horror/thirdparty/ode-0.16.5/ode/demo/demo_collision.cpp
2024-06-10 12:48:14 +03:00

1464 lines
43 KiB
C++

/*************************************************************************
* *
* Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. *
* All rights reserved. Email: russ@q12.org Web: www.q12.org *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of EITHER: *
* (1) The GNU Lesser General Public License as published by the Free *
* Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. The text of the GNU Lesser *
* General Public License is included with this library in the *
* file LICENSE.TXT. *
* (2) The BSD-style license that is included with this library in *
* the file LICENSE-BSD.TXT. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
* *
*************************************************************************/
/*
collision tests. if this program is run without any arguments it will
perform all the tests multiple times, with different random data for each
test. if this program is given a test number it will run that test
graphically/interactively, in which case the space bar can be used to
change the random test conditions.
*/
#include <ode/ode.h>
#include <drawstuff/drawstuff.h>
#include "texturepath.h"
#ifdef _MSC_VER
#pragma warning(disable:4244 4305) // for VC++, no precision loss complaints
#endif
// select correct drawing functions
#ifdef dDOUBLE
#define dsDrawSphere dsDrawSphereD
#define dsDrawBox dsDrawBoxD
#define dsDrawLine dsDrawLineD
#define dsDrawCapsule dsDrawCapsuleD
#define dsDrawCylinder dsDrawCylinderD
#endif
//****************************************************************************
// test infrastructure, including constants and macros
#define TEST_REPS1 1000 // run each test this many times (first batch)
#define TEST_REPS2 10000 // run each test this many times (second batch)
const dReal tol = 1e-8; // tolerance used for numerical checks
#define MAX_TESTS 1000 // maximum number of test slots
#define Z_OFFSET 2 // z offset for drawing (to get above ground)
//using namespace ode;
// test function. returns 1 if the test passed or 0 if it failed
typedef int test_function_t();
struct TestSlot {
int number; // number of test
const char *name; // name of test
int failcount;
test_function_t *test_fn;
int last_failed_line;
};
TestSlot testslot[MAX_TESTS];
// globals used by the test functions
int graphical_test=0; // show graphical results of this test, 0=none
int current_test; // currently execiting test
int draw_all_objects_called;
#define MAKE_TEST(number,function) \
if (testslot[number].name) dDebug (0,"test number already used"); \
if (number <= 0 || number >= MAX_TESTS) dDebug (0,"bad test number"); \
testslot[number].name = # function; \
testslot[number].test_fn = function;
#define FAILED() { if (graphical_test==0) { \
testslot[current_test].last_failed_line=__LINE__; return 0; } }
#define PASSED() { return 1; }
//****************************************************************************
// globals
/* int dBoxBox (const dVector3 p1, const dMatrix3 R1,
const dVector3 side1, const dVector3 p2,
const dMatrix3 R2, const dVector3 side2,
dVector3 normal, dReal *depth, int *code,
int maxc, dContactGeom *contact, int skip); */
void dLineClosestApproach (const dVector3 pa, const dVector3 ua,
const dVector3 pb, const dVector3 ub,
dReal *alpha, dReal *beta);
//****************************************************************************
// draw all objects in a space, and draw all the collision contact points
void nearCallback (void *, dGeomID o1, dGeomID o2)
{
int i,j,n;
const int N = 100;
dContactGeom contact[N];
if (dGeomGetClass (o2) == dRayClass) {
n = dCollide (o2,o1,N,&contact[0],sizeof(dContactGeom));
}
else {
n = dCollide (o1,o2,N,&contact[0],sizeof(dContactGeom));
}
if (n > 0) {
dMatrix3 RI;
dRSetIdentity (RI);
const dReal ss[3] = {0.01,0.01,0.01};
for (i=0; i<n; i++) {
contact[i].pos[2] += Z_OFFSET;
dsDrawBox (contact[i].pos,RI,ss);
dVector3 n;
for (j=0; j<3; j++) n[j] = contact[i].pos[j] + 0.1*contact[i].normal[j];
dsDrawLine (contact[i].pos,n);
}
}
}
void draw_all_objects (dSpaceID space)
{
int i, j;
draw_all_objects_called = 1;
if (!graphical_test) return;
int n = dSpaceGetNumGeoms (space);
// draw all contact points
dsSetColor (0,1,1);
dSpaceCollide (space,0,&nearCallback);
// draw all rays
for (i=0; i<n; i++) {
dGeomID g = dSpaceGetGeom (space,i);
if (dGeomGetClass (g) == dRayClass) {
dsSetColor (1,1,1);
dVector3 origin,dir;
dGeomRayGet (g,origin,dir);
origin[2] += Z_OFFSET;
dReal length = dGeomRayGetLength (g);
for (j=0; j<3; j++) dir[j] = dir[j]*length + origin[j];
dsDrawLine (origin,dir);
dsSetColor (0,0,1);
dsDrawSphere (origin,dGeomGetRotation(g),0.01);
}
}
// draw all other objects
for (i=0; i<n; i++) {
dGeomID g = dSpaceGetGeom (space,i);
