/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include using namespace AZ; namespace UnitTest { // Tests a point inside sphere TEST(INTERSECT_PointSphere, TestPointInside) { Vector3 sphereCenter(1.f, 2.f, 3.f); float sphereRadius = 5.f; Vector3 testPoint(2.f, 3.f, 4.f); AZ_TEST_ASSERT(Intersect::PointSphere(sphereCenter, sphereRadius * sphereRadius, testPoint)); } // Tests a point outside sphere TEST(INTERSECT_PointSphere, TestPointOutside) { Vector3 sphereCenter(1.f, 2.f, 3.f); float sphereRadius = 5.f; Vector3 testPoint(10.f, 10.f, 10.f); AZ_TEST_ASSERT(Intersect::PointSphere(sphereCenter, sphereRadius * sphereRadius, testPoint) == false); } // Tests a point just inside the border of the sphere TEST(INTERSECT_PointSphere, TestPointInsideBorder) { Vector3 sphereCenter(1.f, 2.f, 3.f); float sphereRadius = 5.f; Vector3 testPoint(5.99f, 2.f, 3.f); AZ_TEST_ASSERT(Intersect::PointSphere(sphereCenter, sphereRadius * sphereRadius, testPoint)); } // Tests a point just outside the border of the sphere TEST(INTERSECT_PointSphere, TestPointOutsideBorder) { Vector3 sphereCenter(1.f, 2.f, 3.f); float sphereRadius = 5.f; Vector3 testPoint(6.01f, 2.f, 3.f); AZ_TEST_ASSERT(Intersect::PointSphere(sphereCenter, sphereRadius * sphereRadius, testPoint) == false); } // Tests a point inside cylinder TEST(INTERSECT_PointCylinder, TestPointInside) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.f, 5.f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint)); } // Tests a point outside cylinder TEST(INTERSECT_PointCylinder, TestPointOutside) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 1.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = 2.f; Vector3 testPoint(9.f, 9.f, 9.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint) == false); } // Tests a point just inside border at the top of the cylinder TEST(INTERSECT_PointCylinder, TestPointInsideBorderTop) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.f, 6.99f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint)); } // Tests a point just outside border at the top of the cylinder TEST(INTERSECT_PointCylinder, TestPointOutsideBorderTop) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.f, 7.01f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint) == false); } // Tests a point just inside border at the bottom of the cylinder TEST(INTERSECT_PointCylinder, TestPointInsideBorderBottom) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.f, 2.01f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint)); } // Tests a point just outside border at the bottom of the cylinder TEST(INTERSECT_PointCylinder, TestPointOutsideBorderBottom) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.f, 1.99f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint) == false); } // Tests a point just inside border at the side of the cylinder TEST(INTERSECT_PointCylinder, TestPointInsideBorderSide) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(1.99f, 2.f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint)); } // Tests a point just outside border at the side of the cylinder TEST(INTERSECT_PointCylinder, TestPointOutsideBorderSide) { Vector3 cylinderBase(1.f, 2.f, 3.f); Vector3 cylinderAxis(0.f, 5.f, 0.f); float cylinderRadius = 1.f; float cylinderLength = cylinderAxis.GetLength(); Vector3 testPoint(2.01f, 2.f, 3.f); AZ_TEST_ASSERT(Intersect::PointCylinder(cylinderBase, cylinderAxis, cylinderLength * cylinderLength, cylinderRadius * cylinderRadius, testPoint) == false); } }