBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConcaveMeshBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConcaveMeshBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConcaveMeshBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConcaveMeshBody->raycast(ray15, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray15, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray15, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray15.point1, ray15.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mConcaveMeshBody->raycast(ray16, raycastInfo3));
|
|
rp3d_test(mConcaveMeshCollider->raycast(ray16, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray16, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray16.point1, ray16.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
|
|
void testHeightField() {
|
|
|
|
// ----- Test feedback data ----- //
|
|
Vector3 point1A = mLocalShapeToWorld * Vector3(0 , 10, 2);
|
|
Vector3 point1B = mLocalShapeToWorld * Vector3(0, -10, 2);
|
|
Ray ray(point1A, point1B);
|
|
Vector3 hitPoint = mLocalShapeToWorld * Vector3(0, 2, 2);
|
|
|
|
Vector3 point2A = mLocalShapeToWorld * Vector3(1 , 8, -4);
|
|
Vector3 point2B = mLocalShapeToWorld * Vector3(1, -8, -4);
|
|
Ray rayBottom(point2A, point2B);
|
|
Vector3 hitPoint2 = mLocalShapeToWorld * Vector3(1, 2, -4);
|
|
|
|
mCallback.shapeToTest = mHeightFieldCollider;
|
|
|
|
// PhysicsWorld::raycast()
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mHeightFieldBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.4), epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Correct category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY2);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
// Wrong category filter mask
|
|
mCallback.reset();
|
|
mWorld->raycast(ray, &mCallback, CATEGORY1);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo2;
|
|
rp3d_test(mHeightFieldBody->raycast(ray, raycastInfo2));
|
|
rp3d_test(raycastInfo2.body == mHeightFieldBody);
|
|
rp3d_test(raycastInfo2.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(raycastInfo2.hitFraction, decimal(0.4), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo3;
|
|
rp3d_test(mHeightFieldCollider->raycast(ray, raycastInfo3));
|
|
rp3d_test(raycastInfo3.body == mHeightFieldBody);
|
|
rp3d_test(raycastInfo3.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(raycastInfo3.hitFraction, decimal(0.4), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
|
|
|
|
mCallback.reset();
|
|
mWorld->raycast(rayBottom, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
rp3d_test(mCallback.raycastInfo.body == mHeightFieldBody);
|
|
rp3d_test(mCallback.raycastInfo.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.hitFraction, decimal(0.375), epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.x, hitPoint2.x, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.y, hitPoint2.y, epsilon));
|
|
rp3d_test(approxEqual(mCallback.raycastInfo.worldPoint.z, hitPoint2.z, epsilon));
|
|
|
|
// CollisionBody::raycast()
|
|
RaycastInfo raycastInfo5;
|
|
rp3d_test(mHeightFieldBody->raycast(rayBottom, raycastInfo5));
|
|
rp3d_test(raycastInfo5.body == mHeightFieldBody);
|
|
rp3d_test(raycastInfo5.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(raycastInfo5.hitFraction, decimal(0.375), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.x, hitPoint2.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.y, hitPoint2.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo5.worldPoint.z, hitPoint2.z, epsilon));
|
|
|
|
// Collider::raycast()
|
|
RaycastInfo raycastInfo6;
|
|
rp3d_test(mHeightFieldCollider->raycast(rayBottom, raycastInfo6));
|
|
rp3d_test(raycastInfo6.body == mHeightFieldBody);
|
|
rp3d_test(raycastInfo6.collider == mHeightFieldCollider);
|
|
rp3d_test(approxEqual(raycastInfo6.hitFraction, decimal(0.375), epsilon));
|
|
rp3d_test(approxEqual(raycastInfo6.worldPoint.x, hitPoint2.x, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo6.worldPoint.y, hitPoint2.y, epsilon));
|
|
rp3d_test(approxEqual(raycastInfo6.worldPoint.z, hitPoint2.z, epsilon));
|
|
|
|
Ray ray1(mLocalShapeToWorld * Vector3(0, 5, 0), mLocalShapeToWorld * Vector3(5, 7, 5));
|
|
Ray ray2(mLocalShapeToWorld * Vector3(-4, -4, 7), mLocalShapeToWorld * Vector3(-4, 15, 7));
|
|
Ray ray3(mLocalShapeToWorld * Vector3(23, 7, 2), mLocalShapeToWorld * Vector3(23, 1, 2));
|
|
Ray ray4(mLocalShapeToWorld * Vector3(10, 3, 10), mLocalShapeToWorld * Vector3(22, 3, 31));
|
|
Ray ray5(mLocalShapeToWorld * Vector3(4, 10, -1), mLocalShapeToWorld * Vector3(4, 3, -1));
|
|
|
|
Ray ray11(mLocalShapeToWorld * Vector3(3, 15, 0.5), mLocalShapeToWorld * Vector3(3, 1, 0.5));
|
|
Ray ray12(mLocalShapeToWorld * Vector3(0, 45, 0), mLocalShapeToWorld * Vector3(0, -5, 0));
|
|
Ray ray13(mLocalShapeToWorld * Vector3(1, 23, 2), mLocalShapeToWorld * Vector3(1, -23, 2));
|
|
Ray ray14(mLocalShapeToWorld * Vector3(3, 8, 3), mLocalShapeToWorld * Vector3(3, 0, 3));
|
|
|
|
// ----- Test raycast miss ----- //
|
|
rp3d_test(!mHeightFieldBody->raycast(ray1, raycastInfo3));
|
|
rp3d_test(!mHeightFieldCollider->raycast(ray1, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray1, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(0.01)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray1.point1, ray1.point2, decimal(100.0)), &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mHeightFieldBody->raycast(ray2, raycastInfo3));
|
|
rp3d_test(!mHeightFieldCollider->raycast(ray2, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray2, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mHeightFieldBody->raycast(ray3, raycastInfo3));
|
|
rp3d_test(!mHeightFieldCollider->raycast(ray3, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray3, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mHeightFieldBody->raycast(ray4, raycastInfo3));
|
|
rp3d_test(!mHeightFieldCollider->raycast(ray4, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray4, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
rp3d_test(!mHeightFieldBody->raycast(ray5, raycastInfo3));
|
|
rp3d_test(!mHeightFieldCollider->raycast(ray5, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray5, &mCallback);
|
|
rp3d_test(!mCallback.isHit);
|
|
|
|
mCallback.reset();
|
|
|
|
// ----- Test raycast hits ----- //
|
|
rp3d_test(mHeightFieldBody->raycast(ray11, raycastInfo3));
|
|
rp3d_test(mHeightFieldCollider->raycast(ray11, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray11, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray11.point1, ray11.point2, decimal(0.95)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mHeightFieldBody->raycast(ray12, raycastInfo3));
|
|
rp3d_test(mHeightFieldCollider->raycast(ray12, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray12, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray12.point1, ray12.point2, decimal(0.87)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mHeightFieldBody->raycast(ray13, raycastInfo3));
|
|
rp3d_test(mHeightFieldCollider->raycast(ray13, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray13, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray13.point1, ray13.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
|
|
rp3d_test(mHeightFieldBody->raycast(ray14, raycastInfo3));
|
|
rp3d_test(mHeightFieldCollider->raycast(ray14, raycastInfo3));
|
|
mCallback.reset();
|
|
mWorld->raycast(ray14, &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
mCallback.reset();
|
|
mWorld->raycast(Ray(ray14.point1, ray14.point2, decimal(0.8)), &mCallback);
|
|
rp3d_test(mCallback.isHit);
|
|
}
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|