dVector3 pos;
if (dGeomGetClass (g) != dPlaneClass) {
memcpy (pos,dGeomGetPosition(g),sizeof(pos));
pos[2] += Z_OFFSET;
}
switch (dGeomGetClass (g)) {
case dSphereClass: {
dsSetColorAlpha (1,0,0,0.8);
dReal radius = dGeomSphereGetRadius (g);
dsDrawSphere (pos,dGeomGetRotation(g),radius);
break;
}
case dBoxClass: {
dsSetColorAlpha (1,1,0,0.8);
dVector3 sides;
dGeomBoxGetLengths (g,sides);
dsDrawBox (pos,dGeomGetRotation(g),sides);
break;
}
case dCapsuleClass: {
dsSetColorAlpha (0,1,0,0.8);
dReal radius,length;
dGeomCapsuleGetParams (g,&radius,&length);
dsDrawCapsule (pos,dGeomGetRotation(g),length,radius);
break;
}
case dCylinderClass: {
dsSetColorAlpha (0,1,0,0.8);
dReal radius,length;
dGeomCylinderGetParams (g,&radius,&length);
dsDrawCylinder (pos,dGeomGetRotation(g),length,radius);
break;
}
case dPlaneClass: {
dVector4 n;
dMatrix3 R,sides;
dVector3 pos2;
dGeomPlaneGetParams (g,n);
dRFromZAxis (R,n[0],n[1],n[2]);
for (j=0; j<3; j++) pos[j] = n[j]*n[3];
pos[2] += Z_OFFSET;
sides[0] = 2;
sides[1] = 2;
sides[2] = 0.001;
dsSetColor (1,0,1);
for (j=0; j<3; j++) pos2[j] = pos[j] + 0.1*n[j];
dsDrawLine (pos,pos2);
dsSetColorAlpha (1,0,1,0.8);
dsDrawBox (pos,R,sides);
break;
}
}
}
}
//****************************************************************************
// point depth tests
int test_sphere_point_depth()
{
int j;
dVector3 p,q;
dMatrix3 R;
dReal r,d;
dSimpleSpace space(0);
dGeomID sphere = dCreateSphere (0,1);
dSpaceAdd (space,sphere);
// ********** make a random sphere of radius r at position p
r = dRandReal()+0.1;
dGeomSphereSetRadius (sphere,r);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (sphere,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (sphere,R);
// ********** test center point has depth r
if (dFabs(dGeomSpherePointDepth (sphere,p[0],p[1],p[2]) - r) > tol) FAILED();
// ********** test point on surface has depth 0
for (j=0; j<3; j++) q[j] = dRandReal()-0.5;
dNormalize3 (q);
for (j=0; j<3; j++) q[j] = q[j]*r + p[j];
if (dFabs(dGeomSpherePointDepth (sphere,q[0],q[1],q[2])) > tol) FAILED();
// ********** test point at random depth
d = (dRandReal()*2-1) * r;
for (j=0; j<3; j++) q[j] = dRandReal()-0.5;
dNormalize3 (q);
for (j=0; j<3; j++) q[j] = q[j]*(r-d) + p[j];
if (dFabs(dGeomSpherePointDepth (sphere,q[0],q[1],q[2])-d) > tol) FAILED();
PASSED();
}
int test_box_point_depth()
{
int i,j;
dVector3 s,p,q,q2; // s = box sides
dMatrix3 R;
dReal ss,d; // ss = smallest side
dSimpleSpace space(0);
dGeomID box = dCreateBox (0,1,1,1);
dSpaceAdd (space,box);
// ********** make a random box
for (j=0; j<3; j++) s[j] = dRandReal() + 0.1;
dGeomBoxSetLengths (box,s[0],s[1],s[2]);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (box,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (box,R);
// ********** test center point has depth of smallest side
ss = 1e9;
for (j=0; j<3; j++) if (s[j] < ss) ss = s[j];
if (dFabs(dGeomBoxPointDepth (box,p[0],p[1],p[2]) - 0.5*ss) > tol)
FAILED();
// ********** test point on surface has depth 0
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*s[j];
i = dRandInt (3);
if (dRandReal() > 0.5) q[i] = 0.5*s[i]; else q[i] = -0.5*s[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
if (dFabs(dGeomBoxPointDepth (box,q2[0],q2[1],q2[2])) > tol) FAILED();
// ********** test points outside box have -ve depth
for (j=0; j<3; j++) {
q[j] = 0.5*s[j] + dRandReal() + 0.01;
if (dRandReal() > 0.5) q[j] = -q[j];
}
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
if (dGeomBoxPointDepth (box,q2[0],q2[1],q2[2]) >= 0) FAILED();
// ********** test points inside box have +ve depth
for (j=0; j<3; j++) q[j] = s[j] * 0.99 * (dRandReal()-0.5);
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
if (dGeomBoxPointDepth (box,q2[0],q2[1],q2[2]) <= 0) FAILED();
// ********** test random depth of point aligned along axis (up to ss deep)
i = dRandInt (3);
for (j=0; j<3; j++) q[j] = 0;
d = (dRandReal()*(ss*0.5+1)-1);
q[i] = s[i]*0.5 - d;
if (dRandReal() > 0.5) q[i] = -q[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
if (dFabs(dGeomBoxPointDepth (box,q2[0],q2[1],q2[2]) - d) >= tol) FAILED();
PASSED();
}
int test_ccylinder_point_depth()
{
int j;
dVector3 p,a;
dMatrix3 R;
dReal r,l,beta,x,y,d;
dSimpleSpace space(0);
dGeomID ccyl = dCreateCapsule (0,1,1);
dSpaceAdd (space,ccyl);
// ********** make a random ccyl
r = dRandReal()*0.5 + 0.01;
l = dRandReal()*1 + 0.01;
dGeomCapsuleSetParams (ccyl,r,l);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (ccyl,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ccyl,R);
// ********** test point on axis has depth of 'radius'
beta = dRandReal()-0.5;
for (j=0; j<3; j++) a[j] = p[j] + l*beta*R[j*4+2];
if (dFabs(dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2]) - r) >= tol)
FAILED();
