/* Crafter® Build Copyright (C) 2026 Catcrafts® Catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3.0 as published by the Free Software Foundation; 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 GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #include import Crafter.Math; import std; using namespace Crafter; namespace { constexpr float kEps = 1e-3f; constexpr float kMaxF = std::numeric_limits::max(); constexpr bool FloatEquals(float a, float b, float epsilon = kEps) { return std::abs(a - b) < epsilon; } VectorF32<3, 1> Vec3(float x, float y, float z) { alignas(16) float buf[4] = { x, y, z, 0.0f }; return VectorF32<3, 1>(buf); } VectorF32<4, 1> Vec4(float x, float y, float z, float w) { alignas(16) float buf[4] = { x, y, z, w }; return VectorF32<4, 1>(buf); } VectorF32<1, 4> Vec1x4(float a, float b, float c, float d) { alignas(16) float buf[4] = { a, b, c, d }; return VectorF32<1, 4>(buf); } // Möller-Trumbore in this codebase rejects det <= eps, so triangles must be // wound so their geometric normal opposes the ray direction. For rays going +Z // that means clockwise from a +Z viewer. std::string* TestRayTriangle() { VectorF32<3, 1> rayOrigin = Vec3(0, 0, -5); VectorF32<3, 1> rayDir = Vec3(0, 0, 1); // A: hits at z=0, t=5 (front-facing). VectorF32<3, 1> a0 = Vec3(-1, -1, 0), a1 = Vec3(0, 1, 0), a2 = Vec3(1, -1, 0); // B: hits at z=10, t=15. VectorF32<3, 1> b0 = Vec3(-1, -1, 10), b1 = Vec3(0, 1, 10), b2 = Vec3(1, -1, 10); // C: front-facing triangle far off to the side - u or v out of [0,1]. VectorF32<3, 1> c0 = Vec3(99, -1, 0), c1 = Vec3(100, 1, 0), c2 = Vec3(101, -1, 0); // D: triangle parallel to the ray (all vertices share y=2; ray lives in y=0). VectorF32<3, 1> d0 = Vec3(-1, 2, -1), d1 = Vec3(1, 2, 1), d2 = Vec3(0, 2, 2); VectorF32<1, 4> t = IntersectionTestRayTriangle(rayOrigin, rayDir, a0, a1, a2, b0, b1, b2, c0, c1, c2, d0, d1, d2); std::array s = t.template Store(); if (!FloatEquals(s[0], 5.0f)) return new std::string(std::format("RayTriangle A: expected 5, got {}", s[0])); if (!FloatEquals(s[1], 15.0f)) return new std::string(std::format("RayTriangle B: expected 15, got {}", s[1])); if (s[2] != kMaxF) return new std::string(std::format("RayTriangle C: expected max (miss), got {}", s[2])); if (s[3] != kMaxF) return new std::string(std::format("RayTriangle D: expected max (parallel miss), got {}", s[3])); return nullptr; } std::string* TestRayTriangleBackFacing() { // Same A vertices but CCW from +Z viewer -> back-facing for +Z ray -> miss. VectorF32<3, 1> rayOrigin = Vec3(0, 0, -5); VectorF32<3, 1> rayDir = Vec3(0, 0, 1); VectorF32<3, 1> v0 = Vec3(-1, -1, 0), v1 = Vec3(1, -1, 0), v2 = Vec3(0, 1, 0); VectorF32<1, 4> t = IntersectionTestRayTriangle(rayOrigin, rayDir, v0, v1, v2, v0, v1, v2, v0, v1, v2, v0, v1, v2); std::array s = t.template Store(); for (std::uint8_t i = 0; i < 4; ++i) { if (s[i] != kMaxF) return new std::string(std::format("RayTriangle back-facing lane {}: expected max, got {}", i, s[i])); } return nullptr; } std::string* TestRaySphere() { VectorF32<3, 1> rayOrigin = Vec3(0, 0, -10); VectorF32<3, 1> rayDir = Vec3(0, 0, 1); // A: sphere at origin radius 2 - first hit at z=-2, t=8. VectorF32<3, 1> posA = Vec3(0, 0, 0); // B: sphere