#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. 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 IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion #if UNITTEST using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using NUnit.Framework; namespace Nuclex.Geometry.Lines.Collisions { /// /// Unit test for the 2D infinite line to 2D triangle interference detector /// [TestFixture] public class Line2Triangle2ColliderTest { /// /// Tests whether a line that closely misses a triangle is detected as such /// [Test] public void TestCloseMiss() { Assert.IsFalse( Line2Triangle2Collider.FindContacts( new Vector2(-0.1f, 0.0f), Vector2.Normalize(Vector2.One), Vector2.Zero, Vector2.UnitX, Vector2.One ).HasContact ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from left to right /// [Test] public void TestHitLeftToRight() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(0.0f, 0.5f), Vector2.UnitX, Vector2.UnitX, Vector2.One, Vector2.Zero ); Assert.That( contacts.EntryTime, Is.EqualTo(0.5f).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(1.0f).Within(Specifications.MaximumDeviation).Ulps ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from right to left /// [Test] public void TestHitRightToLeft() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(2.0f, 0.5f), -Vector2.UnitX, Vector2.UnitX, Vector2.One, Vector2.Zero ); Assert.That( contacts.EntryTime, Is.EqualTo(1.0f).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(1.5f).Within(Specifications.MaximumDeviation).Ulps ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from top to bottom /// [Test] public void TestHitTopToBottom() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(0.5f, 1.0f), -Vector2.UnitY, Vector2.UnitX, Vector2.One, Vector2.Zero ); Assert.That( contacts.EntryTime, Is.EqualTo(0.5f).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(1.0f).Within(Specifications.MaximumDeviation).Ulps ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from bottom to top /// [Test] public void TestHitBottomToTop() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(0.5f, -1.0f), Vector2.UnitY, Vector2.UnitX, Vector2.One, Vector2.Zero ); Assert.That( contacts.EntryTime, Is.EqualTo(1.0f).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(1.5f).Within(Specifications.MaximumDeviation).Ulps ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from right to bottom /// [Test] public void TestHitRightToBottom() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(1.5f, 1.0f), Vector2.Normalize(-Vector2.One), Vector2.UnitX, Vector2.One, Vector2.Zero ); float entryTime = 0.5f / Vector2.Normalize(Vector2.One).X; float exitTime = 1.0f / Vector2.Normalize(Vector2.One).Y; Assert.That( contacts.EntryTime, Is.EqualTo(entryTime).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(exitTime).Within(Specifications.MaximumDeviation).Ulps ); } /// /// Tests whether the contact finder reports the correct locations for a line /// that crosses a triangle through its center from bottom to right /// [Test] public void TestHitBottomToRight() { LineContacts contacts = Line2Triangle2Collider.FindContacts( new Vector2(0.0f, -0.5f), Vector2.Normalize(Vector2.One), Vector2.UnitX, Vector2.One, Vector2.Zero ); float entryTime = 0.5f / Vector2.Normalize(Vector2.One).X; float exitTime = 1.0f / Vector2.Normalize(Vector2.One).Y; Assert.That( contacts.EntryTime, Is.EqualTo(entryTime).Within(Specifications.MaximumDeviation).Ulps ); Assert.That( contacts.ExitTime, Is.EqualTo(exitTime).Within(Specifications.MaximumDeviation).Ulps ); } } } // namespace Nuclex.Geometry.Lines.Collisions #endif // UNITTEST