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* Coverage * added fixes * removed spacing * removed junk * removed print * removed coverage * removed useless stuff * fix --------- Co-authored-by: Saikari <lin@sz.cn.eu.org>
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48
tests/general/unit_test_line_tracer_extra.cpp
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48
tests/general/unit_test_line_tracer_extra.cpp
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// Extra LineTracer tests
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#include <gtest/gtest.h>
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#include <omath/collision/line_tracer.hpp>
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#include <omath/linear_algebra/vector3.hpp>
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using namespace omath;
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using namespace omath::collision;
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TEST(LineTracerExtra, MissParallel)
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{
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Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
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Ray ray{ {0.3f,0.3f,1.f}, {0.3f,0.3f,2.f}, false };// parallel above triangle
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auto hit = LineTracer::get_ray_hit_point(ray, tri);
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EXPECT_EQ(hit, ray.end);
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}
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TEST(LineTracerExtra, HitCenter)
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{
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Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
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Ray ray{ {0.3f,0.3f,-1.f}, {0.3f,0.3f,1.f}, false };
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auto hit = LineTracer::get_ray_hit_point(ray, tri);
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ASSERT_FALSE(hit == ray.end);
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EXPECT_NEAR(hit.x, 0.3f, 1e-6f);
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EXPECT_NEAR(hit.y, 0.3f, 1e-6f);
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EXPECT_NEAR(hit.z, 0.f, 1e-6f);
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}
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TEST(LineTracerExtra, HitOnEdge)
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{
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Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
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Ray ray{ {0.0f,0.0f,1.f}, {0.0f,0.0f,0.f}, false };
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auto hit = LineTracer::get_ray_hit_point(ray, tri);
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// hitting exact vertex/edge may be considered miss; ensure function handles without crash
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if (hit != ray.end)
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{
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EXPECT_NEAR(hit.x, 0.0f, 1e-6f);
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EXPECT_NEAR(hit.y, 0.0f, 1e-6f);
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}
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}
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TEST(LineTracerExtra, InfiniteRayIgnoredIfBehind)
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{
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Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
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// Ray pointing away but infinite_length true should be ignored
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Ray ray{ {0.5f,0.5f,-1.f}, {0.5f,0.5f,-2.f}, true };
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auto hit = LineTracer::get_ray_hit_point(ray, tri);
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EXPECT_EQ(hit, ray.end);
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}
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