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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2012-2018 DreamWorks Animation LLC
//
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
//
// Redistributions of source code must retain the above copyright
// and license notice and the following restrictions and disclaimer.
//
// * Neither the name of DreamWorks Animation nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// IN NO EVENT SHALL THE COPYRIGHT HOLDERS' AND CONTRIBUTORS' AGGREGATE
// LIABILITY FOR ALL CLAIMS REGARDLESS OF THEIR BASIS EXCEED US$250.00.
//
///////////////////////////////////////////////////////////////////////////
#include <cppunit/extensions/HelperMacros.h>
#include <openvdb/Exceptions.h>
#include <openvdb/openvdb.h>
#include <openvdb/math/Ray.h>
#include <openvdb/math/DDA.h>
#include <openvdb/math/BBox.h>
#include <openvdb/Types.h>
#include <openvdb/math/Transform.h>
#include <openvdb/tools/LevelSetSphere.h>
#define ASSERT_DOUBLES_EXACTLY_EQUAL(expected, actual) \
CPPUNIT_ASSERT_DOUBLES_EQUAL((expected), (actual), /*tolerance=*/0.0);
#define ASSERT_DOUBLES_APPROX_EQUAL(expected, actual) \
CPPUNIT_ASSERT_DOUBLES_EQUAL((expected), (actual), /*tolerance=*/1.e-6);
class TestRay : public CppUnit::TestCase
{
public:
CPPUNIT_TEST_SUITE(TestRay);
CPPUNIT_TEST(testInfinity);
CPPUNIT_TEST(testRay);
CPPUNIT_TEST(testTimeSpan);
CPPUNIT_TEST(testDDA);
CPPUNIT_TEST_SUITE_END();
void testInfinity();
void testRay();
void testTimeSpan();
void testDDA();
};
CPPUNIT_TEST_SUITE_REGISTRATION(TestRay);
// the Ray class makes use of infinity=1/0 so we test for it
void
TestRay::testInfinity()
{
// This code generates compiler warnings which is why it's not
// enabled by default.
/*
const double one=1, zero = 0, infinity = one / zero;
CPPUNIT_ASSERT_DOUBLES_EQUAL( infinity , infinity,0);//not a NAN
CPPUNIT_ASSERT_DOUBLES_EQUAL( infinity , infinity+1,0);//not a NAN
CPPUNIT_ASSERT_DOUBLES_EQUAL( infinity , infinity*10,0);//not a NAN
CPPUNIT_ASSERT( zero < infinity);
CPPUNIT_ASSERT( zero > -infinity);
CPPUNIT_ASSERT_DOUBLES_EQUAL( zero , one/infinity,0);
CPPUNIT_ASSERT_DOUBLES_EQUAL( zero , -one/infinity,0);
CPPUNIT_ASSERT_DOUBLES_EQUAL( infinity , one/zero,0);
CPPUNIT_ASSERT_DOUBLES_EQUAL(-infinity , -one/zero,0);
std::cerr << "inf: " << infinity << "\n";
std::cerr << "1 / inf: " << one / infinity << "\n";
std::cerr << "1 / (-inf): " << one / (-infinity) << "\n";
std::cerr << " inf * 0: " << infinity * 0 << "\n";
std::cerr << "-inf * 0: " << (-infinity) * 0 << "\n";
std::cerr << "(inf): " << (bool)(infinity) << "\n";
std::cerr << "inf == inf: " << (infinity == infinity) << "\n";
std::cerr << "inf > 0: " << (infinity > 0) << "\n";
std::cerr << "-inf > 0: " << ((-infinity) > 0) << "\n";
*/
}
void TestRay::testRay()
{
using namespace openvdb;
typedef double RealT;
typedef math::Ray<RealT> RayT;
typedef RayT::Vec3T Vec3T;
typedef math::BBox<Vec3T> BBoxT;
{//default constructor
RayT ray;
CPPUNIT_ASSERT(ray.eye() == Vec3T(0,0,0));
CPPUNIT_ASSERT(ray.dir() == Vec3T(1,0,0));
ASSERT_DOUBLES_APPROX_EQUAL( math::Delta<RealT>::value(), ray.t0());
ASSERT_DOUBLES_APPROX_EQUAL( std::numeric_limits<RealT>::max(), ray.t1());
}
{// simple construction
Vec3T eye(1.5,1.5,1.5), dir(1.5,1.5,1.5); dir.normalize();
RealT t0=0.1, t1=12589.0;
RayT ray(eye, dir, t0, t1);
CPPUNIT_ASSERT(ray.eye()==eye);
CPPUNIT_ASSERT(ray.dir()==dir);
ASSERT_DOUBLES_APPROX_EQUAL( t0, ray.t0());
ASSERT_DOUBLES_APPROX_EQUAL( t1, ray.t1());
}
{// test transformation
math::Transform::Ptr xform = math::Transform::createLinearTransform();
xform->preRotate(M_PI, math::Y_AXIS );
xform->postTranslate(math::Vec3d(1, 2, 3));
xform->preScale(Vec3R(0.1, 0.2, 0.4));
