Translated tests for Colliders/TrapazoidalPrismCollider
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@ -29,6 +29,7 @@ add_executable(Tests
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Random__RandomInteger.cpp
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Random__RandomRange.cpp
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Random_RandomIntRange.cpp
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TrapazoidalPrismCollider.cpp
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)
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target_link_libraries(Tests Eule)
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@ -1,166 +1,164 @@
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#include "CppUnitTest.h"
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#include "../Eule/TrapazoidalPrismCollider.h"
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#include "../Eule/Quaternion.h"
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#include "../_TestingUtilities/HandyMacros.h"
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#include "Catch2.h"
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#include <Eule/TrapazoidalPrismCollider.h>
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#include <Eule/Quaternion.h>
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#include <random>
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#include <array>
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#include <sstream>
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using namespace Microsoft::VisualStudio::CppUnitTestFramework;
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using namespace Eule;
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using TPC = TrapazoidalPrismCollider;
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namespace Colliders
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{
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TEST_CLASS(_TrapazoidalPrismCollider)
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{
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private:
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std::mt19937 rng;
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public:
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// Constructor
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_TrapazoidalPrismCollider()
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{
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rng = std::mt19937((std::random_device())());
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return;
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}
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// Tests that all vertices can be set individually, and at once
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TEST_METHOD(Can_Set_Each_Vertex)
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{
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// All vertex values are unique
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TPC tpc;
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Vector3d(-1, -1, 1) * 1);
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Vector3d(-1, 1, 1) * 2);
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Vector3d(-1, -1, -1) * 3);
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Vector3d(-1, 1, -1) * 4);
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Vector3d(1, -1, 1) * 5);
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Vector3d(1, 1, 1) * 6);
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Vector3d(1, -1, -1) * 7);
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Vector3d(1, 1, -1) * 8);
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Assert::IsTrue(tpc.GetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM) == (Vector3d(-1, -1, 1) * 1), L"FRONT|LEFT|BOTTOM");
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Assert::IsTrue(tpc.GetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP) == (Vector3d(-1, 1, 1) * 2), L"FRONT|LEFT|TOP");
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Assert::IsTrue(tpc.GetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM) == (Vector3d(-1, -1, -1) * 3), L"BACK|LEFT|BOTTOM");
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Assert::IsTrue(tpc.GetVertex(TPC::BACK | TPC::LEFT | TPC::TOP) == (Vector3d(-1, 1, -1) * 4), L"BACK|LEFT|TOP");
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Assert::IsTrue(tpc.GetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM) == (Vector3d(1, -1, 1) * 5), L"FRONT|RIGHT|BOTTOM");
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Assert::IsTrue(tpc.GetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP) == (Vector3d(1, 1, 1) * 6), L"FRONT|RIGHT|TOP");
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Assert::IsTrue(tpc.GetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM) == (Vector3d(1, -1, -1) * 7), L"BACK|RIGHT|BOTTOM");
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Assert::IsTrue(tpc.GetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP) == (Vector3d(1, 1, -1) * 8), L"BACK|RIGHT|TOP");
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return;
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}
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// Tests that points inside work.
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// For this, we define a few points around [0,0,0] and check if they are contained.
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// We then rotate the collider, and check again
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// Gets repeated for every possible rotation with a min-distance per axis of 2 deg
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TEST_METHOD(Points_Inside)
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{
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// Setup
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// Define known-inside points
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std::array<Vector3d, 9> knownInsides = {
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Vector3d( 1,-1, 1),
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Vector3d(-1,-1, 1),
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Vector3d( 1, 1, 1),
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Vector3d(-1, 1, 1),
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Vector3d( 1,-1,-1),
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Vector3d(-1,-1,-1),
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Vector3d( 1, 1,-1),
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Vector3d(-1, 1,-1),
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Vector3d( 0, 0, 0),
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};
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// Create collider, a cube of size 10^3 around the center
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TPC tpc;
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// Exercise
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// Now check that these points are inside for all these possible angles
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#ifndef _DEBUG
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constexpr double stepSize = 2;
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#else
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constexpr double stepSize = 32;
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#endif
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for (double theta = 0; theta < 360.01; theta += stepSize)
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for (double phi = 0; phi < 360.01; phi += 2)
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for (double alpha = 0; alpha < 360.01; alpha += stepSize)
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{
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// Rotate box
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(-1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(-1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(-1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(-1, 1, -1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(1, 1, -1) * 10));
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// Verify
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// Verify that all are inside
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for (const Vector3d& v : knownInsides)
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Assert::IsTrue(tpc.Contains(v));
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}
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return;
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}
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// Tests that points outside work.