at (0,0,20) radius 1 - first hit at z=19, t=29. VectorF32<3, 1> posB = Vec3(0, 0, 20); // C: sphere off to the side, ray misses. VectorF32<3, 1> posC = Vec3(10, 10, 0); // D: sphere behind the ray origin. VectorF32<3, 1> posD = Vec3(0, 0, -50); VectorF32<1, 4> radii = Vec1x4(2.0f, 1.0f, 0.5f, 1.0f); VectorF32<1, 4> t = IntersectionTestRaySphere(rayOrigin, rayDir, posA, posB, posC, posD, radii); std::array s = t.template Store(); if (!FloatEquals(s[0], 8.0f)) return new std::string(std::format("RaySphere A: expected 8, got {}", s[0])); if (!FloatEquals(s[1], 29.0f)) return new std::string(std::format("RaySphere B: expected 29, got {}", s[1])); if (s[2] != kMaxF) return new std::string(std::format("RaySphere C: expected max (miss), got {}", s[2])); if (s[3] != kMaxF) return new std::string(std::format("RaySphere D: expected max (behind), got {}", s[3])); return nullptr; } std::string* TestRayOrientedBox() { VectorF32<3, 1> rayOrigin = Vec3(0, 0, -5); VectorF32<3, 1> rayDir = Vec3(0, 0, 1); // Identity quaternion (axis-aligned). VectorF32<4, 1> idQ = Vec4(0, 0, 0, 1); // Note: RayOrientedBox treats `size` as the *full* extent (it computes // halfExtents = size * 0.5 internally). So size=2 means the box spans // [-1, 1] in each axis. (SphereOrientedBox uses the opposite convention.) // // A: box at origin size 2 (half 1) -> ray enters at z=-1, t=4. VectorF32<3, 1> posA = Vec3(0, 0, 0), sizeA = Vec3(2, 2, 2); // B: box at (0,0,10) size 2 (half 1) -> ray enters at z=9, t=14. VectorF32<3, 1> posB = Vec3(0, 0, 10), sizeB = Vec3(2, 2, 2); // C: box off to the side - miss. VectorF32<3, 1> posC = Vec3(50, 0, 0), sizeC = Vec3(2, 2, 2); // D: box behind ray - miss. VectorF32<3, 1> posD = Vec3(0, 0, -50), sizeD = Vec3(2, 2, 2); VectorF32<1, 4> t = IntersectionTestRayOrientedBox(rayOrigin, rayDir, posA, sizeA, idQ, posB, sizeB, idQ, posC, sizeC, idQ, posD, sizeD, idQ); std::array s = t.template Store(); if (!FloatEquals(s[0], 4.0f)) return new std::string(std::format("RayOrientedBox A: expected 4, got {}", s[0])); if (!FloatEquals(s[1], 14.0f)) return new std::string(std::format("RayOrientedBox B: expected 14, got {}", s[1])); if (s[2] != kMaxF) return new std::string(std::format("RayOrientedBox C: expected max (miss), got {}", s[2])); if (s[3] != kMaxF) return new std::string(std::format("RayOrientedBox D: expected max (behind), got {}", s[3])); return nullptr; } MatrixRowMajor MakeBoxMatrix(float tx, float ty, float tz) { // Box matrix the OBB intersection code expects: rows[i][0..2] is the i-th // axis (the existing semantics treat matrix rows as the OBB axes), and // rows[i][3] is the translation component along that axis. return MatrixRowMajor( 1, 0, 0, tx, 0, 1, 0, ty, 0, 0, 1, tz ); } std::string* TestSphereOrientedBox() { // `size` is half-extents (the intersection code clamps to ±size). VectorF32<3, 1> sphereCenter = Vec3(0, 0, 0); VectorF32<1, 4> radii = Vec1x4(1.0f, 0.5f, 0.5f, 1.0f); // A: box at origin half-extent 2 -> sphere center inside -> hit. VectorF32<3, 1> sizeA = Vec3(2, 2, 2); auto boxA = MakeBoxMatrix(0, 0, 0); // B: box at (5,0,0) half-extent 1 -> box spans x in [4,6], sphere in [-0.5,0.5] -> miss. VectorF32<3, 1> sizeB = Vec3(1, 1, 1); auto boxB = MakeBoxMatrix(5, 