reactphysics3d/test/tests/collision/TestRaycast.h
2014-07-27 12:42:57 +02:00

1258 lines
64 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef TEST_RAYCAST_H
#define TEST_RAYCAST_H
// Libraries
#include "../../Test.h"
#include "../../src/engine/CollisionWorld.h"
#include "../../src/body/CollisionBody.h"
#include "../../src/collision/shapes/BoxShape.h"
#include "../../src/collision/shapes/SphereShape.h"
#include "../../src/collision/shapes/CapsuleShape.h"
#include "../../src/collision/shapes/ConeShape.h"
#include "../../src/collision/shapes/ConvexMeshShape.h"
#include "../../src/collision/shapes/CylinderShape.h"
/// Reactphysics3D namespace
namespace reactphysics3d {
// Class TestPointInside
/**
* Unit test for the CollisionBody::testPointInside() method.
*/
class TestRaycast : public Test {
private :
// ---------- Atributes ---------- //
// Physics world
DynamicsWorld* mWorld;
// Bodies
CollisionBody* mBoxBody;
CollisionBody* mSphereBody;
CollisionBody* mCapsuleBody;
CollisionBody* mConeBody;
CollisionBody* mConvexMeshBody;
CollisionBody* mConvexMeshBodyEdgesInfo;
CollisionBody* mCylinderBody;
CollisionBody* mCompoundBody;
// Transform
Transform mBodyTransform;
Transform mShapeTransform;
Transform mLocalShapeToWorld;
Transform mLocalShape2ToWorld;
// Collision Shapes
ProxyBoxShape* mBoxShape;
ProxySphereShape* mSphereShape;
ProxyCapsuleShape* mCapsuleShape;
ProxyConeShape* mConeShape;
ProxyConvexMeshShape* mConvexMeshShape;
ProxyConvexMeshShape* mConvexMeshShapeEdgesInfo;
ProxyCylinderShape* mCylinderShape;
public :
// ---------- Methods ---------- //
/// Constructor
TestRaycast() {
// Create the world
mWorld = new rp3d::CollisionWorld();
// Body transform
Vector3 position(-3, 2, 7);
Quaternion orientation(PI / 5, PI / 6, PI / 7);
mBodyTransform = Transform(position, orientation);
// Create the bodies
mBoxBody = mWorld->createCollisionBody(bodyTransform);
mSphereBody = mWorld->createCollisionBody(bodyTransform);
mCapsuleBody = mWorld->createCollisionBody(bodyTransform);
mConeBody = mWorld->createCollisionBody(bodyTransform);
mConvexMeshBody = mWorld->createCollisionBody(bodyTransform);
mConvexMeshBodyEdgesInfo = mWorld->createCollisionBody(bodyTransform);
mCylinderBody = mWorld->createCollisionBody(bodyTransform);
// Collision shape transform
Vector3 shapePosition(1, -4, -3);
Quaternion shapeOrientation(3 * PI / 6 , -PI / 8, PI / 3);
mShapeTransform = Transform(shapePosition, shapeOrientation);
// Compute the the transform from a local shape point to world-space
mLocalShapeToWorld = mBodyTransform * mShapeTransform;
// Create collision shapes
BoxShape boxShape(Vector3(2, 3, 4), 0);
mBoxShape = mBoxBody->addCollisionShape(boxShape, shapeTransform);
SphereShape sphereShape(3);
mSphereShape = mSphereBody->addCollisionShape(sphereShape, shapeTransform);
CapsuleShape capsuleShape(2, 5);
mCapsuleShape = mCapsuleBody->addCollisionShape(capsuleShape, shapeTransform);
ConeShape coneShape(2, 6, 0);
mConeShape = mConeBody->addCollisionShape(coneShape, shapeTransform);
ConvexMeshShape convexMeshShape(0); // Box of dimension (2, 3, 4)
convexMeshShape.addVertex(Vector3(-2, -3, 4));
convexMeshShape.addVertex(Vector3(2, -3, 4));
convexMeshShape.addVertex(Vector3(-2, -3, 4));
convexMeshShape.addVertex(Vector3(2, -3, -4));
convexMeshShape.addVertex(Vector3(-2, 3, 4));
convexMeshShape.addVertex(Vector3(2, 3, 4));
convexMeshShape.addVertex(Vector3(-2, 3, -4));
convexMeshShape.addVertex(Vector3(2, 3, -4));
mConvexMeshShape = mConvexMeshBody->addCollisionShape(convexMeshShape, shapeTransform);
ConvexMeshShape convexMeshShapeEdgesInfo(0);
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, -3, 4));
convexMeshShapeEdgesInfo.addVertex(Vector3(2, -3, 4));
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, -3, 4));
convexMeshShapeEdgesInfo.addVertex(Vector3(2, -3, -4));
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, 3, 4));
convexMeshShapeEdgesInfo.addVertex(Vector3(2, 3, 4));
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, 3, -4));
convexMeshShapeEdgesInfo.addVertex(Vector3(2, 3, -4));
convexMeshShapeEdgesInfo.addEdge(0, 1);
convexMeshShapeEdgesInfo.addEdge(1, 3);
convexMeshShapeEdgesInfo.addEdge(2, 3);
convexMeshShapeEdgesInfo.addEdge(0, 2);
convexMeshShapeEdgesInfo.addEdge(4, 5);
convexMeshShapeEdgesInfo.addEdge(5, 7);
convexMeshShapeEdgesInfo.addEdge(6, 7);
convexMeshShapeEdgesInfo.addEdge(4, 6);
convexMeshShapeEdgesInfo.addEdge(0, 4);
convexMeshShapeEdgesInfo.addEdge(1, 5);
convexMeshShapeEdgesInfo.addEdge(2, 6);
convexMeshShapeEdgesInfo.addEdge(3, 7);
convexMeshShapeEdgesInfo.setIsEdgesInformationUsed(true);
mConvexMeshShapeEdgesInfo = mConvexMeshBodyEdgesInfo->addCollisionShape(
convexMeshShapeEdgesInfo);
CylinderShape cylinderShape(2, 5, 0);
mCylinderShape = mCylinderBody->addCollisionShape(cylinderShape, shapeTransform);
// Compound shape is a cylinder and a sphere
Vector3 (Vector3(4, 2, -3));
Quaternion orientationShape2(-3 *PI / 8, 1.5 * PI/ 3, PI / 13);
Transform shapeTransform2(positionShape2, orientationShape2);
mLocalShape2ToWorld = mBodyTransform * shapeTransform2;
mCompoundBody->addCollisionShape(cylinderShape, shapeTransform);
mCompoundBody->addCollisionShape(sphereShape, shapeTransform2);
}
/// Run the tests
void run() {
testBox();
testSphere();
testCapsule();
testCone();
testConvexMesh();
testCylinder();
testCompound();
}
/// Test the ProxyBoxShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testBox() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(1 , 2, 10);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(0, 0, -5);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mBoxBody);