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// For this, we define a few points that are definitely outside for various reasons and check if they are not contained.
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// We then rotate the collider, and check again
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// Gets repeated for every possible rotation with a min-distance per axis of 2 deg
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TEST_METHOD(Points_Outside)
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{
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// Setup
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// Define known-inside points
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std::array<Vector3d, 14> knownOutsides = {
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Vector3d(-199, 0, 0),
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Vector3d(0, -199, 0),
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Vector3d(0, 0, -199),
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Vector3d(199, 0, 0),
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Vector3d(0, 199, 0),
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Vector3d(0, 0, 199),
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Vector3d( 20, -20, 0),
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Vector3d(50, 50, 50),
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Vector3d(50, -50, 0),
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Vector3d( 0, 0, 29),
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Vector3d( 2, 1, -18),
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Vector3d( -1, 29, -1),
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Vector3d( 0, -50, -50),
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Vector3d( -50, -50, -50)
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};
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// Create collider, a cube of size 10^3 around the center
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TPC tpc;
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// Exercise
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// Now check that these points are inside for all these possible angles
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#ifndef _DEBUG
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constexpr double stepSize = 2;
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#else
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constexpr double stepSize = 32;
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#endif
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for (double theta = 0; theta < 360.01; theta += stepSize)
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for (double phi = 0; phi < 360.01; phi += 2)
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for (double alpha = 0; alpha < 360.01; alpha += stepSize)
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{
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// Rotate box
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, 1, -1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(1, 1, -1) * 10));
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// Verify
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// Verify that all are inside
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for (const Vector3d& v : knownOutsides)
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Assert::IsFalse(tpc.Contains(v));
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}
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return;
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}
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};
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namespace {
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static std::mt19937 rng = std::mt19937((std::random_device())());
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}
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// Tests that all vertices can be set individually, and at once
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TEST_CASE(__FILE__"/Can_Set_Each_Vertex", "[TrapazoidalPrismCollider][Collider]")
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{
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// All vertex values are unique
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TPC tpc;
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Vector3d(-1, -1, 1) * 1);
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Vector3d(-1, 1, 1) * 2);
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Vector3d(-1, -1, -1) * 3);
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Vector3d(-1, 1, -1) * 4);
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Vector3d(1, -1, 1) * 5);
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Vector3d(1, 1, 1) * 6);
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Vector3d(1, -1, -1) * 7);
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Vector3d(1, 1, -1) * 8);
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INFO("FRONT|LEFT|BOTTOM");
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REQUIRE(tpc.GetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM) == (Vector3d(-1, -1, 1) * 1));
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INFO("FRONT|LEFT|TOP");
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REQUIRE(tpc.GetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP) == (Vector3d(-1, 1, 1) * 2));
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INFO("BACK|LEFT|BOTTOM");
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REQUIRE(tpc.GetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM) == (Vector3d(-1, -1, -1) * 3));
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INFO("BACK|LEFT|TOP");
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REQUIRE(tpc.GetVertex(TPC::BACK | TPC::LEFT | TPC::TOP) == (Vector3d(-1, 1, -1) * 4));
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INFO("FRONT|RIGHT|BOTTOM");
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REQUIRE(tpc.GetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM) == (Vector3d(1, -1, 1) * 5));
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INFO("FRONT|RIGHT|TOP");
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REQUIRE(tpc.GetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP) == (Vector3d(1, 1, 1) * 6));
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INFO("BACK|RIGHT|BOTTOM");
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REQUIRE(tpc.GetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM) == (Vector3d(1, -1, -1) * 7));
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INFO("BACK|RIGHT|TOP");
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REQUIRE(tpc.GetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP) == (Vector3d(1, 1, -1) * 8));
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return;
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}
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// Tests that points inside work.
