/** @file * @author Edouard DUM_PIN * @copyright 2017, Edouard DUM_PIN, all right reserved * @license MPL v2.0 (see license file) */ #include #include #include #include #include #include #include #include #include #include #include #include #include // Enumeration for categories enum Category { CATEGORY1 = 0x0001, CATEGORY2 = 0x0002 }; class WorldRaycastCallback : public ephysics::RaycastCallback { public: ephysics::RaycastInfo raycastInfo; ephysics::ProxyShape* shapeToTest; bool isHit; WorldRaycastCallback() { isHit = false; shapeToTest = nullptr; } virtual float notifyRaycastHit(const ephysics::RaycastInfo& info) { if (shapeToTest->getBody()->getID() == info.body->getID()) { raycastInfo.body = info.body; raycastInfo.hitFraction = info.hitFraction; raycastInfo.proxyShape = info.proxyShape; raycastInfo.worldNormal = info.worldNormal; raycastInfo.worldPoint = info.worldPoint; isHit = true; } // Return a fraction of 1.0 because we need to gather all hits return 1.0f; } void reset() { raycastInfo.body = nullptr; raycastInfo.hitFraction = 0.0f; raycastInfo.proxyShape = nullptr; raycastInfo.worldNormal.setZero(); raycastInfo.worldPoint.setZero(); isHit = false; } }; // Class TestPointInside /** * Unit test for the CollisionBody::testPointInside() method. */ class TestRaycast { public: // Raycast callback class WorldRaycastCallback m_callback; // Epsilon float epsilon; // Physics world ephysics::CollisionWorld* m_world; // Bodies ephysics::CollisionBody* m_boxBody; ephysics::CollisionBody* m_sphereBody; ephysics::CollisionBody* m_capsuleBody; ephysics::CollisionBody* m_coneBody; ephysics::CollisionBody* m_convexMeshBody; ephysics::CollisionBody* m_convexMeshBodyEdgesInfo; ephysics::CollisionBody* m_cylinderBody; ephysics::CollisionBody* m_compoundBody; ephysics::CollisionBody* m_triangleBody; ephysics::CollisionBody* m_concaveMeshBody; ephysics::CollisionBody* m_heightFieldBody; // etk::Transform3D etk::Transform3D m_bodyTransform; etk::Transform3D m_shapeTransform; etk::Transform3D m_localShapeToWorld; etk::Transform3D m_localShape2ToWorld; // Collision shapes ephysics::BoxShape* m_boxShape; ephysics::SphereShape* m_sphereShape; ephysics::CapsuleShape* m_capsuleShape; ephysics::ConeShape* m_coneShape; ephysics::ConvexMeshShape* m_convexMeshShape; ephysics::ConvexMeshShape* m_convexMeshShapeEdgesInfo; ephysics::CylinderShape* m_cylinderShape; ephysics::TriangleShape* m_triangleShape; ephysics::ConcaveShape* m_concaveMeshShape; ephysics::HeightFieldShape* m_heightFieldShape; // Proxy Shapes ephysics::ProxyShape* m_boxProxyShape; ephysics::ProxyShape* m_sphereProxyShape; ephysics::ProxyShape* m_capsuleProxyShape; ephysics::ProxyShape* m_coneProxyShape; ephysics::ProxyShape* m_convexMeshProxyShape; ephysics::ProxyShape* m_convexMeshProxyShapeEdgesInfo; ephysics::ProxyShape* m_cylinderProxyShape; ephysics::ProxyShape* m_compoundSphereProxyShape; ephysics::ProxyShape* m_compoundCylinderProxyShape; ephysics::ProxyShape* m_triangleProxyShape; ephysics::ProxyShape* m_concaveMeshProxyShape; ephysics::ProxyShape* m_heightFieldProxyShape; // Triangle meshes ephysics::TriangleMesh m_concaveTriangleMesh; etk::Vector m_concaveMeshVertices; etk::Vector m_concaveMeshIndices; ephysics::TriangleVertexArray* m_concaveMeshVertexArray; float m_heightFieldData[100]; public : TestRaycast() { epsilon = float(0.0001); // Create the world m_world = new ephysics::CollisionWorld(); // Body transform vec3 position(-3, 2, 7); etk::Quaternion orientation(M_PI / 5, M_PI / 6, M_PI / 7, 1.0f); m_bodyTransform = etk::Transform3D(position, orientation); // Create the bodies m_boxBody = m_world->createCollisionBody(m_bodyTransform); m_sphereBody = m_world->createCollisionBody(m_bodyTransform); m_capsuleBody = m_world->createCollisionBody(m_bodyTransform); m_coneBody = m_world->createCollisionBody(m_bodyTransform); m_convexMeshBody = m_world->createCollisionBody(m_bodyTransform); m_convexMeshBodyEdgesInfo = m_world->createCollisionBody(m_bodyTransform); m_cylinderBody = m_world->createCollisionBody(m_bodyTransform); m_compoundBody = m_world->createCollisionBody(m_bodyTransform); m_triangleBody = m_world->createCollisionBody(m_bodyTransform); m_concaveMeshBody = m_world->createCollisionBody(m_bodyTransform); m_heightFieldBody = m_world->createCollisionBody(m_bodyTransform); // Collision shape transform vec3 shapePosition(1, -4, -3); etk::Quaternion shapeOrientation(3 * M_PI / 6 , -M_PI / 8, M_PI / 3, 1.0f); m_shapeTransform = etk::Transform3D(shapePosition, shapeOrientation); // Compute the the transform from a local shape point to world-space m_localShapeToWorld = m_bodyTransform * m_shapeTransform; // Create collision shapes m_boxShape = new ephysics::BoxShape(vec3(2, 3, 4), 0); m_boxProxyShape = m_boxBody->addCollisionShape(m_boxShape, m_shapeTransform); m_sphereShape = new ephysics::SphereShape(3); m_sphereProxyShape = m_sphereBody->addCollisionShape(m_sphereShape, m_shapeTransform); const vec3 triangleVertex1(100, 100, 0); const vec3 triangleVertex2(105, 100, 0); const vec3 triangleVertex3(100, 103, 0); m_triangleShape = new ephysics::TriangleShape(triangleVertex1, triangleVertex2, triangleVertex3); m_triangleProxyShape = m_triangleBody->addCollisionShape(m_triangleShape, m_shapeTransform); m_capsuleShape = new ephysics::CapsuleShape(2, 5); m_capsuleProxyShape = m_capsuleBody->addCollisionShape(m_capsuleShape, m_shapeTransform); m_coneShape = new ephysics::ConeShape(2, 6, 0); m_coneProxyShape = m_coneBody->addCollisionShape(m_coneShape, m_shapeTransform); // Box of dimension (2, 3, 4) m_convexMeshShape = new ephysics::ConvexMeshShape(0.0); m_convexMeshShape->addVertex(vec3(-2, -3, -4)); m_convexMeshShape->addVertex(vec3(2, -3, -4)); m_convexMeshShape->addVertex(vec3(2, -3, 4)); m_convexMeshShape->addVertex(vec3(-2, -3, 4)); m_convexMeshShape->addVertex(vec3(-2, 3, -4)); m_convexMeshShape->addVertex(vec3(2, 3, -4)); m_convexMeshShape->addVertex(vec3(2, 3, 4)); m_convexMeshShape->addVertex(vec3(-2, 3, 4)); m_convexMeshProxyShape = m_convexMeshBody->addCollisionShape(m_convexMeshShape, m_shapeTransform); m_convexMeshShapeEdgesInfo = new ephysics::ConvexMeshShape(0.0); m_convexMeshShapeEdgesInfo->addVertex(vec3(-2, -3, -4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(2, -3, -4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(2, -3, 4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(-2, -3, 4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(-2, 3, -4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(2, 3, -4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(2, 3, 