ephysics/test/testRaycast.cpp
2017-09-30 14:59:56 +02:00

2518 lines
121 KiB
C++

/** @file
* @author Edouard DUM_PIN
* @copyright 2017, Edouard DUM_PIN, all right reserved
* @license MPL v2.0 (see license file)
*/
#include <etest/etest.hpp>
#include <ephysics/ephysics.hpp>
#include <ephysics/engine/CollisionWorld.hpp>
#include <ephysics/body/CollisionBody.hpp>
#include <ephysics/collision/shapes/BoxShape.hpp>
#include <ephysics/collision/shapes/SphereShape.hpp>
#include <ephysics/collision/shapes/CapsuleShape.hpp>
#include <ephysics/collision/shapes/ConeShape.hpp>
#include <ephysics/collision/shapes/ConvexMeshShape.hpp>
#include <ephysics/collision/shapes/CylinderShape.hpp>
#include <ephysics/collision/shapes/TriangleShape.hpp>
#include <ephysics/collision/shapes/ConcaveMeshShape.hpp>
#include <ephysics/collision/shapes/HeightFieldShape.hpp>
// 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<vec3> m_concaveMeshVertices;
etk::Vector<uint32_t> 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);
}