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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2011, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
// 
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#include <testFrustumTest.h>
#include "ImathFrustum.h"
#include "ImathFrustumTest.h"
#include "ImathBox.h"
#include "ImathSphere.h"
#include <iostream>
#include <assert.h>


using namespace std;

void
testFrustumTest ()
{
    cout << "Testing functions in ImathFrustumTest.h";

    cout << "\nisVisible(Vec3) ";

    float n = 1.7;
    float f = 567.0;
    float l = -3.5;
    float r = 2.0;
    float b = -1.3;
    float t = 0.9;

    IMATH_INTERNAL_NAMESPACE::Frustum<float> frustum (n, f, l, r, t, b, false);

    IMATH_INTERNAL_NAMESPACE::Matrix44<float> cameraMat;
    IMATH_INTERNAL_NAMESPACE::Vec3<float> cameraPos(100.0f, 200.0f, 300.0f);
    cameraMat.makeIdentity();
    cameraMat.translate(cameraPos);

    IMATH_INTERNAL_NAMESPACE::FrustumTest<float> frustumTest(frustum, cameraMat);

    /////////////////////////////////////////////////////
    // Test Vec3's
    IMATH_INTERNAL_NAMESPACE::Vec3<float> insideVec      (100.0f, 200.0f,          300 -   2.0f);
    IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_near(100.0f, 200.0f,          300 -   1.5f);
    IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_far (100.0f, 200.0f,          300 - 568.0f);
    IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_side(100.0f, 200.0f + 100.0f, 300 -   2.0f);
    IMATH_INTERNAL_NAMESPACE::Vec3<float> outsideVec_up  (100.0f + 100.0f, 200.0f, 300 -   2.0f);

    assert (  frustumTest.isVisible(insideVec));
    assert (! frustumTest.isVisible(outsideVec_near));
    assert (! frustumTest.isVisible(outsideVec_far));
    assert (! frustumTest.isVisible(outsideVec_side));
    assert (! frustumTest.isVisible(outsideVec_up));
    cout << "passed Vec3\n";

    /////////////////////////////////////////////////////
    // Test Boxes
    IMATH_INTERNAL_NAMESPACE::Vec3<float> tinySize(0.0001f, 0.0001f, 0.0001f);
    IMATH_INTERNAL_NAMESPACE::Vec3<float> hugeSize(1000.0f, 1000.0f, 1000.0f);

    // Empty box should NOT be visible
    assert (!frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >()));
         
    // Tiny box inside the frust should be visible
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (insideVec + tinySize, insideVec + tinySize)));

    // Huge boxes inside and outside should be visible
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (insideVec - hugeSize, insideVec + hugeSize)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_near - hugeSize, outsideVec_near + hugeSize)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_far - hugeSize, outsideVec_far + hugeSize)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_side - hugeSize, outsideVec_side + hugeSize)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_up - hugeSize, outsideVec_up + hugeSize)));

    // Tiny boxes outside should NOT be visible
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_near - tinySize, outsideVec_near + tinySize)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_far - tinySize, outsideVec_far + tinySize)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_side - tinySize, outsideVec_side + tinySize)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box<IMATH_INTERNAL_NAMESPACE::Vec3<float> >
        (outsideVec_up - tinySize, outsideVec_up + tinySize)));
    cout << "passed Box\n";


    /////////////////////////////////////////////////////
    // Test Spheres
    float tinyRadius = 0.0001f;
    float hugeRadius = 1000.0f;

    // Tiny sphere inside the frust should be visible
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (insideVec, tinyRadius)));

    // Huge spheres inside and outside should be visible
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (insideVec, hugeRadius)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_near, hugeRadius)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_far, hugeRadius)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_side, hugeRadius)));
    assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_up, hugeRadius)));

    // Tiny spheres outside should NOT be visible
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_near, tinyRadius)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_far, tinyRadius)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_side, tinyRadius)));
    assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3<float>
        (outsideVec_up, tinyRadius)));
    cout << "passed Sphere\n";





    cout << "\nok\n\n";
}