4)); m_convexMeshShapeEdgesInfo->addVertex(vec3(-2, 3, 4)); m_convexMeshShapeEdgesInfo->addEdge(0, 1); m_convexMeshShapeEdgesInfo->addEdge(1, 2); m_convexMeshShapeEdgesInfo->addEdge(2, 3); m_convexMeshShapeEdgesInfo->addEdge(0, 3); m_convexMeshShapeEdgesInfo->addEdge(4, 5); m_convexMeshShapeEdgesInfo->addEdge(5, 6); m_convexMeshShapeEdgesInfo->addEdge(6, 7); m_convexMeshShapeEdgesInfo->addEdge(4, 7); m_convexMeshShapeEdgesInfo->addEdge(0, 4); m_convexMeshShapeEdgesInfo->addEdge(1, 5); m_convexMeshShapeEdgesInfo->addEdge(2, 6); m_convexMeshShapeEdgesInfo->addEdge(3, 7); m_convexMeshShapeEdgesInfo->setIsEdgesInformationUsed(true); m_convexMeshProxyShapeEdgesInfo = m_convexMeshBodyEdgesInfo->addCollisionShape( m_convexMeshShapeEdgesInfo, m_shapeTransform); m_cylinderShape = new ephysics::CylinderShape(2, 5, 0); m_cylinderProxyShape = m_cylinderBody->addCollisionShape(m_cylinderShape, m_shapeTransform); // Compound shape is a cylinder and a sphere vec3 positionShape2(vec3(4, 2, -3)); etk::Quaternion orientationShape2(-3 *M_PI / 8, 1.5 * M_PI/ 3, M_PI / 13, 1.0f); etk::Transform3D shapeTransform2(positionShape2, orientationShape2); m_localShape2ToWorld = m_bodyTransform * shapeTransform2; m_compoundCylinderProxyShape = m_compoundBody->addCollisionShape(m_cylinderShape, m_shapeTransform); m_compoundSphereProxyShape = m_compoundBody->addCollisionShape(m_sphereShape, shapeTransform2); // Concave Mesh shape m_concaveMeshVertices.pushBack(vec3(-2, -3, -4)); m_concaveMeshVertices.pushBack(vec3(2, -3, -4)); m_concaveMeshVertices.pushBack(vec3(2, -3, 4)); m_concaveMeshVertices.pushBack(vec3(-2, -3, 4)); m_concaveMeshVertices.pushBack(vec3(-2, 3, -4)); m_concaveMeshVertices.pushBack(vec3(2, 3, -4)); m_concaveMeshVertices.pushBack(vec3(2, 3, 4)); m_concaveMeshVertices.pushBack(vec3(-2, 3, 4)); m_concaveMeshIndices.pushBack(0); m_concaveMeshIndices.pushBack(1); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(0); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(3); m_concaveMeshIndices.pushBack(1); m_concaveMeshIndices.pushBack(5); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(5); m_concaveMeshIndices.pushBack(6); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(7); m_concaveMeshIndices.pushBack(3); m_concaveMeshIndices.pushBack(2); m_concaveMeshIndices.pushBack(6); m_concaveMeshIndices.pushBack(7); m_concaveMeshIndices.pushBack(0); m_concaveMeshIndices.pushBack(3); m_concaveMeshIndices.pushBack(4); m_concaveMeshIndices.pushBack(3); m_concaveMeshIndices.pushBack(7); m_concaveMeshIndices.pushBack(4); m_concaveMeshIndices.pushBack(0); m_concaveMeshIndices.pushBack(4); m_concaveMeshIndices.pushBack(1); m_concaveMeshIndices.pushBack(1); m_concaveMeshIndices.pushBack(4); m_concaveMeshIndices.pushBack(5); m_concaveMeshIndices.pushBack(5); m_concaveMeshIndices.pushBack(7); m_concaveMeshIndices.pushBack(6); m_concaveMeshIndices.pushBack(4); m_concaveMeshIndices.pushBack(7); m_concaveMeshIndices.pushBack(5); m_concaveMeshVertexArray = new ephysics::TriangleVertexArray(m_concaveMeshVertices, m_concaveMeshIndices); // Add the triangle vertex array of the subpart to the triangle mesh m_concaveTriangleMesh.addSubpart(m_concaveMeshVertexArray); m_concaveMeshShape = new ephysics::ConcaveMeshShape(&m_concaveTriangleMesh); m_concaveMeshProxyShape = m_concaveMeshBody->addCollisionShape(m_concaveMeshShape, m_shapeTransform); // Heightfield shape (plane height field at height=4) for (int32_t i=0; i<100; i++) m_heightFieldData[i] = 4; m_heightFieldShape = new ephysics::HeightFieldShape(10, 10, 0, 4, m_heightFieldData, ephysics::HeightFieldShape::HEIGHT_FLOAT_TYPE); m_heightFieldProxyShape = m_heightFieldBody->addCollisionShape(m_heightFieldShape, m_shapeTransform); // Assign proxy shapes to the different categories m_boxProxyShape->setCollisionCategoryBits(CATEGORY1); m_sphereProxyShape->setCollisionCategoryBits(CATEGORY1); m_capsuleProxyShape->setCollisionCategoryBits(CATEGORY1); m_coneProxyShape->setCollisionCategoryBits(CATEGORY2); m_convexMeshProxyShape->setCollisionCategoryBits(CATEGORY2); m_convexMeshProxyShapeEdgesInfo->setCollisionCategoryBits(CATEGORY2); m_cylinderProxyShape->setCollisionCategoryBits(CATEGORY2); m_compoundSphereProxyShape->setCollisionCategoryBits(CATEGORY2); m_compoundCylinderProxyShape->setCollisionCategoryBits(CATEGORY2); m_triangleProxyShape->setCollisionCategoryBits(CATEGORY1); m_concaveMeshProxyShape->setCollisionCategoryBits(CATEGORY2); m_heightFieldProxyShape->setCollisionCategoryBits(CATEGORY2); } /// Destructor ~TestRaycast() { delete m_boxShape; delete m_sphereShape; delete m_capsuleShape; delete m_coneShape; delete m_convexMeshShape; delete m_convexMeshShapeEdgesInfo; delete m_cylinderShape; delete m_triangleShape; delete m_concaveMeshShape; delete m_heightFieldShape; delete m_concaveMeshVertexArray; } }; TEST(TestRay, box) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1 = tmp.m_localShapeToWorld * vec3(1 , 2, 10); vec3 point2 = tmp.m_localShapeToWorld * vec3(1, 2, -20); ephysics::Ray ray(point1, point2); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(1, 2, 4); tmp.m_callback.shapeToTest = tmp.m_boxProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_boxBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_boxProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_boxBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_boxBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_boxProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_boxBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_boxProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(17, 29, 28)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 2, 3), tmp.m_localShapeToWorld * vec3(-11, 2, 24)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(22, 28, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(3, 1, -5), tmp.m_localShapeToWorld * vec3(-30, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 4, 1), tmp.m_localShapeToWorld * vec3(4, -20, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -4, 5), tmp.m_localShapeToWorld * vec3(1, -4, -20)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 4, 0), tmp.m_localShapeToWorld * vec3(20, 4, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -4, -7), tmp.m_localShapeToWorld * vec3(0, 50, -7)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-3, 0, -6), tmp.m_localShapeToWorld * vec3(-3, 0, 20)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(3, 1, 2), tmp.m_localShapeToWorld * vec3(-20, 1, 2)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 4, -1), tmp.m_localShapeToWorld * vec3(1, -20, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 5), tmp.m_localShapeToWorld * vec3(-1, 2, -20)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -2), tmp.m_localShapeToWorld * vec3(20, 2, -2)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -4, 1), tmp.m_localShapeToWorld * vec3(0, 20, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -5), tmp.m_localShapeToWorld * vec3(-1, 2, 20)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_boxBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_boxBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_boxProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_boxBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_boxBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_boxBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_boxBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_boxBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_boxBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_boxProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, sphere) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1 = tmp.m_localShapeToWorld * vec3(-5 , 0, 0); vec3 point2 = tmp.m_localShapeToWorld * vec3(5, 0, 0); ephysics::Ray ray(point1, point2); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(-3, 0, 0); tmp.m_callback.shapeToTest = tmp.m_sphereProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_sphereBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_sphereProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, 0.2); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_sphereBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_sphereProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, 0.2); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_sphereBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_sphereProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, 0.2); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(4, 6, 7)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 2, 2), tmp.m_localShapeToWorld * vec3(-4, 0, 7)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(4, 6, 7)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(4, 1, -5), tmp.m_localShapeToWorld * vec3(-30, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 4, 1), tmp.m_localShapeToWorld * vec3(4, -30, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -4, 5), tmp.m_localShapeToWorld * vec3(1, -4, -30)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 4, 0), tmp.m_localShapeToWorld * vec3(30, 4, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -4, -4), tmp.m_localShapeToWorld * vec3(0, 30, -4)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-4, 0, -6), tmp.m_localShapeToWorld * vec3(-4, 0, 30)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(4, 1, 2), tmp.m_localShapeToWorld * vec3(-30, 1, 2)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 4, -1), tmp.m_localShapeToWorld * vec3(1, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 5), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-5, 2, -2), tmp.m_localShapeToWorld * vec3(30, 2, -2)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -4, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -11), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_sphereBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_sphereProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_sphereBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_sphereProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, capsule) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1A = tmp.m_localShapeToWorld * vec3(4 , 1, 0); vec3 point1B = tmp.m_localShapeToWorld * vec3(-6, 1, 0); ephysics::Ray ray(point1A, point1B); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(2, 1, 0); vec3 point2A = tmp.m_localShapeToWorld * vec3(0 , 6.5, 0); vec3 point2B = tmp.m_localShapeToWorld * vec3(0, -3.5, 0); ephysics::Ray rayTop(point2A, point2B); vec3 hitPointTop = tmp.m_localShapeToWorld * vec3(0, float(4.5), 0); vec3 point3A = tmp.m_localShapeToWorld * vec3(0 , -6.5, 0); vec3 point3B = tmp.m_localShapeToWorld * vec3(0, 3.5, 0); ephysics::Ray rayBottom(point3A, point3B); vec3 hitPointBottom = tmp.m_localShapeToWorld * vec3(0, float(-4.5), 0); tmp.m_callback.shapeToTest = tmp.m_capsuleProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_capsuleBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_capsuleProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_capsuleBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_capsuleProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_capsuleBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_capsuleProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); ephysics::RaycastInfo raycastInfo4; EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(rayTop, raycastInfo4)); EXPECT_EQ(true, raycastInfo4.body == tmp.m_capsuleBody); EXPECT_EQ(true, raycastInfo4.proxyShape == tmp.m_capsuleProxyShape); EXPECT_FLOAT_EQ(raycastInfo4.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.x(), hitPointTop.x()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.y(), hitPointTop.y()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.z(), hitPointTop.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(rayBottom, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_capsuleBody); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_capsuleProxyShape); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPointBottom.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPointBottom.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPointBottom.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(9, 17, 14)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 3, -1), tmp.m_localShapeToWorld * vec3(-3, 3, 6)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(14, 16, 17)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(4, 1, -5), tmp.m_localShapeToWorld * vec3(1, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 9, 1), tmp.m_localShapeToWorld * vec3(4, 7, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -9, 5), tmp.m_localShapeToWorld * vec3(1, -9, 3)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 9, 0), tmp.m_localShapeToWorld * vec3(-3, 9, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -9, -4), tmp.m_localShapeToWorld * vec3(0, -4, -4)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-4, 0, -6), tmp.m_localShapeToWorld * vec3(-4, 0, 2)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(4, 1, 1.5), tmp.m_localShapeToWorld * vec3(-30, 1, 1.5)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 