// // Created by Vladislav on 07.05.2026. // #include "omath/3d_primitives/obb.hpp" #include "omath/collision/line_tracer.hpp" #include #include #include using Vec3 = omath::Vector3; using Ray = omath::collision::Ray<>; using LineTracer = omath::collision::LineTracer<>; using OBB = omath::primitives::Obb; namespace { Ray make_ray(const Vec3 start, const Vec3 end, const bool infinite = false) { Ray r; r.start = start; r.end = end; r.infinite_length = infinite; return r; } constexpr OBB axis_aligned_obb(const Vec3& center, const Vec3& half_extents) noexcept { return OBB{center, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}, half_extents}; } OBB rotated_around_z(const Vec3& center, const Vec3& half_extents, const float radians) noexcept { const auto c = std::cos(radians); const auto s = std::sin(radians); return OBB{center, {c, s, 0.f}, {-s, c, 0.f}, {0.f, 0.f, 1.f}, half_extents}; } } // namespace // --- axis-aligned OBB behaves like AABB --- TEST(LineTracerOBBTests, AxisAlignedHitAlongZ) { const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({0.f, 0.f, -5.f}, {0.f, 0.f, 5.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, 0.f, 1e-4f); EXPECT_NEAR(hit.y, 0.f, 1e-4f); EXPECT_NEAR(hit.z, -1.f, 1e-4f); } TEST(LineTracerOBBTests, AxisAlignedHitAlongX) { const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, -1.f, 1e-4f); } TEST(LineTracerOBBTests, MissReturnsEnd) { const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({0.f, 5.f, -5.f}, {0.f, 5.f, 5.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_EQ(hit, ray.end); } TEST(LineTracerOBBTests, RayTooShortReturnsEnd) { const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_EQ(hit, ray.end); } TEST(LineTracerOBBTests, InfiniteRayHits) { const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}, true); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, 3.f, 1e-4f); } TEST(LineTracerOBBTests, RayStartsInsideBox) { const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({0.f, 0.f, 0.f}, {5.f, 0.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, 0.f, 1e-4f); EXPECT_NEAR(hit.y, 0.f, 1e-4f); EXPECT_NEAR(hit.z, 0.f, 1e-4f); } TEST(LineTracerOBBTests, RayBehindBoxReturnsEnd) { const auto box = axis_aligned_obb({4.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({10.f, 0.f, 0.f}, {20.f, 0.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_EQ(hit, ray.end); } // --- rotated OBB --- TEST(LineTracerOBBTests, RotatedBoxHitOnRotatedFace) { // Box centred at the origin, rotated 45° around Z. After rotation, the box's "near" face // (originally x=-1) is now perpendicular to the (1, 1, 0)/√2 direction. A ray approaching // from +X (along world -X) first hits the box at the rotated face — at x = √2 ≈ 1.414. const auto box = rotated_around_z({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v / 4.f); const auto ray = make_ray({5.f, 0.f, 0.f}, {-5.f, 0.