test(raycastInfo.proxyShape == mBoxShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mBoxBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mBoxBody);
test(raycastInfo2.proxyShape == mBoxShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mBoxShape->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mBoxBody);
test(raycastInfo3.proxyShape == mBoxShape);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 3), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(3, 1, -5), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-3, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(3, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mBoxBody->raycast(ray1, raycastInfo3));
test(!mBoxShape->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mBoxBody->raycast(ray2, raycastInfo3));
test(!mBoxShape->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mBoxBody->raycast(ray3, raycastInfo3));
test(!mBoxShape->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mBoxBody->raycast(ray4, raycastInfo3));
test(!mBoxShape->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mBoxBody->raycast(ray5, raycastInfo3));
test(!mBoxShape->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mBoxBody->raycast(ray6, raycastInfo3));
test(!mBoxShape->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mBoxBody->raycast(ray7, raycastInfo3));
test(!mBoxShape->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mBoxBody->raycast(ray8, raycastInfo3));
test(!mBoxShape->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mBoxBody->raycast(ray9, raycastInfo3));
test(!mBoxShape->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mBoxBody->raycast(ray10, raycastInfo3));
test(!mBoxShape->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mBoxBody->raycast(ray11, raycastInfo3));
test(mBoxShape->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mBoxBody->raycast(ray12, raycastInfo3));
test(mBoxShape->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mBoxBody->raycast(ray13, raycastInfo3));
test(mBoxShape->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mBoxBody->raycast(ray14, raycastInfo3));
test(mBoxShape->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mBoxBody->raycast(ray15, raycastInfo3));
test(mBoxShape->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mBoxBody->raycast(ray16, raycastInfo3));
test(mBoxShape->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the ProxySphereShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testSphere() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(-8 , 0, 0);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(5, 0, 0);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(-3, 0, 0);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mSphereBody);
test(raycastInfo.proxyShape == mSphereShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mSphereBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mSphereBody);
test(raycastInfo2.proxyShape == mSphereShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mSphereShape->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mSphereBody);
test(raycastInfo3.proxyShape == mSphereShape);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 2), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -5), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -4), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-5, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -11), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mSphereBody->raycast(ray1, raycastInfo3));
test(!mSphereShape->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mSphereBody->raycast(ray2, raycastInfo3));
test(!mSphereShape->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mSphereBody->raycast(ray3, raycastInfo3));
test(!mSphereShape->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mSphereBody->raycast(ray4, raycastInfo3));
test(!mSphereShape->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mSphereBody->raycast(ray5, raycastInfo3));
test(!mSphereShape->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mSphereBody->raycast(ray6, raycastInfo3));
test(!mSphereShape->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mSphereBody->raycast(ray7, raycastInfo3));
test(!mSphereShape->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mSphereBody->raycast(ray8, raycastInfo3));
test(!mSphereShape->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mSphereBody->raycast(ray9, raycastInfo3));
test(!mSphereShape->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mSphereBody->raycast(ray10, raycastInfo3));
test(!mSphereShape->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mSphereBody->raycast(ray11, raycastInfo3));
test(mSphereShape->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mSphereBody->raycast(ray12, raycastInfo3));
test(mSphereShape->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mSphereBody->raycast(ray13, raycastInfo3));
test(mSphereShape->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mSphereBody->raycast(ray14, raycastInfo3));
test(mSphereShape->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mSphereBody->raycast(ray15, raycastInfo3));
test(mSphereShape->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mSphereBody->raycast(ray16, raycastInfo3));
test(mSphereShape->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the ProxyCapsuleShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testCapsule() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(0 , 10, 0);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(0, -3, 0);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(0, 7, 0);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mCapsuleBody);