9, -1), tmp.m_localShapeToWorld * vec3(1, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 3), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -1.7), tmp.m_localShapeToWorld * vec3(30, 2, -1.7)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -9, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -7), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray7, raycastInfo3)); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_capsuleBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_capsuleProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_capsuleBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_capsuleProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, triangle) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1 = tmp.m_localShapeToWorld * vec3(101, 101, 400); vec3 point2 = tmp.m_localShapeToWorld * vec3(101, 101, -200); ephysics::Ray ray(point1, point2); ephysics::Ray rayBackward(point2, point1); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(101, 101, 0); vec3 hitNormal = tmp.m_localShapeToWorld.getOrientation() * vec3(0, 0, 1); hitNormal.normalize(); tmp.m_callback.shapeToTest = tmp.m_triangleProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_triangleBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.hitFraction, 0.6666, 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.x(), hitNormal.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.y(), hitNormal.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.z(), hitNormal.z()); tmp.m_callback.reset(); tmp.m_triangleShape->setRaycastTestType(ephysics::BACK); tmp.m_world->raycast(rayBackward, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_triangleBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.hitFraction, 0.3333, 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.x(), -hitNormal.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.y(), -hitNormal.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.z(), -hitNormal.z()); tmp.m_callback.reset(); tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT_AND_BACK); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_triangleBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.hitFraction, 0.6666, 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.x(), hitNormal.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.y(), hitNormal.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.z(), hitNormal.z()); tmp.m_callback.reset(); tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT_AND_BACK); tmp.m_world->raycast(rayBackward, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_triangleBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.hitFraction, 0.3333, 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.x(), -hitNormal.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.y(), -hitNormal.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldNormal.z(), -hitNormal.z()); tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_triangleBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(raycastInfo2.hitFraction, 0.6666, 0.0001f); EXPECT_FLOAT_EQ_DELTA(raycastInfo2.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(raycastInfo2.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_triangleBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_triangleProxyShape); EXPECT_FLOAT_EQ_DELTA(raycastInfo3.hitFraction, 0.6666, 0.0001f); EXPECT_FLOAT_EQ_DELTA(raycastInfo3.worldPoint.x(), hitPoint.x(), 0.0001f); EXPECT_FLOAT_EQ_DELTA(raycastInfo3.worldPoint.y(), hitPoint.y(), 0.0001f); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(-10, 10, 4), tmp.m_localShapeToWorld * vec3(15, 6, -4)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(102, 107, 5), tmp.m_localShapeToWorld * vec3(102, 107, -5)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(106, 102, 6), tmp.m_localShapeToWorld * vec3(106, 102, -8)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(100.2, 101, 5), tmp.m_localShapeToWorld * vec3(100.2, 101, -5)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(100.5, 101.5, 4), tmp.m_localShapeToWorld * vec3(100.5, 101.5, -54)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(102, 101, 1), tmp.m_localShapeToWorld * vec3(102, 102, -1)); ephysics::Ray ray4Back(tmp.m_localShapeToWorld * vec3(100.2, 101, -5), tmp.m_localShapeToWorld * vec3(100.2, 101, 5)); ephysics::Ray ray5Back(tmp.m_localShapeToWorld * vec3(100.5, 101.5, -54), tmp.m_localShapeToWorld * vec3(100.5, 101.5, 4)); ephysics::Ray ray6Back(tmp.m_localShapeToWorld * vec3(102, 102, -1), tmp.m_localShapeToWorld * vec3(102, 101, 1)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // Test backward ray against front triangles (not hit should occur) tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray4Back, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray4Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4Back, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray5Back, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray5Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5Back, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray6Back, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray6Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6Back, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // Test front ray against back triangles (not hit should occur) tmp.m_triangleShape->setRaycastTestType(ephysics::BACK); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_triangleBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_triangleProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // // Test front ray against front triangles tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray4.point1, ray4.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray5.point1, ray5.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray6.point1, ray6.point2, float(0.8)), &tmp.m_callback); // Test back ray against back triangles tmp.m_triangleShape->setRaycastTestType(ephysics::BACK); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray4Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray4Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4Back, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray4Back.point1, ray4Back.