0, 0); // C: box at (3,0,0) half-extent 1 -> box spans [2,4], sphere [-0.5,0.5] -> miss. VectorF32<3, 1> sizeC = Vec3(1, 1, 1); auto boxC = MakeBoxMatrix(3, 0, 0); // D: box at origin half-extent 0.5 -> sphere center inside the box -> hit. VectorF32<3, 1> sizeD = Vec3(0.5f, 0.5f, 0.5f); auto boxD = MakeBoxMatrix(0, 0, 0); VectorF32<1, 4> r = IntersectionTestSphereOrientedBox(sphereCenter, radii, sizeA, boxA, sizeB, boxB, sizeC, boxC, sizeD, boxD); std::array s = r.template Store(); if (s[0] != 0.0f) return new std::string(std::format("SphereOrientedBox A: expected hit (0), got {}", s[0])); if (s[1] != kMaxF) return new std::string(std::format("SphereOrientedBox B: expected max (miss), got {}", s[1])); if (s[2] != kMaxF) return new std::string(std::format("SphereOrientedBox C: expected max (miss), got {}", s[2])); if (s[3] != 0.0f) return new std::string(std::format("SphereOrientedBox D: expected hit (0), got {}", s[3])); return nullptr; } std::string* TestGetOBBCorners() { // Identity matrix - the 8 corners are exactly ±size on each axis. VectorF32<3, 1> size = Vec3(2, 3, 4); auto m = MakeBoxMatrix(0, 0, 0); std::array, 8> corners = GetOBBCorners(size, m); constexpr std::array, 8> expected = {{ {-2, -3, -4}, { 2, -3, -4}, {-2, 3, -4}, { 2, 3, -4}, {-2, -3, 4}, { 2, -3, 4}, {-2, 3, 4}, { 2, 3, 4}, }}; for (std::uint8_t i = 0; i < 8; ++i) { std::array v = corners[i].template Store(); for (std::uint8_t j = 0; j < 3; ++j) { if (!FloatEquals(v[j], expected[i][j])) return new std::string(std::format( "GetOBBCorners corner {} lane {}: expected {}, got {}", i, j, expected[i][j], v[j])); } } // Translated matrix - corners shift by the translation column. auto m2 = MakeBoxMatrix(10, 20, 30); std::array, 8> corners2 = GetOBBCorners(size, m2); for (std::uint8_t i = 0; i < 8; ++i) { std::array v = corners2[i].template Store(); std::array exp = { expected[i][0] + 10.0f, expected[i][1] + 20.0f, expected[i][2] + 30.0f }; for (std::uint8_t j = 0; j < 3; ++j) { if (!FloatEquals(v[j], exp[j])) return new std::string(std::format( "GetOBBCorners translated corner {} lane {}: expected {}, got {}", i, j, exp[j], v[j])); } } return nullptr; } std::string* TestOBBOBBOverlapping() { VectorF32<3, 1> size = Vec3(1, 1, 1); auto boxA = MakeBoxMatrix(0, 0, 0); auto boxB = MakeBoxMatrix(1, 0, 0); // overlap on x in [-1, 1] (B) and [-1, 1] (A) -> overlap if (!IntersectionTestOrientedBoxOrientedBox(size, boxA, size, boxB)) return new std::string("OBB-OBB overlapping: expected true"); auto boxFar = MakeBoxMatrix(10, 0, 0); if (IntersectionTestOrientedBoxOrientedBox(size, boxA, size, boxFar)) return new std::string("OBB-OBB far apart: expected false"); return nullptr; } } // namespace int main() { using Fn = std::string* (*)(); constexpr std::array, 7> tests = {{ { "RayTriangle", TestRayTriangle }, { "RayTriangleBackFacing", TestRayTriangleBackFacing }, { "RaySphere", TestRaySphere }, { "RayOrientedBox", TestRayOrientedBox }, { "SphereOrientedBox", TestSphereOrientedBox }, { "GetOBBCorners", TestGetOBBCorners }, { "OBBOBB", TestOBBOBBOverlapping }, }}; for (auto const& [name, fn] : tests) { if (auto err = std::unique_ptr(fn())) { std::println(std::cerr, "[{}] {}", name, *err); return 1; } } return 0; }