// ********** test point on surface (excluding caps) has depth 0
beta = dRandReal()*2*M_PI;
x = r*sin(beta);
y = r*cos(beta);
beta = dRandReal()-0.5;
for (j=0; j<3; j++) a[j] = p[j] + x*R[j*4+0] + y*R[j*4+1] + l*beta*R[j*4+2];
if (dFabs(dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2])) >= tol) FAILED();
// ********** test point on surface of caps has depth 0
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
dNormalize3 (a);
if (dCalcVectorDot3_14(a,R+2) > 0) {
for (j=0; j<3; j++) a[j] = p[j] + a[j]*r + l*0.5*R[j*4+2];
}
else {
for (j=0; j<3; j++) a[j] = p[j] + a[j]*r - l*0.5*R[j*4+2];
}
if (dFabs(dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2])) >= tol) FAILED();
// ********** test point inside ccyl has positive depth
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
dNormalize3 (a);
beta = dRandReal()-0.5;
for (j=0; j<3; j++) a[j] = p[j] + a[j]*r*0.99 + l*beta*R[j*4+2];
if (dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2]) < 0) FAILED();
// ********** test point depth (1)
d = (dRandReal()*2-1) * r;
beta = dRandReal()*2*M_PI;
x = (r-d)*sin(beta);
y = (r-d)*cos(beta);
beta = dRandReal()-0.5;
for (j=0; j<3; j++) a[j] = p[j] + x*R[j*4+0] + y*R[j*4+1] + l*beta*R[j*4+2];
if (dFabs(dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2]) - d) >= tol)
FAILED();
// ********** test point depth (2)
d = (dRandReal()*2-1) * r;
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
dNormalize3 (a);
if (dCalcVectorDot3_14(a,R+2) > 0) {
for (j=0; j<3; j++) a[j] = p[j] + a[j]*(r-d) + l*0.5*R[j*4+2];
}
else {
for (j=0; j<3; j++) a[j] = p[j] + a[j]*(r-d) - l*0.5*R[j*4+2];
}
if (dFabs(dGeomCapsulePointDepth (ccyl,a[0],a[1],a[2]) - d) >= tol)
FAILED();
PASSED();
}
int test_plane_point_depth()
{
int j;
dVector3 n,p,q,a,b; // n = plane normal
dReal d;
dSimpleSpace space(0);
dGeomID plane = dCreatePlane (0,0,0,1,0);
dSpaceAdd (space,plane);
// ********** make a random plane
for (j=0; j<3; j++) n[j] = dRandReal() - 0.5;
dNormalize3 (n);
d = dRandReal() - 0.5;
dGeomPlaneSetParams (plane,n[0],n[1],n[2],d);
dPlaneSpace (n,p,q);
// ********** test point on plane has depth 0
a[0] = dRandReal() - 0.5;
a[1] = dRandReal() - 0.5;
a[2] = 0;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
if (dFabs(dGeomPlanePointDepth (plane,b[0],b[1],b[2])) >= tol) FAILED();
// ********** test arbitrary depth point
a[0] = dRandReal() - 0.5;
a[1] = dRandReal() - 0.5;
a[2] = dRandReal() - 0.5;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
if (dFabs(dGeomPlanePointDepth (plane,b[0],b[1],b[2]) + a[2]) >= tol)
FAILED();
// ********** test depth-1 point
a[0] = dRandReal() - 0.5;
a[1] = dRandReal() - 0.5;
a[2] = -1;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
if (dFabs(dGeomPlanePointDepth (plane,b[0],b[1],b[2]) - 1) >= tol) FAILED();
PASSED();
}
//****************************************************************************
// ray tests
int test_ray_and_sphere()
{
int j;
dContactGeom contact;
dVector3 p,q,q2,n,v1;
dMatrix3 R;
dReal r,k;
dSimpleSpace space(0);
dGeomID ray = dCreateRay (0,0);
dGeomID sphere = dCreateSphere (0,1);
dSpaceAdd (space,ray);
dSpaceAdd (space,sphere);
// ********** make a random sphere of radius r at position p
r = dRandReal()+0.1;
dGeomSphereSetRadius (sphere,r);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (sphere,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (sphere,R);
// ********** test zero length ray just inside sphere
dGeomRaySetLength (ray,0);
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
for (j=0; j<3; j++) q[j] = 0.99*r * q[j] + p[j];
dGeomSetPosition (ray,q[0],q[1],q[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ray,R);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test zero length ray just outside that sphere
dGeomRaySetLength (ray,0);
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
for (j=0; j<3; j++) q[j] = 1.01*r * q[j] + p[j];
dGeomSetPosition (ray,q[0],q[1],q[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ray,R);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray totally contained inside the sphere
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
k = dRandReal();
for (j=0; j<3; j++) q[j] = k*r*0.99 * q[j] + p[j];
dMakeRandomVector (q2,3,1.0);
dNormalize3 (q2);
k = dRandReal();
for (j=0; j<3; j++) q2[j] = k*r*0.99 * q2[j] + p[j];
for (j=0; j<3; j++) n[j] = q2[j] - q[j];
dNormalize3 (n);
dGeomRaySet (ray,q[0],q[1],q[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,dCalcPointsDistance3(q,q2));
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray totally outside the sphere
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
do {
dMakeRandomVector (n,3,1.0);
dNormalize3 (n);
}
while (dCalcVectorDot3(n,q) < 0); // make sure normal goes away from sphere
for (j=0; j<3; j++) q[j] = 1.01*r * q[j] + p[j];