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, std::numbers::sqrt2_v, 1e-4f); EXPECT_NEAR(hit.y, 0.f, 1e-4f); EXPECT_NEAR(hit.z, 0.f, 1e-4f); } TEST(LineTracerOBBTests, RotatedBoxMissesWhereAabbWouldHit) { // A unit cube rotated 45° around Z has an XY footprint that is a diamond reaching // (±√2, 0) and (0, ±√2). The AABB envelope spans x,y ∈ [-√2, √2], but at y just below √2 // the diamond is essentially a point. A ray at y = 1.43 is outside the diamond entirely // (|x| + |y| ≤ √2 ⇒ |x| ≤ √2 - 1.43 < 0), yet it would still pass through the AABB // envelope of the rotated box. const auto box = rotated_around_z({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v / 4.f); const auto ray = make_ray({-5.f, 1.43f, 0.f}, {5.f, 1.43f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_EQ(hit, ray.end); } TEST(LineTracerOBBTests, RotatedThinBoxHitFromTheSide) { // Long, thin axis-aligned slab along X, rotated 90° around Z so it now points along Y. // A ray from +X straight back along -X must miss (the slab is thin in X), but a ray along // -Y from +Y must hit. const auto box = rotated_around_z({0.f, 0.f, 0.f}, {5.f, 0.5f, 1.f}, std::numbers::pi_v / 2.f); const auto ray_along_x = make_ray({10.f, 0.f, 0.f}, {-10.f, 0.f, 0.f}); const auto hit_x = LineTracer::get_ray_hit_point(ray_along_x, box); EXPECT_NE(hit_x, ray_along_x.end); EXPECT_NEAR(hit_x.x, 0.5f, 1e-4f); // hit on the rotated slab's narrow side const auto ray_along_y = make_ray({0.f, 10.f, 0.f}, {0.f, -10.f, 0.f}); const auto hit_y = LineTracer::get_ray_hit_point(ray_along_y, box); EXPECT_NE(hit_y, ray_along_y.end); EXPECT_NEAR(hit_y.y, 5.f, 1e-4f); // hit on the long end at y=+5 } TEST(LineTracerOBBTests, RotatedAndTranslatedBoxHit) { const auto box = rotated_around_z({10.f, 5.f, 0.f}, {1.f, 1.f, 1.f}, std::numbers::pi_v / 4.f); // Ray approaches the rotated box from +X. const auto ray = make_ray({20.f, 5.f, 0.f}, {0.f, 5.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, 10.f + std::numbers::sqrt2_v, 1e-4f); EXPECT_NEAR(hit.y, 5.f, 1e-4f); } TEST(LineTracerOBBTests, ParallelRayOutsideMisses) { // Ray runs parallel to a slab face, completely outside the slab. const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({-5.f, 2.f, 0.f}, {5.f, 2.f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_EQ(hit, ray.end); } TEST(LineTracerOBBTests, ParallelRayInsideHits) { // Ray runs parallel to a slab face but inside the slab — should still hit the entry plane. const auto box = axis_aligned_obb({0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}); const auto ray = make_ray({-5.f, 0.5f, 0.f}, {5.f, 0.5f, 0.f}); const auto hit = LineTracer::get_ray_hit_point(ray, box); EXPECT_NE(hit, ray.end); EXPECT_NEAR(hit.x, -1.f, 1e-4f); } TEST(LineTracerOBBTests, MatchesAabbForAxisAlignedBox) { using AABB = omath::primitives::Aabb; struct { Vec3 center; Vec3 half; Vec3 ray_start; Vec3 ray_end; } cases[] = { {{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {-5.f, 0.f, 0.f}, {5.f, 0.f, 0.f}}, {{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {0.f, -5.f, 0.f}, {0.f, 5.f, 0.f}}, {{4.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {0.f, 0.f, 0.f}, {2.f, 0.f, 0.f}}, // too short {{0.f, 0.f, 0.f}, {1.f, 1.f, 1.f}, {-5.f, 5.f, 0.f}, {5.f, 5.f, 0.f}}, // miss {{2.f, 3.f, -1.f}, {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 0.f}, {10.f, 15.f, -5.f}}, // diagonal }; for (const auto& [center, half, start, end]: cases) { const AABB aabb{center - half, center + half}; const auto obb = axis_aligned_obb(center, half); const auto ray = make_ray(start, end); const auto aabb_hit = LineTracer::get_ray_hit_point(ray, aabb); const auto obb_hit = LineTracer::get_ray_hit_point(ray, obb); EXPECT_NEAR(aabb_hit.x, obb_hit.x, 1e-4f); EXPECT_NEAR(aabb_hit.y, obb_hit.y, 1e-4f); EXPECT_NEAR(aabb_hit.z, obb_hit.z, 1e-4f); } }