/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2011, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #include #include "ImathFrustum.h" #include "ImathFrustumTest.h" #include "ImathBox.h" #include "ImathSphere.h" #include #include 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 frustum (n, f, l, r, t, b, false); IMATH_INTERNAL_NAMESPACE::Matrix44 cameraMat; IMATH_INTERNAL_NAMESPACE::Vec3 cameraPos(100.0f, 200.0f, 300.0f); cameraMat.makeIdentity(); cameraMat.translate(cameraPos); IMATH_INTERNAL_NAMESPACE::FrustumTest frustumTest(frustum, cameraMat); ///////////////////////////////////////////////////// // Test Vec3's IMATH_INTERNAL_NAMESPACE::Vec3 insideVec (100.0f, 200.0f, 300 - 2.0f); IMATH_INTERNAL_NAMESPACE::Vec3 outsideVec_near(100.0f, 200.0f, 300 - 1.5f); IMATH_INTERNAL_NAMESPACE::Vec3 outsideVec_far (100.0f, 200.0f, 300 - 568.0f); IMATH_INTERNAL_NAMESPACE::Vec3 outsideVec_side(100.0f, 200.0f + 100.0f, 300 - 2.0f); IMATH_INTERNAL_NAMESPACE::Vec3 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 tinySize(0.0001f, 0.0001f, 0.0001f); IMATH_INTERNAL_NAMESPACE::Vec3 hugeSize(1000.0f, 1000.0f, 1000.0f); // Empty box should NOT be visible assert (!frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box >())); // Tiny box inside the frust should be visible assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (insideVec + tinySize, insideVec + tinySize))); // Huge boxes inside and outside should be visible assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (insideVec - hugeSize, insideVec + hugeSize))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_near - hugeSize, outsideVec_near + hugeSize))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_far - hugeSize, outsideVec_far + hugeSize))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_side - hugeSize, outsideVec_side + hugeSize))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_up - hugeSize, outsideVec_up + hugeSize))); // Tiny boxes outside should NOT be visible assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_near - tinySize, outsideVec_near + tinySize))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_far - tinySize, outsideVec_far + tinySize))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (outsideVec_side - tinySize, outsideVec_side + tinySize))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Box > (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 (insideVec, tinyRadius))); // Huge spheres inside and outside should be visible assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (insideVec, hugeRadius))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_near, hugeRadius))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_far, hugeRadius))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_side, hugeRadius))); assert (frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_up, hugeRadius))); // Tiny spheres outside should NOT be visible assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_near, tinyRadius))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_far, tinyRadius))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_side, tinyRadius))); assert (! frustumTest.isVisible(IMATH_INTERNAL_NAMESPACE::Sphere3 (outsideVec_up, tinyRadius))); cout << "passed Sphere\n"; cout << "\nok\n\n"; }