Vec3T eye(9,1,1), dir(1,2,0);
dir.normalize();
RealT t0=0.1, t1=12589.0;
RayT ray0(eye, dir, t0, t1);
CPPUNIT_ASSERT( ray0.test(t0));
CPPUNIT_ASSERT( ray0.test(t1));
CPPUNIT_ASSERT( ray0.test(0.5*(t0+t1)));
CPPUNIT_ASSERT(!ray0.test(t0-1));
CPPUNIT_ASSERT(!ray0.test(t1+1));
//std::cerr << "Ray0: " << ray0 << std::endl;
RayT ray1 = ray0.applyMap( *(xform->baseMap()) );
//std::cerr << "Ray1: " << ray1 << std::endl;
RayT ray2 = ray1.applyInverseMap( *(xform->baseMap()) );
//std::cerr << "Ray2: " << ray2 << std::endl;
ASSERT_DOUBLES_APPROX_EQUAL( eye[0], ray2.eye()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( eye[1], ray2.eye()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( eye[2], ray2.eye()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[0], ray2.dir()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[1], ray2.dir()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[2], ray2.dir()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[0], 1.0/ray2.invDir()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[1], 1.0/ray2.invDir()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[2], 1.0/ray2.invDir()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( t0, ray2.t0());
ASSERT_DOUBLES_APPROX_EQUAL( t1, ray2.t1());
}
{// test transformation
// This is the index to world transform
math::Transform::Ptr xform = math::Transform::createLinearTransform();
xform->postRotate(M_PI, math::Y_AXIS );
xform->postTranslate(math::Vec3d(1, 2, 3));
xform->postScale(Vec3R(0.1, 0.1, 0.1));//voxel size
// Define a ray in world space
Vec3T eye(9,1,1), dir(1,2,0);
dir.normalize();
RealT t0=0.1, t1=12589.0;
RayT ray0(eye, dir, t0, t1);
//std::cerr << "\nWorld Ray0: " << ray0 << std::endl;
CPPUNIT_ASSERT( ray0.test(t0));
CPPUNIT_ASSERT( ray0.test(t1));
CPPUNIT_ASSERT( ray0.test(0.5*(t0+t1)));
CPPUNIT_ASSERT(!ray0.test(t0-1));
CPPUNIT_ASSERT(!ray0.test(t1+1));
Vec3T xyz0[3] = {ray0.start(), ray0.mid(), ray0.end()};
// Transform the ray to index space
RayT ray1 = ray0.applyInverseMap( *(xform->baseMap()) );
//std::cerr << "\nIndex Ray1: " << ray1 << std::endl;
Vec3T xyz1[3] = {ray1.start(), ray1.mid(), ray1.end()};
for (int i=0; i<3; ++i) {
Vec3T pos = xform->baseMap()->applyMap(xyz1[i]);
//std::cerr << "world0 ="<<xyz0[i] << " transformed index="<< pos << std::endl;
for (int j=0; j<3; ++j) ASSERT_DOUBLES_APPROX_EQUAL(xyz0[i][j], pos[j]);
}
// Transform the ray back to world pace
RayT ray2 = ray1.applyMap( *(xform->baseMap()) );
//std::cerr << "\nWorld Ray2: " << ray2 << std::endl;
ASSERT_DOUBLES_APPROX_EQUAL( eye[0], ray2.eye()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( eye[1], ray2.eye()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( eye[2], ray2.eye()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[0], ray2.dir()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[1], ray2.dir()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[2], ray2.dir()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[0], 1.0/ray2.invDir()[0]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[1], 1.0/ray2.invDir()[1]);
ASSERT_DOUBLES_APPROX_EQUAL( dir[2], 1.0/ray2.invDir()[2]);
ASSERT_DOUBLES_APPROX_EQUAL( t0, ray2.t0());
ASSERT_DOUBLES_APPROX_EQUAL( t1, ray2.t1());
Vec3T xyz2[3] = {ray0.start(), ray0.mid(), ray0.end()};
for (int i=0; i<3; ++i) {
//std::cerr << "world0 ="<<xyz0[i] << " world2 ="<< xyz2[i] << std::endl;
for (int j=0; j<3; ++j) ASSERT_DOUBLES_APPROX_EQUAL(xyz0[i][j], xyz2[i][j]);
}
}
{// test bbox intersection
const Vec3T eye( 2.0, 1.0, 1.0), dir(-1.0, 2.0, 3.0);
RayT ray(eye, dir);
RealT t0=0, t1=0;
// intersects the two faces of the box perpendicular to the y-axis!