dGeomRaySet (ray,q[0],q[1],q[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,100);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray from outside to just above surface
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
for (j=0; j<3; j++) n[j] = -q[j];
for (j=0; j<3; j++) q2[j] = 2*r * q[j] + p[j];
dGeomRaySet (ray,q2[0],q2[1],q2[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,0.99*r);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray from outside to just below surface
dGeomRaySetLength (ray,1.01*r);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
for (j=0; j<3; j++) q2[j] = r * q[j] + p[j];
if (dCalcPointsDistance3 (contact.pos,q2) > tol) FAILED();
// ********** test contact point distance for random rays
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
k = dRandReal()+0.5;
for (j=0; j<3; j++) q[j] = k*r * q[j] + p[j];
dMakeRandomVector (n,3,1.0);
dNormalize3 (n);
dGeomRaySet (ray,q[0],q[1],q[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,100);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom))) {
k = dCalcPointsDistance3 (contact.pos,dGeomGetPosition(sphere));
if (dFabs(k - r) > tol) FAILED();
// also check normal signs
if (dCalcVectorDot3 (n,contact.normal) > 0) FAILED();
// also check depth of contact point
if (dFabs (dGeomSpherePointDepth
(sphere,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
draw_all_objects (space);
}
// ********** test tangential grazing - miss
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
dPlaneSpace (q,n,v1);
for (j=0; j<3; j++) q[j] = 1.01*r * q[j] + p[j];
for (j=0; j<3; j++) q[j] -= n[j];
dGeomRaySet (ray,q[0],q[1],q[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,2);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test tangential grazing - hit
dMakeRandomVector (q,3,1.0);
dNormalize3 (q);
dPlaneSpace (q,n,v1);
for (j=0; j<3; j++) q[j] = 0.99*r * q[j] + p[j];
for (j=0; j<3; j++) q[j] -= n[j];
dGeomRaySet (ray,q[0],q[1],q[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,2);
if (dCollide (ray,sphere,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
PASSED();
}
int test_ray_and_box()
{
int i,j;
dContactGeom contact;
dVector3 s,p,q,n,q2,q3,q4; // s = box sides
dMatrix3 R;
dReal k;
dSimpleSpace space(0);
dGeomID ray = dCreateRay (0,0);
dGeomID box = dCreateBox (0,1,1,1);
dSpaceAdd (space,ray);
dSpaceAdd (space,box);
// ********** make a random box
for (j=0; j<3; j++) s[j] = dRandReal() + 0.1;
dGeomBoxSetLengths (box,s[0],s[1],s[2]);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (box,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (box,R);
// ********** test zero length ray just inside box
dGeomRaySetLength (ray,0);
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*s[j];
i = dRandInt (3);
if (dRandReal() > 0.5) q[i] = 0.99*0.5*s[i]; else q[i] = -0.99*0.5*s[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
dGeomSetPosition (ray,q2[0],q2[1],q2[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ray,R);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test zero length ray just outside box
dGeomRaySetLength (ray,0);
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*s[j];
i = dRandInt (3);
if (dRandReal() > 0.5) q[i] = 1.01*0.5*s[i]; else q[i] = -1.01*0.5*s[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
dGeomSetPosition (ray,q2[0],q2[1],q2[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ray,R);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray totally contained inside the box
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*0.99*s[j];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
for (j=0; j<3; j++) q3[j] = (dRandReal()-0.5)*0.99*s[j];
dMultiply0 (q4,dGeomGetRotation(box),q3,3,3,1);
for (j=0; j<3; j++) q4[j] += p[j];
for (j=0; j<3; j++) n[j] = q4[j] - q2[j];
dNormalize3 (n);
dGeomRaySet (ray,q2[0],q2[1],q2[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,dCalcPointsDistance3(q2,q4));
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray totally outside the box
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*s[j];
i = dRandInt (3);
if (dRandReal() > 0.5) q[i] = 1.01*0.5*s[i]; else q[i] = -1.01*0.5*s[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q3[j] = q2[j] + p[j];
dNormalize3 (q2);
dGeomRaySet (ray,q3[0],q3[1],q3[2],q2[0],q2[1],q2[2]);
dGeomRaySetLength (ray,10);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray from outside to just above surface
for (j=0; j<3; j++) q[j] = (dRandReal()-0.5)*s[j];
i = dRandInt (3);
if (dRandReal() > 0.5) q[i] = 1.01*0.5*s[i]; else q[i] = -1.01*0.5*s[i];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q3[j] = 2*q2[j] + p[j];
k = dSqrt(q2[0]*q2[0] + q2[1]*q2[1] + q2[2]*q2[2]);
for (j=0; j<3; j++) q2[j] = -q2[j];
dGeomRaySet (ray,q3[0],q3[1],q3[2],q2[0],q2[1],q2[2]);
