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#include <test_common.h>
#include <igl/ray_mesh_intersect.h>
#include <igl/ray_box_intersect.h>
#include <igl/AABB.h>
TEST_CASE("ray_mesh_intersect: one_triangle", "[igl]")
{
IGL_PUSH_FPE;
Eigen::MatrixXd V(3,3);
V.row(0) << 0.0, 0.0, 0.0;
V.row(1) << 1.0, 0.0, 0.0;
V.row(2) << 0.5, 1.0, 0.0;
Eigen::MatrixXi F(1,3);
F.row(0) << 0,1,2;
Eigen::Vector3f source{0.5, 0.5, -1.0};
Eigen::Vector3f direction{0.0, 0.0, 1.0};
igl::Hit hit;
REQUIRE(igl::ray_mesh_intersect(source, direction, V, F, hit) == true);
REQUIRE(hit.t == Approx(1.0));
std::vector<igl::Hit> hits;
REQUIRE(igl::ray_mesh_intersect(source, direction, V, F, hits) == true);
REQUIRE(hits.size() == 1);
REQUIRE(hits.front().t == Approx(1.0));
IGL_POP_FPE;
}
TEST_CASE("ray_mesh_intersect: corner-case", "[igl]")
{
IGL_PUSH_FPE;
// . //
// /|\ //
// / | \ //
// / | \ //
// / | \ //
// .----x----. //
// \ | / //
// \ | / //
// \ | / //
// \|/ //
// . //
Eigen::MatrixXf vertices(5, 3);
vertices <<
-1., 0., 0.,
0., 1., 0.,
1., 0., 0.,
0., -1., 0.,
0., 0., 0.;
Eigen::MatrixXi faces(4, 3);
faces <<
0, 1, 4,
1, 2, 4,
2, 3, 4,
3, 0, 4;
igl::AABB<Eigen::MatrixXf, 3> mesh_bvh;
mesh_bvh.init(vertices, faces);
for (float eps: {1e-5f, 0.f})
{
Eigen::Vector3f origin(eps, eps, 1.f + eps);
Eigen::Vector3f direction(0.f, 0.f, -1.f);
std::vector<igl::Hit> hits, hits_bvh;
bool is_hit = igl::ray_mesh_intersect(origin, direction, vertices, faces, hits);
bool is_hit_bvh = mesh_bvh.intersect_ray(vertices, faces, origin, direction, hits_bvh);
REQUIRE (is_hit);
REQUIRE (is_hit == is_hit_bvh);
REQUIRE (hits.size() == hits_bvh.size());
}
IGL_POP_FPE;
}
TEST_CASE("ray_mesh_intersect: corner-case2", "[igl]")
{
IGL_PUSH_FPE;
Eigen::MatrixXf vertices(3, 3);
vertices <<
-2.891303300857544, 0.7025225162506104, 1.157850384712219,
-2.870383024215698, 0.7444183230400085, 1.18663215637207,
-2.890183448791504, 0.7462523579597473, 1.157822966575623;
Eigen::MatrixXi faces(1, 3);
faces <<
0, 2, 1;
Eigen::Vector3f origin;
Eigen::Vector3f direction;
origin << -5.411622047424316, -0.02165498770773411, 0.7916983366012573;
direction << 0.9475222229957581, 0.2885690927505493, 0.1375846415758133;
std::vector<igl::Hit> hits, hits_bvh;
bool is_hit = igl::ray_mesh_intersect(origin, direction, vertices, faces, hits);
Eigen::AlignedBox3f box;
box.extend(vertices.row(0).transpose());
box.extend(vertices.row(1).transpose());
box.extend(vertices.row(2).transpose());
float tmin, tmax;
bool is_hit_box = igl::ray_box_intersect(origin, direction, box, 0.0f, std::numeric_limits<float>::max(), tmin, tmax);
REQUIRE (is_hit == is_hit_box);
}