test(raycastInfo.proxyShape == mCapsuleShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mCapsuleBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mCapsuleBody);
test(raycastInfo2.proxyShape == mCapsuleShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mCapsuleShape->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mCapsuleBody);
test(raycastInfo3.proxyShape == mCapsuleShape);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(1, 3, -1), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -5), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(4, 9, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -9, 5), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 9, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -9, -4), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 9, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -9, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mCapsuleBody->raycast(ray1, raycastInfo3));
test(!mCapsuleShape->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mCapsuleBody->raycast(ray2, raycastInfo3));
test(!mCapsuleShape->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mCapsuleBody->raycast(ray3, raycastInfo3));
test(!mCapsuleShape->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mCapsuleBody->raycast(ray4, raycastInfo3));
test(!mCapsuleShape->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mCapsuleBody->raycast(ray5, raycastInfo3));
test(!mCapsuleShape->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mCapsuleBody->raycast(ray6, raycastInfo3));
test(!mCapsuleShape->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mCapsuleBody->raycast(ray7, raycastInfo3));
test(!mCapsuleShape->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mCapsuleBody->raycast(ray8, raycastInfo3));
test(!mCapsuleShape->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mCapsuleBody->raycast(ray9, raycastInfo3));
test(!mCapsuleShape->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mCapsuleBody->raycast(ray10, raycastInfo3));
test(!mCapsuleShape->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mCapsuleBody->raycast(ray11, raycastInfo3));
test(mCapsuleShape->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mCapsuleBody->raycast(ray12, raycastInfo3));
test(mCapsuleShape->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mCapsuleBody->raycast(ray13, raycastInfo3));
test(mCapsuleShape->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mCapsuleBody->raycast(ray14, raycastInfo3));
test(mCapsuleShape->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mCapsuleBody->raycast(ray15, raycastInfo3));
test(mCapsuleShape->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mCapsuleBody->raycast(ray16, raycastInfo3));
test(mCapsuleShape->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the ProxyConeShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testCone() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(0 , 0, 3);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(0, 0, -8);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(0, 0, 1);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mConeBody);
test(raycastInfo.proxyShape == mConeShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mConeBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mConeShape);
test(raycastInfo2.proxyShape == mBoxShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mConeShape->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mConeBody);
test(raycastInfo3.proxyShape == mConeShape);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(-1, -2, 1), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -1), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(3, 4, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 3), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-3, -2, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(3, -1, 0.5), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, -2, 3), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-2, 0, 0.8), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-0.9, 0, -4), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mConeBody->raycast(ray1, raycastInfo3));
test(!mConeShape->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mConeBody->raycast(ray2, raycastInfo3));
test(!mConeShape->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mConeBody->raycast(ray3, raycastInfo3));
test(!mConeShape->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mConeBody->raycast(ray4, raycastInfo3));
test(!mConeShape->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mConeBody->raycast(ray5, raycastInfo3));
test(!mConeShape->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mConeBody->raycast(ray6, raycastInfo3));
test(!mConeShape->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mConeBody->raycast(ray7, raycastInfo3));
test(!mConeShape->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mConeBody->raycast(ray8, raycastInfo3));
test(!mConeShape->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mConeBody->raycast(ray9, raycastInfo3));
test(!mConeShape->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mConeBody->raycast(ray10, raycastInfo3));
test(!mConeShape->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mConeBody->raycast(ray11, raycastInfo3));
test(mConeShape->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mConeBody->raycast(ray12, raycastInfo3));