dGeomRaySetLength (ray,k*0.99);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray from outside to just below surface
dGeomRaySetLength (ray,k*1.01);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
// ********** test contact point position for random rays
for (j=0; j<3; j++) q[j] = dRandReal()*s[j];
dMultiply0 (q2,dGeomGetRotation(box),q,3,3,1);
for (j=0; j<3; j++) q2[j] += p[j];
for (j=0; j<3; j++) q3[j] = dRandReal()-0.5;
dNormalize3 (q3);
dGeomRaySet (ray,q2[0],q2[1],q2[2],q3[0],q3[1],q3[2]);
dGeomRaySetLength (ray,10);
if (dCollide (ray,box,1,&contact,sizeof(dContactGeom))) {
// check depth of contact point
if (dFabs (dGeomBoxPointDepth
(box,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
// check position of contact point
for (j=0; j<3; j++) contact.pos[j] -= p[j];
dMultiply1 (q,dGeomGetRotation(box),contact.pos,3,3,1);
if ( dFabs(dFabs (q[0]) - 0.5*s[0]) > tol &&
dFabs(dFabs (q[1]) - 0.5*s[1]) > tol &&
dFabs(dFabs (q[2]) - 0.5*s[2]) > tol) {
FAILED();
}
// also check normal signs
if (dCalcVectorDot3 (q3,contact.normal) > 0) FAILED();
draw_all_objects (space);
}
PASSED();
}
int test_ray_and_ccylinder()
{
int j;
dContactGeom contact;
dVector3 p,a,b,n;
dMatrix3 R;
dReal r,l,k,x,y;
dSimpleSpace space(0);
dGeomID ray = dCreateRay (0,0);
dGeomID ccyl = dCreateCapsule (0,1,1);
dSpaceAdd (space,ray);
dSpaceAdd (space,ccyl);
// ********** make a random capped cylinder
r = dRandReal()*0.5 + 0.01;
l = dRandReal()*1 + 0.01;
dGeomCapsuleSetParams (ccyl,r,l);
dMakeRandomVector (p,3,1.0);
dGeomSetPosition (ccyl,p[0],p[1],p[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ccyl,R);
// ********** test ray completely within ccyl
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
dNormalize3 (a);
k = (dRandReal()-0.5)*l;
for (j=0; j<3; j++) a[j] = p[j] + r*0.99*a[j] + k*0.99*R[j*4+2];
for (j=0; j<3; j++) b[j] = dRandReal()-0.5;
dNormalize3 (b);
k = (dRandReal()-0.5)*l;
for (j=0; j<3; j++) b[j] = p[j] + r*0.99*b[j] + k*0.99*R[j*4+2];
dGeomRaySetLength (ray,dCalcPointsDistance3(a,b));
for (j=0; j<3; j++) b[j] -= a[j];
dNormalize3 (b);
dGeomRaySet (ray,a[0],a[1],a[2],b[0],b[1],b[2]);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray outside ccyl that just misses (between caps)
k = dRandReal()*2*M_PI;
x = sin(k);
y = cos(k);
for (j=0; j<3; j++) a[j] = x*R[j*4+0] + y*R[j*4+1];
k = (dRandReal()-0.5)*l;
for (j=0; j<3; j++) b[j] = -a[j]*r*2 + k*R[j*4+2] + p[j];
dGeomRaySet (ray,b[0],b[1],b[2],a[0],a[1],a[2]);
dGeomRaySetLength (ray,r*0.99);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray outside ccyl that just hits (between caps)
dGeomRaySetLength (ray,r*1.01);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
// check depth of contact point
if (dFabs (dGeomCapsulePointDepth
(ccyl,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
// ********** test ray outside ccyl that just misses (caps)
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
dNormalize3 (a);
if (dCalcVectorDot3_14(a,R+2) < 0) {
for (j=0; j<3; j++) b[j] = p[j] - a[j]*2*r + l*0.5*R[j*4+2];
}
else {
for (j=0; j<3; j++) b[j] = p[j] - a[j]*2*r - l*0.5*R[j*4+2];
}
dGeomRaySet (ray,b[0],b[1],b[2],a[0],a[1],a[2]);
dGeomRaySetLength (ray,r*0.99);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray outside ccyl that just hits (caps)
dGeomRaySetLength (ray,r*1.01);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
// check depth of contact point
if (dFabs (dGeomCapsulePointDepth
(ccyl,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
// ********** test random rays
for (j=0; j<3; j++) a[j] = dRandReal()-0.5;
for (j=0; j<3; j++) n[j] = dRandReal()-0.5;
dNormalize3 (n);
dGeomRaySet (ray,a[0],a[1],a[2],n[0],n[1],n[2]);
dGeomRaySetLength (ray,10);
if (dCollide (ray,ccyl,1,&contact,sizeof(dContactGeom))) {
// check depth of contact point
if (dFabs (dGeomCapsulePointDepth
(ccyl,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
// check normal signs
if (dCalcVectorDot3 (n,contact.normal) > 0) FAILED();
draw_all_objects (space);
}
PASSED();
}
/*
Test rays within the cylinder
-completely inside
-exiting through side
-exiting through cap
-exiting through corner
Test rays outside the cylinder
*/
int test_ray_and_cylinder()
{
dVector3 a,b;
dSimpleSpace space(0);
dGeomID ray = dCreateRay(space,4);
// The first thing that happens is the ray is
// rotated into cylinder coordinates. We'll trust that's
// done right. The major axis is in the z-dir.
// Random tests
/*b[0]=4*dRandReal()-2;
b[1]=4*dRandReal()-2;
b[2]=4*dRandReal()-2;
a[0]=2*dRandReal()-1;
a[1]=2*dRandReal()-1;
a[2]=2*dRandReal()-1;*/
// Inside out
b[0]=dRandReal()-0.5;
b[1]=dRandReal()-0.5;
b[2]=dRandReal()-0.5;
a[0]=2*dRandReal()-1;
a[1]=2*dRandReal()-1;
a[2]=2*dRandReal()-1;
// Outside in
/*b[0]=4*dRandReal()-2;