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// For this, we define a few points around [0,0,0] and check if they are contained.
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// We then rotate the collider, and check again
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// Gets repeated for every possible rotation with a min-distance per axis of 2 deg
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TEST_CASE(__FILE__"/Points_Inside", "[TrapazoidalPrismCollider][Collider]")
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{
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// Setup
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// Define known-inside points
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std::array<Vector3d, 9> knownInsides = {
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Vector3d( 1,-1, 1),
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Vector3d(-1,-1, 1),
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Vector3d( 1, 1, 1),
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Vector3d(-1, 1, 1),
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Vector3d( 1,-1,-1),
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Vector3d(-1,-1,-1),
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Vector3d( 1, 1,-1),
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Vector3d(-1, 1,-1),
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Vector3d( 0, 0, 0),
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};
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// Create collider, a cube of size 10^3 around the center
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TPC tpc;
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// Exercise
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// Now check that these points are inside for all these possible angles
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#ifndef _DEBUG
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constexpr double stepSize = 40;
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#else
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constexpr double stepSize = 32;
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#endif
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for (double theta = 0; theta < 360.01; theta += stepSize)
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for (double phi = 0; phi < 360.01; phi += 2)
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for (double alpha = 0; alpha < 360.01; alpha += stepSize)
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{
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// Rotate box
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(-1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(-1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(-1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(-1, 1, -1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Quaternion({theta, phi, alpha}) * (Vector3d(1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Quaternion({theta, phi, alpha}) * (Vector3d(1, 1, -1) * 10));
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// Verify
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// Verify that all are inside
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for (const Vector3d& v : knownInsides)
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REQUIRE(tpc.Contains(v));
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}
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return;
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}
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// Tests that points outside work.
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// For this, we define a few points that are definitely outside for various reasons and check if they are not contained.
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// We then rotate the collider, and check again
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// Gets repeated for every possible rotation with a min-distance per axis of 2 deg
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TEST_CASE(__FILE__"/Points_Outside", "[TrapazoidalPrismCollider][Collider]")
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{
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// Setup
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// Define known-inside points
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std::array<Vector3d, 14> knownOutsides = {
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Vector3d(-199, 0, 0),
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Vector3d(0, -199, 0),
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Vector3d(0, 0, -199),
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Vector3d(199, 0, 0),
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Vector3d(0, 199, 0),
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Vector3d(0, 0, 199),
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Vector3d( 20, -20, 0),
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Vector3d(50, 50, 50),
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Vector3d(50, -50, 0),
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Vector3d( 0, 0, 29),
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Vector3d( 2, 1, -18),
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Vector3d( -1, 29, -1),
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Vector3d( 0, -50, -50),
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Vector3d( -50, -50, -50)
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};
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// Create collider, a cube of size 10^3 around the center
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TPC tpc;
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// Exercise
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// Now check that these points are inside for all these possible angles
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#ifndef _DEBUG
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constexpr double stepSize = 40;
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#else
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constexpr double stepSize = 32;
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#endif
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for (double theta = 0; theta < 360.01; theta += stepSize)
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for (double phi = 0; phi < 360.01; phi += 2)
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for (double alpha = 0; alpha < 360.01; alpha += stepSize)
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{
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// Rotate box
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::LEFT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::LEFT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(-1, 1, -1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(1, -1, 1) * 10));
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tpc.SetVertex(TPC::FRONT | TPC::RIGHT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(1, 1, 1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::BOTTOM, Quaternion({ theta, phi, alpha }) * (Vector3d(1, -1, -1) * 10));
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tpc.SetVertex(TPC::BACK | TPC::RIGHT | TPC::TOP, Quaternion({ theta, phi, alpha }) * (Vector3d(1, 1, -1) * 10));
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// Verify
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// Verify that all are inside
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for (const Vector3d& v : knownOutsides)
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REQUIRE_FALSE(tpc.Contains(v));
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}
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return;
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}
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