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray5Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray5Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5Back, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray5Back.point1, ray5Back.point2, 1.0f), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray6Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray6Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6Back, &tmp.m_callback); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray6Back.point1, ray6Back.point2, float(0.8)), &tmp.m_callback); // Test front ray against front-back triangles tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT_AND_BACK); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray4.point1, ray4.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray5.point1, ray5.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray6.point1, ray6.point2, float(0.8)), &tmp.m_callback); // Test back ray against front-back triangles tmp.m_triangleShape->setRaycastTestType(ephysics::FRONT_AND_BACK); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray4Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray4Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4Back, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray4Back.point1, ray4Back.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray5Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray5Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5Back, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray5Back.point1, ray5Back.point2, 1.0f), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_triangleBody->raycast(ray6Back, raycastInfo3)); EXPECT_EQ(true, tmp.m_triangleProxyShape->raycast(ray6Back, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6Back, &tmp.m_callback); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray6Back.point1, ray6Back.point2, float(0.8)), &tmp.m_callback); } TEST(TestRay, cone) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1A = tmp.m_localShapeToWorld * vec3(0 , 0, 3); vec3 point1B = tmp.m_localShapeToWorld * vec3(0, 0, -7); ephysics::Ray ray(point1A, point1B); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(0, 0, 1); vec3 point2A = tmp.m_localShapeToWorld * vec3(1 , -5, 0); vec3 point2B = tmp.m_localShapeToWorld * vec3(1, 5, 0); ephysics::Ray rayBottom(point2A, point2B); vec3 hitPoint2 = tmp.m_localShapeToWorld * vec3(1, -3, 0); tmp.m_callback.shapeToTest = tmp.m_coneProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_coneBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_coneBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_coneBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_coneBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); tmp.m_callback.reset(); tmp.m_world->raycast(rayBottom, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_coneBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint2.z()); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_coneBody->raycast(rayBottom, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_coneBody); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPoint2.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo6; EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(rayBottom, raycastInfo6)); EXPECT_EQ(true, raycastInfo6.body == tmp.m_coneBody); EXPECT_EQ(true, raycastInfo6.proxyShape == tmp.m_coneProxyShape); EXPECT_FLOAT_EQ(raycastInfo6.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.z(), hitPoint2.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(17, 29, 28)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(-1, -2, 1), tmp.m_localShapeToWorld * vec3(-13, -2, 22)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(22, 28, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(4, 1, -1), tmp.m_localShapeToWorld * vec3(-26, 1, -1)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(3, 4, 1), tmp.m_localShapeToWorld * vec3(3, -16, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -4, 3), tmp.m_localShapeToWorld * vec3(1, -4, -17)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 4, 0), tmp.m_localShapeToWorld * vec3(26, 4, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -4, -7), tmp.m_localShapeToWorld * vec3(0, 46, -7)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-3, -2, -6), tmp.m_localShapeToWorld * vec3(-3, -2, 74)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(3, -1, 0.5), tmp.m_localShapeToWorld * vec3(-27, -1, 0.5)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 4, -1), tmp.m_localShapeToWorld * vec3(1, -26, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, -2, 3), tmp.m_localShapeToWorld * vec3(-1, -2, -27)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-2, 0, 0.8), tmp.m_localShapeToWorld * vec3(30, 0, 0.8)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -4, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-0.9, 0, -4), tmp.m_localShapeToWorld * vec3(-0.9, 0, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_coneBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_coneBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_coneProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_coneBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_coneBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_coneBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_coneBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_coneBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_coneBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_coneProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, convexMash) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1 = tmp.m_localShapeToWorld * vec3(1 , 2, 6); vec3 point2 = tmp.m_localShapeToWorld * vec3(1, 2, -4); ephysics::Ray ray(point1, point2); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(1, 2, 4); tmp.m_callback.shapeToTest = tmp.m_convexMeshProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_convexMeshBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_convexMeshProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_convexMeshBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_convexMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_convexMeshBodyEdgesInfo); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_convexMeshProxyShapeEdgesInfo); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo4; EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray, raycastInfo4)); EXPECT_EQ(true, raycastInfo4.body == tmp.m_convexMeshBody); EXPECT_EQ(true, raycastInfo4.proxyShape == tmp.m_convexMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo4.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_convexMeshBodyEdgesInfo); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_convexMeshProxyShapeEdgesInfo); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPoint.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(17, 29, 28)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 2, 3), tmp.m_localShapeToWorld * vec3(-11, 2, 24)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(22, 28, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(3, 1, -5), tmp.m_localShapeToWorld * vec3(-30, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 4, 1), tmp.m_localShapeToWorld * vec3(4, -30, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -4, 5), tmp.m_localShapeToWorld * vec3(1, -4, -30)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 4, 0), tmp.m_localShapeToWorld * vec3(30, 4, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -4, -7), tmp.m_localShapeToWorld * vec3(0, 30, -7)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-3, 0, -6), tmp.m_localShapeToWorld * vec3(-3, 0, 30)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(3, 1, 2), tmp.m_localShapeToWorld * vec3(-30, 0, -6)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 4, -1), tmp.m_localShapeToWorld * vec3(1, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 5), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -2), tmp.m_localShapeToWorld * vec3(30, 2, -2)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -4, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -7), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_convexMeshBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshBodyEdgesInfo->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_convexMeshBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshBodyEdgesInfo->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShape->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_convexMeshProxyShapeEdgesInfo->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, cylinder) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1A = tmp.m_localShapeToWorld * vec3(4 , 1, 0); vec3 point1B = tmp.m_localShapeToWorld * vec3(-6, 1, 0); ephysics::Ray ray(point1A, point1B); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(2, 1, 0); vec3 point2A = tmp.m_localShapeToWorld * vec3(0 , 4.5, 0); vec3 point2B = tmp.m_localShapeToWorld * vec3(0, -5.5, 0); ephysics::Ray rayTop(point2A, point2B); vec3 hitPointTop = tmp.m_localShapeToWorld * vec3(0, float(2.5), 0); vec3 point3A = tmp.m_localShapeToWorld * vec3(0 , -4.5, 0); vec3 point3B = tmp.m_localShapeToWorld * vec3(0, 5.5, 0); ephysics::Ray rayBottom(point3A, point3B); vec3 hitPointBottom = tmp.m_localShapeToWorld * vec3(0, float(-2.5), 0); tmp.m_callback.shapeToTest = tmp.m_cylinderProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_cylinderBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_cylinderProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_cylinderBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_cylinderProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_cylinderBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_cylinderProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(rayTop, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_cylinderBody); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_cylinderProxyShape); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPointTop.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPointTop.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPointTop.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo6; EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(rayBottom, raycastInfo6)); EXPECT_EQ(true, raycastInfo6.body == tmp.m_cylinderBody); EXPECT_EQ(true, raycastInfo6.proxyShape == tmp.m_cylinderProxyShape); EXPECT_FLOAT_EQ(raycastInfo6.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.x(), hitPointBottom.x()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.y(), hitPointBottom.y()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.z(), hitPointBottom.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(17, 20, 28)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 3, -1), tmp.m_localShapeToWorld * vec3(-11,3, 20)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(22, 28, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(4, 1, -5), tmp.m_localShapeToWorld * vec3(-30, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 9, 1), tmp.m_localShapeToWorld * vec3(4, -30, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -9, 5), tmp.m_localShapeToWorld * vec3(1, -9, -30)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 9, 0), tmp.m_localShapeToWorld * vec3(30, 9, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -9, -4), tmp.m_localShapeToWorld * vec3(0, 30, -4)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-4, 0, -6), tmp.m_localShapeToWorld * vec3(-4, 0, 30)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(4, 1, 1.5), tmp.m_localShapeToWorld * vec3(-30, 1, 1.5)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 9, -1), tmp.m_localShapeToWorld * vec3(1, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 3), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -1.7), tmp.m_localShapeToWorld * vec3(30, 2, -1.7)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -9, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -7), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_cylinderBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_cylinderProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_cylinderBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_cylinderProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, compound) { TestRaycast tmp; // ----- Test feedback data ----- // // Raycast hit against the sphere shape ephysics::Ray ray1(tmp.m_localShape2ToWorld * vec3(4, 1, 2), tmp.m_localShape2ToWorld * vec3(-30, 1, 2)); ephysics::Ray ray2(tmp.m_localShape2ToWorld * vec3(1, 4, -1), tmp.m_localShape2ToWorld * vec3(1, -30, -1)); ephysics::Ray ray3(tmp.m_localShape2ToWorld * vec3(-1, 2, 5), tmp.m_localShape2ToWorld * vec3(-1, 2, -30)); ephysics::Ray ray4(tmp.m_localShape2ToWorld * vec3(-5, 2, -2), tmp.m_localShape2ToWorld * vec3(30, 2, -2)); ephysics::Ray ray5(tmp.m_localShape2ToWorld * vec3(0, -4, 1), tmp.m_localShape2ToWorld * vec3(0, 30, 1)); ephysics::Ray ray6(tmp.m_localShape2ToWorld * vec3(-1, 2, -11), tmp.m_localShape2ToWorld * vec3(-1, 2, 30)); tmp.m_callback.shapeToTest = tmp.m_compoundSphereProxyShape; // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); ephysics::RaycastInfo raycastInfo; EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray1, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray2, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray2.point1, ray2.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray3, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray3.point1, ray3.