* Coverage

* added fixes

* removed spacing

* removed junk

* removed print

* removed coverage

* removed useless stuff

* fix

---------

Co-authored-by: Saikari <lin@sz.cn.eu.org>
This commit is contained in:
2025-12-23 02:47:12 +03:00
committed by GitHub
parent a03620c18f
commit 897484bea1
39 changed files with 2482 additions and 145 deletions

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// Extra LineTracer tests
#include <gtest/gtest.h>
#include <omath/collision/line_tracer.hpp>
#include <omath/linear_algebra/vector3.hpp>
using namespace omath;
using namespace omath::collision;
TEST(LineTracerExtra, MissParallel)
{
Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
Ray ray{ {0.3f,0.3f,1.f}, {0.3f,0.3f,2.f}, false };// parallel above triangle
auto hit = LineTracer::get_ray_hit_point(ray, tri);
EXPECT_EQ(hit, ray.end);
}
TEST(LineTracerExtra, HitCenter)
{
Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
Ray ray{ {0.3f,0.3f,-1.f}, {0.3f,0.3f,1.f}, false };
auto hit = LineTracer::get_ray_hit_point(ray, tri);
ASSERT_FALSE(hit == ray.end);
EXPECT_NEAR(hit.x, 0.3f, 1e-6f);
EXPECT_NEAR(hit.y, 0.3f, 1e-6f);
EXPECT_NEAR(hit.z, 0.f, 1e-6f);
}
TEST(LineTracerExtra, HitOnEdge)
{
Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
Ray ray{ {0.0f,0.0f,1.f}, {0.0f,0.0f,0.f}, false };
auto hit = LineTracer::get_ray_hit_point(ray, tri);
// hitting exact vertex/edge may be considered miss; ensure function handles without crash
if (hit != ray.end)
{
EXPECT_NEAR(hit.x, 0.0f, 1e-6f);
EXPECT_NEAR(hit.y, 0.0f, 1e-6f);
}
}
TEST(LineTracerExtra, InfiniteRayIgnoredIfBehind)
{
Triangle<Vector3<float>> tri({0,0,0},{1,0,0},{0,1,0});
// Ray pointing away but infinite_length true should be ignored
Ray ray{ {0.5f,0.5f,-1.f}, {0.5f,0.5f,-2.f}, true };
auto hit = LineTracer::get_ray_hit_point(ray, tri);
EXPECT_EQ(hit, ray.end);
}