CPPUNIT_ASSERT(ray.intersects(CoordBBox(Coord(0, 2, 2), Coord(2, 4, 6)), t0, t1));
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, t0);
ASSERT_DOUBLES_APPROX_EQUAL( 1.5, t1);
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[1], 2);//lower y component of intersection
ASSERT_DOUBLES_APPROX_EQUAL( ray(1.5)[1], 4);//higher y component of intersection
// intersects the lower edge anlong the z-axis of the box
CPPUNIT_ASSERT(ray.intersects(BBoxT(Vec3T(1.5, 2.0, 2.0), Vec3T(4.5, 4.0, 6.0)), t0, t1));
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, t0);
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, t1);
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[0], 1.5);//lower y component of intersection
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[1], 2.0);//higher y component of intersection
// no intersections
CPPUNIT_ASSERT(!ray.intersects(CoordBBox(Coord(4, 2, 2), Coord(6, 4, 6))));
}
{// test sphere intersection
const Vec3T dir(-1.0, 2.0, 3.0);
const Vec3T eye( 2.0, 1.0, 1.0);
RayT ray(eye, dir);
RealT t0=0, t1=0;
// intersects twice - second intersection exits sphere in lower y-z-plane
Vec3T center(2.0,3.0,4.0);
RealT radius = 1.0f;
CPPUNIT_ASSERT(ray.intersects(center, radius, t0, t1));
CPPUNIT_ASSERT(t0 < t1);
ASSERT_DOUBLES_APPROX_EQUAL( 1.0, t1);
ASSERT_DOUBLES_APPROX_EQUAL(ray(t1)[1], center[1]);
ASSERT_DOUBLES_APPROX_EQUAL(ray(t1)[2], center[2]);
ASSERT_DOUBLES_APPROX_EQUAL((ray(t0)-center).length()-radius, 0);
ASSERT_DOUBLES_APPROX_EQUAL((ray(t1)-center).length()-radius, 0);
// no intersection
center = Vec3T(3.0,3.0,4.0);
radius = 1.0f;
CPPUNIT_ASSERT(!ray.intersects(center, radius, t0, t1));
}
{// test bbox clip
const Vec3T dir(-1.0, 2.0, 3.0);
const Vec3T eye( 2.0, 1.0, 1.0);
RealT t0=0.1, t1=12589.0;
RayT ray(eye, dir, t0, t1);
// intersects the two faces of the box perpendicular to the y-axis!
CPPUNIT_ASSERT(ray.clip(CoordBBox(Coord(0, 2, 2), Coord(2, 4, 6))));
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, ray.t0());
ASSERT_DOUBLES_APPROX_EQUAL( 1.5, ray.t1());
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[1], 2);//lower y component of intersection
ASSERT_DOUBLES_APPROX_EQUAL( ray(1.5)[1], 4);//higher y component of intersection
ray.reset(eye, dir, t0, t1);
// intersects the lower edge anlong the z-axis of the box
CPPUNIT_ASSERT(ray.clip(BBoxT(Vec3T(1.5, 2.0, 2.0), Vec3T(4.5, 4.0, 6.0))));
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, ray.t0());
ASSERT_DOUBLES_APPROX_EQUAL( 0.5, ray.t1());