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray4, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray4.point1, ray4.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray5, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray5.point1, ray5.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray6, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray6.point1, ray6.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); // Raycast hit agains the cylinder shape ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(4, 1, 1.5), tmp.m_localShapeToWorld * vec3(-30, 1.5, 2)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1.5, 9, -1), tmp.m_localShapeToWorld * vec3(1.5, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 3), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -1.5), tmp.m_localShapeToWorld * vec3(30, 1, -1.5)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -9, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -7), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); tmp.m_callback.shapeToTest = tmp.m_compoundCylinderProxyShape; EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray11, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray12, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray13, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray14, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray15, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_compoundBody->raycast(ray16, raycastInfo)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, concaveMesh) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1 = tmp.m_localShapeToWorld * vec3(1 , 2, 6); vec3 point2 = tmp.m_localShapeToWorld * vec3(1, 2, -4); ephysics::Ray ray(point1, point2); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(1, 2, 4); tmp.m_callback.shapeToTest = tmp.m_concaveMeshProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_concaveMeshBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_concaveMeshProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_concaveMeshBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_concaveMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_concaveMeshBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_concaveMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo4; EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray, raycastInfo4)); EXPECT_EQ(true, raycastInfo4.body == tmp.m_concaveMeshBody); EXPECT_EQ(true, raycastInfo4.proxyShape == tmp.m_concaveMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo4.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo4.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_concaveMeshBody); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_concaveMeshProxyShape); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.2)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPoint.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 0, 0), tmp.m_localShapeToWorld * vec3(5, 7, -1)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(5, 11, 7), tmp.m_localShapeToWorld * vec3(17, 29, 28)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(1, 2, 3), tmp.m_localShapeToWorld * vec3(-11, 2, 24)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 10, 10), tmp.m_localShapeToWorld * vec3(22, 28, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(3, 1, -5), tmp.m_localShapeToWorld * vec3(-30, 1, -5)); ephysics::Ray ray6(tmp.m_localShapeToWorld * vec3(4, 4, 1), tmp.m_localShapeToWorld * vec3(4, -30, 1)); ephysics::Ray ray7(tmp.m_localShapeToWorld * vec3(1, -4, 5), tmp.m_localShapeToWorld * vec3(1, -4, -30)); ephysics::Ray ray8(tmp.m_localShapeToWorld * vec3(-4, 4, 0), tmp.m_localShapeToWorld * vec3(30, 4, 0)); ephysics::Ray ray9(tmp.m_localShapeToWorld * vec3(0, -4, -7), tmp.m_localShapeToWorld * vec3(0, 30, -7)); ephysics::Ray ray10(tmp.m_localShapeToWorld * vec3(-3, 0, -6), tmp.m_localShapeToWorld * vec3(-3, 0, 30)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(3, 1, 2), tmp.m_localShapeToWorld * vec3(-30, 0, -6)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(1, 4, -1), tmp.m_localShapeToWorld * vec3(1, -30, -1)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(-1, 2, 5), tmp.m_localShapeToWorld * vec3(-1, 2, -30)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(-3, 2, -2), tmp.m_localShapeToWorld * vec3(30, 2, -2)); ephysics::Ray ray15(tmp.m_localShapeToWorld * vec3(0, -4, 1), tmp.m_localShapeToWorld * vec3(0, 30, 1)); ephysics::Ray ray16(tmp.m_localShapeToWorld * vec3(-1, 2, -7), tmp.m_localShapeToWorld * vec3(-1, 2, 30)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_convexMeshProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray6, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray6, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray6, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray7, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray7, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray7, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray8, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray8, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray8, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray9, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray9, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray9, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_concaveMeshBody->raycast(ray10, raycastInfo3)); EXPECT_EQ(false, tmp.m_concaveMeshProxyShape->raycast(ray10, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray10, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray15, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray15, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray15, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray15.point1, ray15.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_concaveMeshBody->raycast(ray16, raycastInfo3)); EXPECT_EQ(true, tmp.m_concaveMeshProxyShape->raycast(ray16, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray16, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray16.point1, ray16.