improved line tracer

This commit is contained in:
Vladislav Alpatov
2025-04-18 16:00:23 +03:00
parent 8bf0bb8e0d
commit f8202b116d
2 changed files with 80 additions and 60 deletions

View File

@@ -59,7 +59,7 @@ namespace omath::collision
if (tHit <= kEpsilon) if (tHit <= kEpsilon)
return ray.end; return ray.end;
} }
else if (tHit < 0.0f || tHit > 1.0f) else if (tHit <= kEpsilon || tHit >= 1.0f - kEpsilon)
return ray.end; return ray.end;
return ray.start + rayDir * tHit; return ray.start + rayDir * tHit;

View File

@@ -1,80 +1,100 @@
//
// Revised unittest suite for LineTracer (segmentbased MöllerTrumbore)
// Pure ASCII: avoids nonstandard characters that MSVC rejects.
//
#include "gtest/gtest.h" #include "gtest/gtest.h"
#include "omath/collision/line_tracer.hpp" #include "omath/collision/line_tracer.hpp"
#include "omath/triangle.hpp" #include "omath/triangle.hpp"
#include "omath/vector3.hpp" #include "omath/vector3.hpp"
#include <cmath>
using namespace omath; using namespace omath;
using namespace omath::collision; using namespace omath::collision;
class LineTracerTest : public ::testing::Test using Vec3 = Vector3<float>;
namespace {
// -----------------------------------------------------------------------------
// Constants & helpers
// -----------------------------------------------------------------------------
constexpr float kTol = 1e-5f;
bool VecEqual(const Vec3& a, const Vec3& b, float tol = kTol)
{
return std::fabs(a.x - b.x) < tol &&
std::fabs(a.y - b.y) < tol &&
std::fabs(a.z - b.z) < tol;
}
// -----------------------------------------------------------------------------
// Fixture with one canonical rightangled triangle in the XY plane.
// -----------------------------------------------------------------------------
class LineTracerFixture : public ::testing::Test
{ {
protected: protected:
// Set up common variables for use in each test LineTracerFixture()
Vector3<float> vertex1{0.0f, 0.0f, 0.0f}; : triangle({0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}) {}
Vector3<float> vertex2{1.0f, 0.0f, 0.0f};
Vector3<float> vertex3{0.0f, 1.0f, 0.0f}; Triangle<Vec3> triangle;
Triangle<Vector3<float>> triangle{vertex1, vertex2, vertex3};
}; };
// Test that a ray intersecting the triangle returns false for CanTraceLine // -----------------------------------------------------------------------------
TEST_F(LineTracerTest, RayIntersectsTriangle) // Datadriven tests for CanTraceLine
// -----------------------------------------------------------------------------
struct TraceCase
{ {
constexpr Ray ray{{0.3f, 0.3f, -1.0f}, {0.3f, 0.3f, 1.0f}}; Ray ray;
EXPECT_FALSE(LineTracer::CanTraceLine(ray, triangle)); bool expected_clear; // true => segment does NOT hit the triangle
};
class CanTraceLineParam : public LineTracerFixture,
public ::testing::WithParamInterface<TraceCase> {};
TEST_P(CanTraceLineParam, VariousRays)
{
const auto& p = GetParam();
EXPECT_EQ(LineTracer::CanTraceLine(p.ray, triangle), p.expected_clear);
} }
// Test that a ray parallel to the triangle plane returns true for CanTraceLine INSTANTIATE_TEST_SUITE_P(
TEST_F(LineTracerTest, RayParallelToTriangle) BasicScenarios,
CanTraceLineParam,
::testing::Values(
TraceCase{Ray{{ 0.3f, 0.3f, -1.f},{ 0.3f, 0.3f, 1.f}}, false}, // hit through centre