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[0], 1.5);//lower y component of intersection
ASSERT_DOUBLES_APPROX_EQUAL( ray(0.5)[1], 2.0);//higher y component of intersection
ray.reset(eye, dir, t0, t1);
// no intersections
CPPUNIT_ASSERT(!ray.clip(CoordBBox(Coord(4, 2, 2), Coord(6, 4, 6))));
ASSERT_DOUBLES_APPROX_EQUAL( t0, ray.t0());
ASSERT_DOUBLES_APPROX_EQUAL( t1, ray.t1());
}
{// test plane intersection
const Vec3T dir(-1.0, 0.0, 0.0);
const Vec3T eye( 0.5, 4.7,-9.8);
RealT t0=1.0, t1=12589.0;
RayT ray(eye, dir, t0, t1);
Real t = 0.0;
CPPUNIT_ASSERT(!ray.intersects(Vec3T( 1.0, 0.0, 0.0), 4.0, t));
CPPUNIT_ASSERT(!ray.intersects(Vec3T(-1.0, 0.0, 0.0),-4.0, t));
CPPUNIT_ASSERT( ray.intersects(Vec3T( 1.0, 0.0, 0.0),-4.0, t));
ASSERT_DOUBLES_APPROX_EQUAL(4.5, t);
CPPUNIT_ASSERT( ray.intersects(Vec3T(-1.0, 0.0, 0.0), 4.0, t));
ASSERT_DOUBLES_APPROX_EQUAL(4.5, t);
CPPUNIT_ASSERT(!ray.intersects(Vec3T( 1.0, 0.0, 0.0),-0.4, t));
}
{// test plane intersection
const Vec3T dir( 0.0, 1.0, 0.0);
const Vec3T eye( 4.7, 0.5,-9.8);
RealT t0=1.0, t1=12589.0;
RayT ray(eye, dir, t0, t1);
Real t = 0.0;
CPPUNIT_ASSERT(!ray.intersects(Vec3T( 0.0,-1.0, 0.0), 4.0, t));
CPPUNIT_ASSERT(!ray.intersects(Vec3T( 0.0, 1.0, 0.0),-4.0, t));
CPPUNIT_ASSERT( ray.intersects(Vec3T( 0.0, 1.0, 0.0), 4.0, t));
ASSERT_DOUBLES_APPROX_EQUAL(3.5, t);
CPPUNIT_ASSERT( ray.intersects(Vec3T( 0.0,-1.0, 0.0),-4.0, t));
ASSERT_DOUBLES_APPROX_EQUAL(3.5, t);
CPPUNIT_ASSERT(!ray.intersects(Vec3T( 1.0, 0.0, 0.0), 0.4, t));
}
}
void TestRay::testTimeSpan()
{
using namespace openvdb;
typedef double RealT;
typedef math::Ray<RealT>::TimeSpan TimeSpanT;
TimeSpanT t(2.0, 5.0);
ASSERT_DOUBLES_EXACTLY_EQUAL(2.0, t.t0);
ASSERT_DOUBLES_EXACTLY_EQUAL(5.0, t.t1);
ASSERT_DOUBLES_APPROX_EQUAL(3.5, t.mid());
CPPUNIT_ASSERT(t.valid());
t.set(-1, -1);
CPPUNIT_ASSERT(!t.valid());
t.scale(5);
ASSERT_DOUBLES_EXACTLY_EQUAL(-5.0, t.t0);
ASSERT_DOUBLES_EXACTLY_EQUAL(-5.0, t.t1);
ASSERT_DOUBLES_APPROX_EQUAL(-5.0, t.mid());
}
void TestRay::testDDA()
{
using namespace openvdb;
typedef math::Ray<double> RayType;
{
typedef math::DDA<RayType,3+4+5> DDAType;
const RayType::Vec3T dir( 1.0, 0.0, 0.0);
const RayType::Vec3T eye(-1.0, 0.0, 0.0);
const RayType ray(eye, dir);
//std::cerr << ray << std::endl;
DDAType dda(ray);
ASSERT_DOUBLES_APPROX_EQUAL(math::Delta<double>::value(), dda.time());
ASSERT_DOUBLES_APPROX_EQUAL(1.0, dda.next());
//dda.print();
dda.step();
ASSERT_DOUBLES_APPROX_EQUAL(1.0, dda.time());
ASSERT_DOUBLES_APPROX_EQUAL(4096+1.0, dda.next());
//dda.print();
}
{// Check for the notorious +-0 issue!