test(mConeShape->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mConeBody->raycast(ray13, raycastInfo3));
test(mConeShape->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mConeBody->raycast(ray14, raycastInfo3));
test(mConeShape->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mConeBody->raycast(ray15, raycastInfo3));
test(mConeShape->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mConeBody->raycast(ray16, raycastInfo3));
test(mConeShape->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the ProxyConvexMeshShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testConvexMesh() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(1 , 2, 10);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(0, 0, -5);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(1, 2, 4);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mConvexMeshBody);
test(raycastInfo.proxyShape == mConvexMeshShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mConvexMeshBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mConvexMeshBody);
test(raycastInfo2.proxyShape == mConvexMeshShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mConvexMeshBodyEdgesInfo->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mConvexMeshBodyEdgesInfo);
test(raycastInfo3.proxyShape == mConvexMeshShapeEdgesInfo);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo4;
test(mConvexMeshShape->raycast(ray, raycastInfo4));
test(raycastInfo4.body == mConvexMeshBody);
test(raycastInfo4.proxyShape == mConvexMeshShape);
test(approxEqual(raycastInfo4.distance, 6));
test(approxEqual(raycastInfo4.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo4.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo4.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo5;
test(mConvexMeshShapeEdgesInfo->raycast(ray, raycastInfo5));
test(raycastInfo5.body == mConvexMeshBodyEdgesInfo);
test(raycastInfo5.proxyShape == mConvexMeshShapeEdgesInfo);
test(approxEqual(raycastInfo5.distance, 6));
test(approxEqual(raycastInfo5.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo5.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo5.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(1, 2, 3), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(3, 1, -5), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(4, 4, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -4, 5), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 4, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -4, -7), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-3, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(3, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 4, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 5), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -4, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mConvexMeshBody->raycast(ray1, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray1, raycastInfo3));
test(!mConvexMeshShape->raycast(ray1, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mConvexMeshBody->raycast(ray2, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray2, raycastInfo3));
test(!mConvexMeshShape->raycast(ray2, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mConvexMeshBody->raycast(ray3, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray3, raycastInfo3));
test(!mConvexMeshShape->raycast(ray3, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mConvexMeshBody->raycast(ray4, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray4, raycastInfo3));
test(!mConvexMeshShape->raycast(ray4, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mConvexMeshBody->raycast(ray5, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray5, raycastInfo3));
test(!mConvexMeshShape->raycast(ray5, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mConvexMeshBody->raycast(ray6, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray6, raycastInfo3));
test(!mConvexMeshShape->raycast(ray6, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mConvexMeshBody->raycast(ray7, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray7, raycastInfo3));
test(!mConvexMeshShape->raycast(ray7, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mConvexMeshBody->raycast(ray8, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray8, raycastInfo3));
test(!mConvexMeshShape->raycast(ray8, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mConvexMeshBody->raycast(ray9, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray9, raycastInfo3));
test(!mConvexMeshShape->raycast(ray9, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mConvexMeshBody->raycast(ray10, raycastInfo3));
test(!mConvexMeshBodyEdgesInfo->raycast(ray10, raycastInfo3));
test(!mConvexMeshShape->raycast(ray10, raycastInfo3));
test(!mConvexMeshShapeEdgesInfo->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mConvexMeshBody->raycast(ray11, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray11, raycastInfo3));
test(mConvexMeshShape->raycast(ray11, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mConvexMeshBody->raycast(ray12, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray12, raycastInfo3));
test(mConvexMeshShape->raycast(ray12, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mConvexMeshBody->raycast(ray13, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray13, raycastInfo3));
test(mConvexMeshShape->raycast(ray13, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mConvexMeshBody->raycast(ray14, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray14, raycastInfo3));