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); } TEST(TestRay, heighField) { TestRaycast tmp; // ----- Test feedback data ----- // vec3 point1A = tmp.m_localShapeToWorld * vec3(0 , 10, 2); vec3 point1B = tmp.m_localShapeToWorld * vec3(0, -10, 2); ephysics::Ray ray(point1A, point1B); vec3 hitPoint = tmp.m_localShapeToWorld * vec3(0, 2, 2); vec3 point2A = tmp.m_localShapeToWorld * vec3(1 , 8, -4); vec3 point2B = tmp.m_localShapeToWorld * vec3(1, -8, -4); ephysics::Ray rayBottom(point2A, point2B); vec3 hitPoint2 = tmp.m_localShapeToWorld * vec3(1, 2, -4); tmp.m_callback.shapeToTest = tmp.m_heightFieldProxyShape; // CollisionWorld::raycast() tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_heightFieldBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.4)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint.z()); // Correct category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY2); EXPECT_EQ(true, tmp.m_callback.isHit); // Wrong category filter mask tmp.m_callback.reset(); tmp.m_world->raycast(ray, &tmp.m_callback, CATEGORY1); EXPECT_EQ(false, tmp.m_callback.isHit); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo2; EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(ray, raycastInfo2)); EXPECT_EQ(true, raycastInfo2.body == tmp.m_heightFieldBody); EXPECT_EQ(true, raycastInfo2.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(raycastInfo2.hitFraction, float(0.4)); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo2.worldPoint.z(), hitPoint.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo3; EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(ray, raycastInfo3)); EXPECT_EQ(true, raycastInfo3.body == tmp.m_heightFieldBody); EXPECT_EQ(true, raycastInfo3.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(raycastInfo3.hitFraction, float(0.4)); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.x(), hitPoint.x()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.y(), hitPoint.y()); EXPECT_FLOAT_EQ(raycastInfo3.worldPoint.z(), hitPoint.z()); tmp.m_callback.reset(); tmp.m_world->raycast(rayBottom, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_callback.raycastInfo.body == tmp.m_heightFieldBody); EXPECT_EQ(true, tmp.m_callback.raycastInfo.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.hitFraction, float(0.375)); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(tmp.m_callback.raycastInfo.worldPoint.z(), hitPoint2.z()); // CollisionBody::raycast() ephysics::RaycastInfo raycastInfo5; EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(rayBottom, raycastInfo5)); EXPECT_EQ(true, raycastInfo5.body == tmp.m_heightFieldBody); EXPECT_EQ(true, raycastInfo5.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(raycastInfo5.hitFraction, float(0.375)); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(raycastInfo5.worldPoint.z(), hitPoint2.z()); // ProxyCollisionShape::raycast() ephysics::RaycastInfo raycastInfo6; EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(rayBottom, raycastInfo6)); EXPECT_EQ(true, raycastInfo6.body == tmp.m_heightFieldBody); EXPECT_EQ(true, raycastInfo6.proxyShape == tmp.m_heightFieldProxyShape); EXPECT_FLOAT_EQ(raycastInfo6.hitFraction, float(0.375)); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.x(), hitPoint2.x()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.y(), hitPoint2.y()); EXPECT_FLOAT_EQ(raycastInfo6.worldPoint.z(), hitPoint2.z()); ephysics::Ray ray1(tmp.m_localShapeToWorld * vec3(0, 5, 0), tmp.m_localShapeToWorld * vec3(5, 7, 5)); ephysics::Ray ray2(tmp.m_localShapeToWorld * vec3(-4, -4, 7), tmp.m_localShapeToWorld * vec3(-4, 15, 7)); ephysics::Ray ray3(tmp.m_localShapeToWorld * vec3(23, 7, 2), tmp.m_localShapeToWorld * vec3(23, 1, 2)); ephysics::Ray ray4(tmp.m_localShapeToWorld * vec3(10, 3, 10), tmp.m_localShapeToWorld * vec3(22, 3, 31)); ephysics::Ray ray5(tmp.m_localShapeToWorld * vec3(4, 10, -1), tmp.m_localShapeToWorld * vec3(4, 3, -1)); ephysics::Ray ray11(tmp.m_localShapeToWorld * vec3(3, 15, 0.5), tmp.m_localShapeToWorld * vec3(3, 1, 0.5)); ephysics::Ray ray12(tmp.m_localShapeToWorld * vec3(0, 45, 0), tmp.m_localShapeToWorld * vec3(0, -5, 0)); ephysics::Ray ray13(tmp.m_localShapeToWorld * vec3(1, 23, 2), tmp.m_localShapeToWorld * vec3(1, -23, 2)); ephysics::Ray ray14(tmp.m_localShapeToWorld * vec3(3, 8, 3), tmp.m_localShapeToWorld * vec3(3, 0, 3)); // ----- Test raycast miss ----- // EXPECT_EQ(false, tmp.m_heightFieldBody->raycast(ray1, raycastInfo3)); EXPECT_EQ(false, tmp.m_heightFieldProxyShape->raycast(ray1, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray1, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(0.01)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray1.point1, ray1.point2, float(100.0)), &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_heightFieldBody->raycast(ray2, raycastInfo3)); EXPECT_EQ(false, tmp.m_heightFieldProxyShape->raycast(ray2, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray2, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_heightFieldBody->raycast(ray3, raycastInfo3)); EXPECT_EQ(false, tmp.m_heightFieldProxyShape->raycast(ray3, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray3, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_heightFieldBody->raycast(ray4, raycastInfo3)); EXPECT_EQ(false, tmp.m_heightFieldProxyShape->raycast(ray4, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray4, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); EXPECT_EQ(false, tmp.m_heightFieldBody->raycast(ray5, raycastInfo3)); EXPECT_EQ(false, tmp.m_heightFieldProxyShape->raycast(ray5, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray5, &tmp.m_callback); EXPECT_EQ(false, tmp.m_callback.isHit); tmp.m_callback.reset(); // ----- Test raycast hits ----- // EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(ray11, raycastInfo3)); EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(ray11, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray11, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray11.point1, ray11.point2, float(0.95)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(ray12, raycastInfo3)); EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(ray12, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray12, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray12.point1, ray12.point2, float(0.87)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(ray13, raycastInfo3)); EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(ray13, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray13, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray13.point1, ray13.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); EXPECT_EQ(true, tmp.m_heightFieldBody->raycast(ray14, raycastInfo3)); EXPECT_EQ(true, tmp.m_heightFieldProxyShape->raycast(ray14, raycastInfo3)); tmp.m_callback.reset(); tmp.m_world->raycast(ray14, &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); tmp.m_callback.reset(); tmp.m_world->raycast(ephysics::Ray(ray14.point1, ray14.point2, float(0.8)), &tmp.m_callback); EXPECT_EQ(true, tmp.m_callback.isHit); }