b[1]=4*dRandReal()-2;
b[2]=4*dRandReal()-2;
a[0]=-b[0];
a[1]=-b[1];
a[2]=-b[2];*/
dGeomRaySet (ray,b[0],b[1],b[2],a[0],a[1],a[2]);
// This is just for visual inspection right now.
//if (dCollide (ray,cyl,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
draw_all_objects (space);
PASSED();
}
int test_ray_and_plane()
{
int j;
dContactGeom contact;
dVector3 n,p,q,a,b,g,h; // n,d = plane parameters
dMatrix3 R;
dReal d;
dSimpleSpace space(0);
dGeomID ray = dCreateRay (0,0);
dGeomID plane = dCreatePlane (0,0,0,1,0);
dSpaceAdd (space,ray);
dSpaceAdd (space,plane);
// ********** make a random plane
for (j=0; j<3; j++) n[j] = dRandReal() - 0.5;
dNormalize3 (n);
d = dRandReal() - 0.5;
dGeomPlaneSetParams (plane,n[0],n[1],n[2],d);
dPlaneSpace (n,p,q);
// ********** test finite length ray below plane
dGeomRaySetLength (ray,0.09);
a[0] = dRandReal()-0.5;
a[1] = dRandReal()-0.5;
a[2] = -dRandReal()*0.5 - 0.1;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
dGeomSetPosition (ray,b[0],b[1],b[2]);
dRFromAxisAndAngle (R,dRandReal()*2-1,dRandReal()*2-1,
dRandReal()*2-1,dRandReal()*10-5);
dGeomSetRotation (ray,R);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray above plane
a[0] = dRandReal()-0.5;
a[1] = dRandReal()-0.5;
a[2] = dRandReal()*0.5 + 0.01;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
g[0] = dRandReal()-0.5;
g[1] = dRandReal()-0.5;
g[2] = dRandReal() + 0.01;
for (j=0; j<3; j++) h[j] = g[0]*p[j] + g[1]*q[j] + g[2]*n[j];
dNormalize3 (h);
dGeomRaySet (ray,b[0],b[1],b[2],h[0],h[1],h[2]);
dGeomRaySetLength (ray,10);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test finite length ray that intersects plane
a[0] = dRandReal()-0.5;
a[1] = dRandReal()-0.5;
a[2] = dRandReal()-0.5;
for (j=0; j<3; j++) b[j] = a[0]*p[j] + a[1]*q[j] + (a[2]+d)*n[j];
g[0] = dRandReal()-0.5;
g[1] = dRandReal()-0.5;
g[2] = dRandReal()-0.5;
for (j=0; j<3; j++) h[j] = g[0]*p[j] + g[1]*q[j] + g[2]*n[j];
dNormalize3 (h);
dGeomRaySet (ray,b[0],b[1],b[2],h[0],h[1],h[2]);
dGeomRaySetLength (ray,10);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom))) {
// test that contact is on plane surface
if (dFabs (dCalcVectorDot3(contact.pos,n) - d) > tol) FAILED();
// also check normal signs
if (dCalcVectorDot3 (h,contact.normal) > 0) FAILED();
// also check contact point depth
if (dFabs (dGeomPlanePointDepth
(plane,contact.pos[0],contact.pos[1],contact.pos[2])) > tol)
FAILED();
draw_all_objects (space);
}
// ********** test ray that just misses
for (j=0; j<3; j++) b[j] = (1+d)*n[j];
for (j=0; j<3; j++) h[j] = -n[j];
dGeomRaySet (ray,b[0],b[1],b[2],h[0],h[1],h[2]);
dGeomRaySetLength (ray,0.99);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 0) FAILED();
// ********** test ray that just hits
dGeomRaySetLength (ray,1.01);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
// ********** test polarity with typical ground plane
dGeomPlaneSetParams (plane,0,0,1,0);
for (j=0; j<3; j++) a[j] = 0.1;
for (j=0; j<3; j++) b[j] = 0;
a[2] = 1;
b[2] = -1;
dGeomRaySet (ray,a[0],a[1],a[2],b[0],b[1],b[2]);
dGeomRaySetLength (ray,2);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
if (dFabs (contact.depth - 1) > tol) FAILED();
a[2] = -1;
b[2] = 1;
dGeomRaySet (ray,a[0],a[1],a[2],b[0],b[1],b[2]);
if (dCollide (ray,plane,1,&contact,sizeof(dContactGeom)) != 1) FAILED();
if (dFabs (contact.depth - 1) > tol) FAILED();
PASSED();
}
//****************************************************************************
// a really inefficient, but hopefully correct implementation of
// dBoxTouchesBox(), that does 144 edge-face tests.
// return 1 if edge v1 -> v2 hits the rectangle described by p1,p2,p3
static int edgeIntersectsRect (dVector3 v1, dVector3 v2,
dVector3 p1, dVector3 p2, dVector3 p3)
{
int k;
dVector3 u1, u2, n, tmp;
for (k=0; k < 3; k++) u1[k] = p3[k] - p1[k];
for (k=0; k < 3; k++) u2[k] = p2[k] - p1[k];
dReal d1 = dSqrt(dCalcVectorDot3(u1, u1));
dReal d2 = dSqrt(dCalcVectorDot3(u2, u2));
dNormalize3(u1);
dNormalize3(u2);
dReal error;
#ifdef dSINGLE
const dReal uEpsilon = 1e-5, pEpsilon = 1e-6, tmpEpsilon = 1.5e-4;
#else
const dReal uEpsilon = 1e-6, pEpsilon = 1e-8, tmpEpsilon = 1e-6;
#endif
error = dFabs(dCalcVectorDot3(u1, u2));
if (error > uEpsilon) dDebug(0, "bad u1/u2");
dCalcVectorCross3(n, u1, u2);
for (k=0; k < 3; k++) tmp[k] = v2[k] - v1[k];
dReal d = -dCalcVectorDot3(n, p1);
error = dFabs(dCalcVectorDot3(n, p1) + d);
if (error > pEpsilon) dDebug(0, "bad n wrt p1");
error = dFabs(dCalcVectorDot3(n, p2) + d);
if (error > pEpsilon) dDebug(0, "bad n wrt p2");
error = dFabs(dCalcVectorDot3(n, p3) + d);
if (error > pEpsilon) dDebug(0, "bad n wrt p3");
dReal alpha = -(d + dCalcVectorDot3(n, v1)) / dCalcVectorDot3(n, tmp);
for (k=0; k < 3; k++) tmp[k] = v1[k] + alpha * (v2[k] - v1[k]);