test(mConvexMeshShape->raycast(ray14, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mConvexMeshBody->raycast(ray15, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray15, raycastInfo3));
test(mConvexMeshShape->raycast(ray15, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mConvexMeshBody->raycast(ray16, raycastInfo3));
test(mConvexMeshBodyEdgesInfo->raycast(ray16, raycastInfo3));
test(mConvexMeshShape->raycast(ray16, raycastInfo3));
test(mConvexMeshShapeEdgesInfo->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the ProxyCylinderShape::raycast(), CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testCylinder() {
// ----- Test feedback data ----- //
Vector3 origin = mLocalShapeToWorld * Vector3(0 , 10, 0);
const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
Vector3 direction = mLocalToWorldMatrix * Vector3(0, -3, 0);
Ray ray(origin, direction);
Vector3 hitPoint = mLocalShapeToWorld * Vector3(0, 7, 0);
// CollisionWorld::raycast()
RaycastInfo raycastInfo;
test(mWorld->raycast(ray, raycastInfo));
test(raycastInfo.body == mCylinderBody);
test(raycastInfo.proxyShape == mCylinderShape);
test(approxEqual(raycastInfo.distance, 6));
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
// CollisionBody::raycast()
RaycastInfo raycastInfo2;
test(mCylinderBody->raycast(ray, raycastInfo2));
test(raycastInfo2.body == mCylinderBody);
test(raycastInfo2.proxyShape == mCylinderShape);
test(approxEqual(raycastInfo2.distance, 6));
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
// ProxyCollisionShape::raycast()
RaycastInfo raycastInfo3;
test(mCylinderShape->raycast(ray, raycastInfo3));
test(raycastInfo3.body == mCylinderBody);
test(raycastInfo3.proxyShape == mCylinderShape);
test(approxEqual(raycastInfo3.distance, 6));
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray3(mLocalShapeToWorld * Vector3(1, 3, -1), mLocalToWorldMatrix * Vector3(-4, 0, 7));
Ray ray4(mLocalShapeToWorld * Vector3(10, 10, 10), mLocalToWorldMatrix * Vector3(4, 6, 7));
Ray ray5(mLocalShapeToWorld * Vector3(4, 1, -5), mLocalToWorldMatrix * Vector3(-3, 0, 0));
Ray ray6(mLocalShapeToWorld * Vector3(4, 9, 1), mLocalToWorldMatrix * Vector3(0, -2, 0));
Ray ray7(mLocalShapeToWorld * Vector3(1, -9, 5), mLocalToWorldMatrix * Vector3(0, 0, -2));
Ray ray8(mLocalShapeToWorld * Vector3(-4, 9, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
Ray ray9(mLocalShapeToWorld * Vector3(0, -9, -4), mLocalToWorldMatrix * Vector3(0, 5, 0));
Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 9, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -9, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalToWorldMatrix * Vector3(0, 0, 8));
// ----- Test raycast miss ----- //
test(!mCylinderBody->raycast(ray1, raycastInfo3));
test(!mCylinderShape->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3));
test(!mWorld->raycast(ray1, raycastInfo3, 1));
test(!mWorld->raycast(ray1, raycastInfo3, 100));
test(!mWorld->raycast(ray1));
test(!mCylinderBody->raycast(ray2, raycastInfo3));
test(!mCylinderShape->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2, raycastInfo3));
test(!mWorld->raycast(ray2));
test(!mCylinderBody->raycast(ray3, raycastInfo3));
test(!mCylinderShape->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3, raycastInfo3));
test(!mWorld->raycast(ray3));
test(!mCylinderBody->raycast(ray4, raycastInfo3));
test(!mCylinderShape->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4, raycastInfo3));
test(!mWorld->raycast(ray4));
test(!mCylinderBody->raycast(ray5, raycastInfo3));
test(!mCylinderShape->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5, raycastInfo3));
test(!mWorld->raycast(ray5));
test(!mCylinderBody->raycast(ray6, raycastInfo3));
test(!mCylinderShape->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6, raycastInfo3));
test(!mWorld->raycast(ray6));
test(!mCylinderBody->raycast(ray7, raycastInfo3));
test(!mCylinderShape->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7, raycastInfo3));
test(!mWorld->raycast(ray7));
test(!mCylinderBody->raycast(ray8, raycastInfo3));
test(!mCylinderShape->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8, raycastInfo3));
test(!mWorld->raycast(ray8));
test(!mCylinderBody->raycast(ray9, raycastInfo3));
test(!mCylinderShape->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9, raycastInfo3));
test(!mWorld->raycast(ray9));
test(!mCylinderBody->raycast(ray10, raycastInfo3));
test(!mCylinderShape->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10, raycastInfo3));
test(!mWorld->raycast(ray10));
test(!mWorld->raycast(ray11, raycastInfo3, 0.5));
test(!mWorld->raycast(ray12, raycastInfo3, 0.5));
test(!mWorld->raycast(ray13, raycastInfo3, 0.5));
test(!mWorld->raycast(ray14, raycastInfo3, 0.5));
test(!mWorld->raycast(ray15, raycastInfo3, 0.5));
test(!mWorld->raycast(ray16, raycastInfo3, 2));
// ----- Test raycast hits ----- //
test(mCylinderBody->raycast(ray11, raycastInfo3));
test(mCylinderShape->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mCylinderBody->raycast(ray12, raycastInfo3));
test(mCylinderShape->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mCylinderBody->raycast(ray13, raycastInfo3));
test(mCylinderShape->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mCylinderBody->raycast(ray14, raycastInfo3));
test(mCylinderShape->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mCylinderBody->raycast(ray15, raycastInfo3));
test(mCylinderShape->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mCylinderBody->raycast(ray16, raycastInfo3));
test(mCylinderShape->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
/// Test the CollisionBody::raycast() and
/// CollisionWorld::raycast() methods.
