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CosmicEngine/lib/All/JoltPhysics/UnitTests/Geometry/ClosestPointTests.cpp

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C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include "UnitTestFramework.h"
#include <Jolt/Geometry/ClosestPoint.h>
TEST_SUITE("ClosestPointTests")
{
// Test closest point from inPoint to triangle (inA, inB, inC)
inline static void TestClosestPointToTriangle(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inPoint, Vec3Arg inExpectedClosestPoint, uint32 inExpectedSet)
{
// Make triangle relative to inPoint so we can get the closest point to the origin
Vec3 a = inA - inPoint;
Vec3 b = inB - inPoint;
Vec3 c = inC - inPoint;
// Extract bits for A, B and C
uint32 expected_a = inExpectedSet & 1;
uint32 expected_b = (inExpectedSet & 2) >> 1;
uint32 expected_c = (inExpectedSet & 4) >> 2;
// Test all permutations of ABC
uint32 set = 0;
Vec3 closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(a, b, c, set);
CHECK(set == inExpectedSet);
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(a, c, b, set);
CHECK(set == ((expected_b << 2) | (expected_c << 1) | expected_a));
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(b, a, c, set);
CHECK(set == ((expected_c << 2) | (expected_a << 1) | expected_b));
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(b, c, a, set);
CHECK(set == ((expected_a << 2) | (expected_c << 1) | expected_b));
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(c, a, b, set);
CHECK(set == ((expected_b << 2) | (expected_a << 1) | expected_c));
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
closest_point = inPoint + ClosestPoint::GetClosestPointOnTriangle(c, b, a, set);
CHECK(set == ((expected_a << 2) | (expected_b << 1) | expected_c));
CHECK_APPROX_EQUAL(closest_point, inExpectedClosestPoint, 2.0e-5f);
}
TEST_CASE("TestLongTriangle")
{
Vec3 a(100, 1, 0);
Vec3 b(100, 1, 1);
Vec3 c(-100, 1, 0);
// Test interior
TestClosestPointToTriangle(a, b, c, Vec3(0, 0, 0.1f), Vec3(0, 1, 0.1f), 0b0111);
// Edge AB
TestClosestPointToTriangle(a, b, c, Vec3(101, 0, 0.5f), Vec3(100, 1, 0.5f), 0b0011);
// Edge AC
TestClosestPointToTriangle(a, b, c, Vec3(0, 0, -0.1f), Vec3(0, 1, 0), 0b0101);
// Edge BC
Vec3 point_bc(0, 0, 1);
Vec3 bc = c - b;
Vec3 closest_bc = b + ((point_bc - b).Dot(bc) / bc.LengthSq()) * bc;
TestClosestPointToTriangle(a, b, c, point_bc, closest_bc, 0b0110);
// Vertex A
TestClosestPointToTriangle(a, b, c, Vec3(101, 0, -1), a, 0b0001);
// Vertex B
TestClosestPointToTriangle(a, b, c, Vec3(101, 0, 2), b, 0b0010);
// Vertex C
TestClosestPointToTriangle(a, b, c, Vec3(-101, 0, 0), c, 0b0100);
}
TEST_CASE("TestNearColinearTriangle")
{
// A very long triangle that is nearly colinear
Vec3 a(99.9999847f, 0.946687222f, 99.9999847f);
Vec3 b(-100.010002f, 0.977360725f, -100.010002f);
Vec3 c(-100.000137f, 0.977310658f, -100.000137f);
// Closest point is on edge AC
Vec3 ac = c - a;
Vec3 expected_closest = a + (-a.Dot(ac) / ac.LengthSq()) * ac;
TestClosestPointToTriangle(a, b, c, Vec3::sZero(), expected_closest, 0b0101);
}
TEST_CASE("TestSmallTriangleWithPlaneGoingThroughOrigin")
{
// A small but non-degenerate triangle whose plane almost goes through the origin
Vec3 a(-0.132395342f, -0.294095188f, -0.164812326f);
Vec3 b(-0.126054004f, -0.283950001f, -0.159065604f);
Vec3 c(-0.154956535f, -0.284792334f, -0.160523415f);
float u, v, w;
ClosestPoint::GetBaryCentricCoordinates(a, b, c, u, v, w);
// Closest point should be close to origin
Vec3 p = a * u + b * v + c * w;
CHECK_APPROX_EQUAL(p, Vec3::sZero());
// Closest point should be outside triangle
CHECK((u < 0.0f || v > 0.0f || w < 0.0f));
}
}