error = dFabs(dCalcVectorDot3(n, tmp) + d);
if (error > tmpEpsilon) dDebug(0, "bad tmp");
if (alpha < 0) return 0;
if (alpha > 1) return 0;
for (k=0; k < 3; k++) tmp[k] -= p1[k];
dReal a1 = dCalcVectorDot3(u1, tmp);
dReal a2 = dCalcVectorDot3(u2, tmp);
if (a1 < 0 || a2 < 0 || a1 > d1 || a2 > d2) return 0;
return 1;
}
// return 1 if box 1 is completely inside box 2
static int box1inside2 (const dVector3 p1, const dMatrix3 R1,
const dVector3 side1, const dVector3 p2,
const dMatrix3 R2, const dVector3 side2)
{
for (int i=-1; i<=1; i+=2) {
for (int j=-1; j<=1; j+=2) {
for (int k=-1; k<=1; k+=2) {
dVector3 v,vv;
v[0] = i*0.5*side1[0];
v[1] = j*0.5*side1[1];
v[2] = k*0.5*side1[2];
dMultiply0_331 (vv,R1,v);
vv[0] += p1[0] - p2[0];
vv[1] += p1[1] - p2[1];
vv[2] += p1[2] - p2[2];
for (int axis=0; axis < 3; axis++) {
dReal z = dCalcVectorDot3_14(vv,R2+axis);
if (z < (-side2[axis]*0.5) || z > (side2[axis]*0.5)) return 0;
}
}
}
}
return 1;
}
// test if any edge from box 1 hits a face from box 2
static int testBoxesTouch2 (const dVector3 p1, const dMatrix3 R1,
const dVector3 side1, const dVector3 p2,
const dMatrix3 R2, const dVector3 side2)
{
int j,k,j1,j2;
// for 6 faces from box 2
for (int fd=0; fd<3; fd++) { // direction for face
for (int fo=0; fo<2; fo++) { // offset of face
// get four points on the face. first get 2 indexes that are not fd
int k1=0,k2=0;
if (fd==0) { k1 = 1; k2 = 2; }
if (fd==1) { k1 = 0; k2 = 2; }
if (fd==2) { k1 = 0; k2 = 1; }
dVector3 fp[4],tmp;
k=0;
for (j1=-1; j1<=1; j1+=2) {
for (j2=-1; j2<=1; j2+=2) {
fp[k][k1] = j1;
fp[k][k2] = j2;
fp[k][fd] = fo*2-1;
k++;
}
}
for (j=0; j<4; j++) {
for (k=0; k<3; k++) fp[j][k] *= 0.5*side2[k];
dMultiply0_331 (tmp,R2,fp[j]);
for (k=0; k<3; k++) fp[j][k] = tmp[k] + p2[k];
}
// for 8 vertices
dReal v1[3];
for (v1[0]=-1; v1[0] <= 1; v1[0] += 2) {
for (v1[1]=-1; v1[1] <= 1; v1[1] += 2) {
for (v1[2]=-1; v1[2] <= 1; v1[2] += 2) {
// for all possible +ve leading edges from those vertices
for (int ei=0; ei < 3; ei ++) {
if (v1[ei] < 0) {
// get vertex1 -> vertex2 = an edge from box 1
dVector3 vv1,vv2;
for (k=0; k<3; k++) vv1[k] = v1[k] * 0.5*side1[k];
for (k=0; k<3; k++) vv2[k] = (v1[k] + (k==ei)*2)*0.5*side1[k];
dVector3 vertex1,vertex2;
dMultiply0_331 (vertex1,R1,vv1);
dMultiply0_331 (vertex2,R1,vv2);
for (k=0; k<3; k++) vertex1[k] += p1[k];
for (k=0; k<3; k++) vertex2[k] += p1[k];
// see if vertex1 -> vertex2 interesects face
if (edgeIntersectsRect (vertex1,vertex2,fp[0],fp[1],fp[2]))
return 1;
}
}
}
}
}
}
}
if (box1inside2 (p1,R1,side1,p2,R2,side2)) return 1;
if (box1inside2 (p2,R2,side2,p1,R1,side1)) return 1;
return 0;
}
//****************************************************************************
// dBoxTouchesBox() test
int test_dBoxTouchesBox()
{
int k,bt1,bt2;
dVector3 p1,p2,side1,side2;
dMatrix3 R1,R2;
dSimpleSpace space(0);
dGeomID box1 = dCreateBox (0,1,1,1);
dSpaceAdd (space,box1);
dGeomID box2 = dCreateBox (0,1,1,1);
dSpaceAdd (space,box2);
dMakeRandomVector (p1,3,0.5);
dMakeRandomVector (p2,3,0.5);
for (k=0; k<3; k++) side1[k] = dRandReal() + 0.01;
for (k=0; k<3; k++) side2[k] = dRandReal() + 0.01;
dRFromAxisAndAngle (R1,dRandReal()*2.0-1.0,dRandReal()*2.0-1.0,
dRandReal()*2.0-1.0,dRandReal()*10.0-5.0);
dRFromAxisAndAngle (R2,dRandReal()*2.0-1.0,dRandReal()*2.0-1.0,
dRandReal()*2.0-1.0,dRandReal()*10.0-5.0);
dGeomBoxSetLengths (box1,side1[0],side1[1],side1[2]);
dGeomBoxSetLengths (box2,side2[0],side2[1],side2[2]);
dGeomSetPosition (box1,p1[0],p1[1],p1[2]);
dGeomSetRotation (box1,R1);
dGeomSetPosition (box2,p2[0],p2[1],p2[2]);
dGeomSetRotation (box2,R2);
draw_all_objects (space);
int t1 = testBoxesTouch2 (p1,R1,side1,p2,R2,side2);
int t2 = testBoxesTouch2 (p2,R2,side2,p1,R1,side1);
bt1 = t1 || t2;
bt2 = dBoxTouchesBox (p1,R1,side1,p2,R2,side2);
if (bt1 != bt2) FAILED();
/*
// some more debugging info if necessary
if (bt1 && bt2) printf ("agree - boxes touch\n");
if (!bt1 && !bt2) printf ("agree - boxes don't touch\n");
if (bt1 && !bt2) printf ("disagree - boxes touch but dBoxTouchesBox "
"says no\n");
if (!bt1 && bt2) printf ("disagree - boxes don't touch but dBoxTouchesBox "
"says yes\n");
*/
PASSED();
}
//****************************************************************************
// test box-box collision
int test_dBoxBox()
{
int k,bt;
dVector3 p1,p2,side1,side2,normal,normal2;
dMatrix3 R1,R2;
dReal depth,depth2;
int code;
dContactGeom contact[48];
dSimpleSpace space(0);
dGeomID box1 = dCreateBox (0,1,1,1);
dSpaceAdd (space,box1);
dGeomID box2 = dCreateBox (0,1,1,1);
dSpaceAdd (space,box2);
dMakeRandomVector (p1,3,0.5);
dMakeRandomVector (p2,3,0.5);
for (k=0; k<3; k++) side1[k] = dRandReal() + 0.01;
for (k=0; k<3; k++) side2[k] = dRandReal() + 0.01;
dRFromAxisAndAngle (R1,dRandReal()*2.0-1.0,dRandReal()*2.0-1.0,
dRandReal()*2.0-1.0,dRandReal()*10.0-5.0);