void testCompound() {
// Raycast hit agains the sphere shape
Ray ray1(mLocalShape2ToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray2(mLocalShape2ToWorld * Vector3(1, 4, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray3(mLocalShape2ToWorld * Vector3(-1, 2, 5), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray4(mLocalShape2ToWorld * Vector3(-5, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray5(mLocalShape2ToWorld * Vector3(0, -4, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray6(mLocalShape2ToWorld * Vector3(-1, 2, -11), mLocalToWorldMatrix * Vector3(0, 0, 8));
test(mCompoundBody->raycast(ray1, raycastInfo3));
test(mWorld->raycast(ray1, raycastInfo3));
test(mWorld->raycast(ray1, raycastInfo3, 2));
test(mWorld->raycast(ray1));
test(mCompoundBody->raycast(ray2, raycastInfo3));
test(mWorld->raycast(ray2, raycastInfo3));
test(mWorld->raycast(ray2, raycastInfo3, 2));
test(mWorld->raycast(ray2));
test(mCompoundBody->raycast(ray3, raycastInfo3));
test(mWorld->raycast(ray3, raycastInfo3));
test(mWorld->raycast(ray3, raycastInfo3, 2));
test(mWorld->raycast(ray3));
test(mCompoundBody->raycast(ray4, raycastInfo3));
test(mWorld->raycast(ray4, raycastInfo3));
test(mWorld->raycast(ray4, raycastInfo3, 2));
test(mWorld->raycast(ray4));
test(mCompoundBody->raycast(ray5, raycastInfo3));
test(mWorld->raycast(ray5, raycastInfo3));
test(mWorld->raycast(ray5, raycastInfo3, 2));
test(mWorld->raycast(ray5));
test(mCompoundBody->raycast(ray6, raycastInfo3));
test(mWorld->raycast(ray6, raycastInfo3));
test(mWorld->raycast(ray6, raycastInfo3, 4));
test(mWorld->raycast(ray6));
// Raycast hit agains the cylinder shape
Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
Ray ray12(mLocalShapeToWorld * Vector3(1, 9, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalToWorldMatrix * Vector3(0, 0, -8));
Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
Ray ray15(mLocalShapeToWorld * Vector3(0, -9, 1), mLocalToWorldMatrix * Vector3(0, 3, 0));
Ray ray16(mLocalShapeToWorld * Vector3(-1, 2, -7), mLocalToWorldMatrix * Vector3(0, 0, 8));
test(mCompoundBody->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3));
test(mWorld->raycast(ray11, raycastInfo3, 2));
test(mWorld->raycast(ray11));
test(mCompoundBody->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3));
test(mWorld->raycast(ray12, raycastInfo3, 2));
test(mWorld->raycast(ray12));
test(mCompoundBody->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3));
test(mWorld->raycast(ray13, raycastInfo3, 2));
test(mWorld->raycast(ray13));
test(mCompoundBody->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3));
test(mWorld->raycast(ray14, raycastInfo3, 2));
test(mWorld->raycast(ray14));
test(mCompoundBody->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3));
test(mWorld->raycast(ray15, raycastInfo3, 2));
test(mWorld->raycast(ray15));
test(mCompoundBody->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3));
test(mWorld->raycast(ray16, raycastInfo3, 4));
test(mWorld->raycast(ray16));
}
};
}
#endif