typedef math::DDA<RayType,3> DDAType;
//std::cerr << "\nPositive zero ray" << std::endl;
const RayType::Vec3T dir1(1.0, 0.0, 0.0);
const RayType::Vec3T eye1(2.0, 0.0, 0.0);
const RayType ray1(eye1, dir1);
//std::cerr << ray1 << std::endl;
DDAType dda1(ray1);
//dda1.print();
dda1.step();
//dda1.print();
//std::cerr << "\nNegative zero ray" << std::endl;
const RayType::Vec3T dir2(1.0,-0.0,-0.0);
const RayType::Vec3T eye2(2.0, 0.0, 0.0);
const RayType ray2(eye2, dir2);
//std::cerr << ray2 << std::endl;
DDAType dda2(ray2);
//dda2.print();
dda2.step();
//dda2.print();
//std::cerr << "\nNegative epsilon ray" << std::endl;
const RayType::Vec3T dir3(1.0,-1e-9,-1e-9);
const RayType::Vec3T eye3(2.0, 0.0, 0.0);
const RayType ray3(eye3, dir3);
//std::cerr << ray3 << std::endl;
DDAType dda3(ray3);
//dda3.print();
dda3.step();
//dda3.print();
//std::cerr << "\nPositive epsilon ray" << std::endl;
const RayType::Vec3T dir4(1.0,-1e-9,-1e-9);
const RayType::Vec3T eye4(2.0, 0.0, 0.0);
const RayType ray4(eye3, dir4);
//std::cerr << ray4 << std::endl;
DDAType dda4(ray4);
//dda4.print();
dda4.step();
//dda4.print();
ASSERT_DOUBLES_APPROX_EQUAL(dda1.time(), dda2.time());
ASSERT_DOUBLES_APPROX_EQUAL(dda2.time(), dda3.time());
ASSERT_DOUBLES_APPROX_EQUAL(dda3.time(), dda4.time());
ASSERT_DOUBLES_APPROX_EQUAL(dda1.next(), dda2.next());
ASSERT_DOUBLES_APPROX_EQUAL(dda2.next(), dda3.next());
ASSERT_DOUBLES_APPROX_EQUAL(dda3.next(), dda4.next());
}
{// test voxel traversal along both directions of each axis
typedef math::DDA<RayType> DDAType;
const RayType::Vec3T eye( 0, 0, 0);
for (int s = -1; s<=1; s+=2) {
for (int a = 0; a<3; ++a) {
const int d[3]={s*(a==0), s*(a==1), s*(a==2)};
const RayType::Vec3T dir(d[0], d[1], d[2]);
RayType ray(eye, dir);
DDAType dda(ray);
//std::cerr << "\nray: "<<ray<<std::endl;
//dda.print();
for (int i=1; i<=10; ++i) {
//std::cerr << "i="<<i<<" voxel="<<dda.voxel()<<" time="<<dda.time()<<std::endl;
//CPPUNIT_ASSERT(dda.voxel()==Coord(i*d[0], i*d[1], i*d[2]));
CPPUNIT_ASSERT(dda.step());
ASSERT_DOUBLES_APPROX_EQUAL(i,dda.time());
}
}
}
}
{// test Node traversal along both directions of each axis
typedef math::DDA<RayType,3> DDAType;
const RayType::Vec3T eye(0, 0, 0);
for (int s = -1; s<=1; s+=2) {
for (int a = 0; a<3; ++a) {
const int d[3]={s*(a==0), s*(a==1), s*(a==2)};
const RayType::Vec3T dir(d[0], d[1], d[2]);
RayType ray(eye, dir);
DDAType dda(ray);
//std::cerr << "\nray: "<<ray<<std::endl;
for (int i=1; i<=10; ++i) {
//std::cerr << "i="<<i<<" voxel="<<dda.voxel()<<" time="<<dda.time()<<std::endl;
//CPPUNIT_ASSERT(dda.voxel()==Coord(8*i*d[0],8*i*d[1],8*i*d[2]));
CPPUNIT_ASSERT(dda.step());
ASSERT_DOUBLES_APPROX_EQUAL(8*i,dda.time());
}
}
}
}
{// test accelerated Node traversal along both directions of each axis
typedef math::DDA<RayType,3> DDAType;
const RayType::Vec3T eye(0, 0, 0);
for (int s = -1; s<=1; s+=2) {
for (int a = 0; a<3; ++a) {
const int d[3]={s*(a==0), s*(a==1), s*(a==2)};
const RayType::Vec3T dir(2*d[0], 2*d[1], 2*d[2]);
RayType ray(eye, dir);
DDAType dda(ray);
//ASSERT_DOUBLES_APPROX_EQUAL(0.0, dda.time());
//CPPUNIT_ASSERT(dda.voxel()==Coord(0,0,0));
double next=0;
//std::cerr << "\nray: "<<ray<<std::endl;
for (int i=1; i<=10; ++i) {
//std::cerr << "i="<<i<<" voxel="<<dda.voxel()<<" time="<<dda.time()<<std::endl;
//CPPUNIT_ASSERT(dda.voxel()==Coord(8*i*d[0],8*i*d[1],8*i*d[2]));
CPPUNIT_ASSERT(dda.step());
ASSERT_DOUBLES_APPROX_EQUAL(4*i, dda.time());
if (i>1) ASSERT_DOUBLES_APPROX_EQUAL(dda.time(), next);
next = dda.next();
}
}
}
}
}
// Copyright (c) 2012-2018 DreamWorks Animation LLC
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
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