dRFromAxisAndAngle (R2,dRandReal()*2.0-1.0,dRandReal()*2.0-1.0,
dRandReal()*2.0-1.0,dRandReal()*10.0-5.0);
// dRSetIdentity (R1); // we can also try this
// dRSetIdentity (R2);
dGeomBoxSetLengths (box1,side1[0],side1[1],side1[2]);
dGeomBoxSetLengths (box2,side2[0],side2[1],side2[2]);
dGeomSetPosition (box1,p1[0],p1[1],p1[2]);
dGeomSetRotation (box1,R1);
dGeomSetPosition (box2,p2[0],p2[1],p2[2]);
dGeomSetRotation (box2,R2);
code = 0;
depth = 0;
bt = dBoxBox (p1,R1,side1,p2,R2,side2,normal,&depth,&code,8,contact,
sizeof(dContactGeom));
if (bt==1) {
p2[0] += normal[0] * 0.96 * depth;
p2[1] += normal[1] * 0.96 * depth;
p2[2] += normal[2] * 0.96 * depth;
bt = dBoxBox (p1,R1,side1,p2,R2,side2,normal2,&depth2,&code,8,contact,
sizeof(dContactGeom));
/*
dGeomSetPosition (box2,p2[0],p2[1],p2[2]);
draw_all_objects (space);
*/
if (bt != 1) {
FAILED();
dGeomSetPosition (box2,p2[0],p2[1],p2[2]);
draw_all_objects (space);
}
p2[0] += normal[0] * 0.08 * depth;
p2[1] += normal[1] * 0.08 * depth;
p2[2] += normal[2] * 0.08 * depth;
bt = dBoxBox (p1,R1,side1,p2,R2,side2,normal2,&depth2,&code,8,contact,
sizeof(dContactGeom));
if (bt != 0) FAILED();
// dGeomSetPosition (box2,p2[0],p2[1],p2[2]);
// draw_all_objects (space);
}
// printf ("code=%2d depth=%.4f ",code,depth);
PASSED();
}
//****************************************************************************
// graphics
int space_pressed = 0;
// start simulation - set viewpoint
static void start()
{
dAllocateODEDataForThread(dAllocateMaskAll);
static float xyz[3] = {2.4807,-1.8023,2.7600};
static float hpr[3] = {141.5000,-18.5000,0.0000};
dsSetViewpoint (xyz,hpr);
}
// called when a key pressed
static void command (int cmd)
{
if (cmd == ' ') space_pressed = 1;
}
// simulation loop
static void simLoop (int)
{
do {
draw_all_objects_called = 0;
unsigned long seed = dRandGetSeed();
testslot[graphical_test].test_fn();
if (draw_all_objects_called) {
if (space_pressed) space_pressed = 0; else dRandSetSeed (seed);
}
}
while (!draw_all_objects_called);
}
//****************************************************************************
// do all the tests
void do_tests (int argc, char **argv)
{
int i,j;
// process command line arguments
if (argc >= 2) {
graphical_test = atoi (argv[1]);
}
if (graphical_test) {
// do one test gaphically and interactively
if (graphical_test < 1 || graphical_test >= MAX_TESTS ||
!testslot[graphical_test].name) {
dError (0,"invalid test number");
}
printf ("performing test: %s\n",testslot[graphical_test].name);
// setup pointers to drawstuff callback functions
dsFunctions fn;
fn.version = DS_VERSION;
fn.start = &start;
fn.step = &simLoop;
fn.command = &command;
fn.stop = 0;
fn.path_to_textures = DRAWSTUFF_TEXTURE_PATH;
dsSetSphereQuality (3);
dsSetCapsuleQuality (8);
dsSimulationLoop (argc,argv,1280,900,&fn);
}
else {
// do all tests noninteractively
for (i=0; i<MAX_TESTS; i++) testslot[i].number = i;
// first put the active tests into a separate array
int n=0;
for (i=0; i<MAX_TESTS; i++) if (testslot[i].name) n++;
TestSlot **ts = (TestSlot**) malloc (n * sizeof(TestSlot*));
j = 0;
for (i=0; i<MAX_TESTS; i++) if (testslot[i].name) ts[j++] = testslot+i;
if (j != n) dDebug (0,"internal");
// do two test batches. the first test batch has far fewer reps and will
// catch problems quickly. if all tests in the first batch passes, the
// second batch is run.
for (i=0; i<n; i++) ts[i]->failcount = 0;
int total_reps=0;
for (int batch=0; batch<2; batch++) {
int reps = (batch==0) ? TEST_REPS1 : TEST_REPS2;
total_reps += reps;
printf ("testing batch %d (%d reps)...\n",batch+1,reps);
// run tests
for (j=0; j<reps; j++) {
for (i=0; i<n; i++) {
current_test = ts[i]->number;
if (ts[i]->test_fn() != 1) ts[i]->failcount++;
}
}
// check for failures
int total_fail_count=0;
for (i=0; i<n; i++) total_fail_count += ts[i]->failcount;
if (total_fail_count) break;
}
// print results
for (i=0; i<n; i++) {
printf ("%3d: %-30s: ",ts[i]->number,ts[i]->name);
if (ts[i]->failcount) {
printf ("FAILED (%.2f%%) at line %d\n",
double(ts[i]->failcount)/double(total_reps)*100.0,
ts[i]->last_failed_line);
}
else {
printf ("ok\n");
}
}
}
}
//****************************************************************************
int main (int argc, char **argv)
{
// setup all tests
memset (testslot,0,sizeof(testslot));
dInitODE2(0);
MAKE_TEST(1,test_sphere_point_depth);
MAKE_TEST(2,test_box_point_depth);
MAKE_TEST(3,test_ccylinder_point_depth);
MAKE_TEST(4,test_plane_point_depth);
MAKE_TEST(10,test_ray_and_sphere);
MAKE_TEST(11,test_ray_and_box);
MAKE_TEST(12,test_ray_and_ccylinder);
MAKE_TEST(13,test_ray_and_plane);
MAKE_TEST(14,test_ray_and_cylinder);
MAKE_TEST(100,test_dBoxTouchesBox);
MAKE_TEST(101,test_dBoxBox);
do_tests (argc,argv);
dCloseODE();
return 0;
}