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// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2003 Damien McGinnes
#include <Mercator/Terrain.h>
#include <Mercator/Segment.h>
#include <Mercator/Intersect.h>
#include <iostream>
int main()
{
Mercator::Terrain terrain;
terrain.setBasePoint(0, 0, 2.8);
terrain.setBasePoint(1, 0, 7.1);
terrain.setBasePoint(0, 1, 0.2);
terrain.setBasePoint(1, 1, 14.7);
Mercator::Segment * segment = terrain.getSegment(0, 0);
if (segment == 0) {
std::cerr << "Segment not created by addition of required basepoints"
<< std::endl << std::flush;
return 1;
}
segment->populate();
//test box definitely outside terrain
WFMath::AxisBox<3> highab(WFMath::Point<3> (10.0, 10.0, segment->getMax() + 3.0),
WFMath::Point<3> (20.0, 20.0, segment->getMax() + 6.1));
if (Mercator::Intersect(terrain, highab)) {
std::cerr << "axisbox intersects with terrain even though it should be above it"
<< std::endl;
return 1;
}
//test box definitely inside terrain
WFMath::AxisBox<3> lowab(WFMath::Point<3> (10.0, 10.0, segment->getMin() - 6.1),
WFMath::Point<3> (20.0, 20.0, segment->getMax() - 3.0));
if (!Mercator::Intersect(terrain, lowab)) {
std::cerr << "axisbox does not intersect with terrain even though it should be below it"
<< std::endl;
return 1;
}
//test axis box moved from above terrain to below it.
bool inter=false;
float dz = highab.highCorner()[2] - highab.lowCorner()[2] - 0.1;
while (highab.highCorner()[2] > segment->getMin()) {
highab.shift(WFMath::Vector<3>(0.0, 0.0, -dz));
if (Mercator::Intersect(terrain, highab)) {
inter=true;
break;
}
}
if (!inter) {
std::cerr << "axisbox passed through terrain with no intersection"
<< std::endl;
return 1;
}
//test axisbox that spans two segments
terrain.setBasePoint(0, 2, 4.8);
terrain.setBasePoint(1, 2, 3.7);
Mercator::Segment *segment2 = terrain.getSegment(0, 1);
segment2->populate();
float segmax=std::max(segment->getMax(), segment2->getMax());
float segmin=std::min(segment->getMin(), segment2->getMin());
WFMath::AxisBox<3> ab(WFMath::Point<3> (50.0, 10.0, segmax + 3.0),
WFMath::Point<3> (70.0, 20.0, segmax + 6.1));
if (Mercator::Intersect(terrain, ab)) {
std::cerr << "axisbox2 intersects with terrain even though it should be above it"
<< std::endl;
return 1;
}
WFMath::AxisBox<3> ab2(WFMath::Point<3> (50.0, 10.0, segmin - 6.1),
WFMath::Point<3> (70.0, 20.0, segmin + 3.0));
if (!Mercator::Intersect(terrain, ab2)) {
std::cerr << "axisbox2 does not intersect with terrain even though it should be below it"
<< std::endl;
return 1;
}
WFMath::Point<3> intPoint;
WFMath::Vector<3> intNorm;
float par;
//test vertical ray
if (Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(0.0,0.0,50.0), intPoint, intNorm, par)) {
std::cerr << "vertical ray intersected when it shouldnt" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(0.0,0.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "vertical ray didnt intersect when it should" << std::endl;
return 1;
}
//test each quadrant
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(10.0,10.0,-100.0), intPoint, intNorm, par)) {
std::cerr << "quad1 ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(10.0,-15.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "quad2 ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(-10.0,-10.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "quad3 ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(-10.0,10.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "quad4 ray didnt intersect when it should" << std::endl;
return 1;
}
//test dx==0 and dy==0
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(0.0,10.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "y+ ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(0.0,-10.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "y- ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(-10.0,0.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "x- ray didnt intersect when it should" << std::endl;
return 1;
}
if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3),
WFMath::Vector<3>(10.0,0.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "x+ ray didnt intersect when it should" << std::endl;
return 1;
}
//test a longer ray
if (!Mercator::Intersect(terrain, WFMath::Point<3>(-10.08, -20.37, segmax + 3),
WFMath::Vector<3>(100.0,183.0,-50.0), intPoint, intNorm, par)) {
std::cerr << "long ray didnt intersect when it should" << std::endl;
return 1;
}
//check the height value
float h;
WFMath::Vector<3> n;
terrain.getHeightAndNormal(intPoint[0], intPoint[1], h, n);
n.normalize();
if (n != intNorm) {
std::cerr << "calculated normal is different from getHeightAndNormal" << std::endl;
std::cerr << intPoint << std::endl;
std::cerr << intNorm << "!=" << n << std::endl;
// return 1;
}
// We can't check for equality here is it just doesn't work with
// floats. Look it up in any programming book if you don't believe me.
// - 20040721 <alriddoch@zepler.org>
if (fabs(h - intPoint[2]) > 0.00001) {
std::cerr << "calculated height is different from getHeightAndNormal" << std::endl;
std::cerr << h << "!=" << intPoint[2] << std::endl;
return 1;
}
return 0;
}
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