TraceCase{Ray{{ 0.3f, 0.3f, 1.f},{ 0.3f, 0.3f, 2.f}}, true}, // parallel above
TraceCase{Ray{{ 0.3f, 0.3f, 0.f},{ 0.3f, 0.3f,-1.f}}, true}, // starts inside, goes away
TraceCase{Ray{{ 2.0f, 2.0f, -1.f},{ 2.0f, 2.0f, 1.f}}, true}, // misses entirely
TraceCase{Ray{{-1.0f,-1.0f, 0.f},{ 1.5f, 1.5f, 0.f}},true}, // lies in plane, outside tri
TraceCase{Ray{{-1.0f,-1.0f, -1.f},{ 0.0f, 0.0f, 0.f}}, true}, // endpoint on vertex
TraceCase{Ray{{-1.0f, 0.0f, -1.f},{ 0.5f, 0.0f, 0.f}}, true} // endpoint on edge
)
);
// -----------------------------------------------------------------------------
// Validate that the reported hit point is correct for a genuine intersection.
// -----------------------------------------------------------------------------
TEST_F(LineTracerFixture, HitPointCorrect)
{ {
constexpr Ray ray{{0.3f, 0.3f, 1.0f}, {0.3f, 0.3f, 2.0f}}; Ray ray{{0.3f, 0.3f, -1.f}, {0.3f, 0.3f, 1.f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle)); Vec3 expected{0.3f, 0.3f, 0.f};
Vec3 hit = LineTracer::GetRayHitPoint(ray, triangle);
ASSERT_FALSE(VecEqual(hit, ray.end));
EXPECT_TRUE(VecEqual(hit, expected));
} }
// Test that a ray starting inside the triangle but pointing away returns true // -----------------------------------------------------------------------------
TEST_F(LineTracerTest, RayStartsInTriangleButDoesNotIntersect) // Triangle far beyond the ray should not block.
// -----------------------------------------------------------------------------
TEST_F(LineTracerFixture, DistantTriangleClear)
{ {
constexpr Ray ray{{0.3f, 0.3f, 0.0f}, {0.3f, 0.3f, -1.0f}}; Ray short_ray{{0.f, 0.f, 0.f}, {0.f, 0.f, 1.f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle)); Triangle<Vec3> distant{{1000.f,1000.f,1000.f},
{1001.f,1000.f,1000.f},
{1000.f,1001.f,1000.f}};
EXPECT_TRUE(LineTracer::CanTraceLine(short_ray, distant));
} }
// Test that a ray not intersecting the triangle plane returns true } // namespace
TEST_F(LineTracerTest, RayMissesTriangle)
{
constexpr Ray ray{{2.0f, 2.0f, -1.0f}, {2.0f, 2.0f, 1.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
// Test that a ray lying exactly in the plane of the triangle without intersecting returns true
TEST_F(LineTracerTest, RayInPlaneNotIntersecting)
{
constexpr Ray ray{{-1.0f, -1.0f, 0.0f}, {1.5f, 1.5f, 0.0f}};
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, RayIntersectsVertex)
{
const Ray ray{{-1.0f, -1.0f, -1.0f}, vertex1}; // Intersecting at vertex1
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, RayIntersectsEdge)
{
constexpr Ray ray{{-1.0f, 0.0f, -1.0f}, {0.5f, 0.0f, 0.0f}};
// Intersecting on the edge between vertex1 and vertex2
EXPECT_TRUE(LineTracer::CanTraceLine(ray, triangle));
}
TEST_F(LineTracerTest, TriangleFarBeyondRayEndPoint)
{
// Define a ray with a short length
constexpr Ray ray{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}};
// Define a triangle far beyond the ray's endpoint
constexpr Triangle<Vector3<float>> distantTriangle{
{1000.0f, 1000.0f, 1000.0f}, {1001.0f, 1000.0f, 1000.0f}, {1000.0f, 1001.0f, 1000.0f}
};
// Expect true because the ray ends long before it could reach the distant triangle
EXPECT_TRUE(LineTracer::CanTraceLine(ray, distantTriangle));
}