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ray_test.mbt
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175 lines (162 loc) · 5.27 KB
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///|
test "Ray round-trip through Bytes" {
let r = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let bytes = r.to_bytes()
let r2 = @raylib.Ray::from_bytes(bytes)
assert_eq(r, r2)
}
///|
test "BoundingBox round-trip through Bytes" {
let bb = @raylib.BoundingBox::new(
@raylib.Vector3::new(-1.0, -1.0, -1.0),
@raylib.Vector3::new(1.0, 1.0, 1.0),
)
let bytes = bb.to_bytes()
let bb2 = @raylib.BoundingBox::from_bytes(bytes)
assert_eq(bb, bb2)
}
///|
test "RayCollision field accessors from real collision" {
// Ray aimed directly at a sphere => guaranteed hit with known geometry
let ray = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let center = @raylib.Vector3::new(10.0, 0.0, 0.0)
let radius : Float = 2.0
let rc = @raylib.get_ray_collision_sphere(ray, center, radius)
// Verify hit flag
assert_true(rc.hit)
// Distance should be 8.0 (sphere surface at x=8 from origin)
assert_true(rc.distance > 7.5 && rc.distance < 8.5)
// Hit point should be near (8, 0, 0)
assert_true(rc.point.x > 7.5 && rc.point.x < 8.5)
assert_true(rc.point.y > -0.5 && rc.point.y < 0.5)
assert_true(rc.point.z > -0.5 && rc.point.z < 0.5)
// Normal at the hit point should point back toward the ray origin (negative X)
assert_true(rc.normal.x < 0.0)
}
///|
test "get_ray_collision_sphere - hit" {
// Ray at origin pointing along +X, sphere at (10,0,0) with radius 2
let ray = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let center = @raylib.Vector3::new(10.0, 0.0, 0.0)
let result = @raylib.get_ray_collision_sphere(ray, center, 2.0)
assert_true(result.hit)
assert_true(result.distance > 0.0)
}
///|
test "get_ray_collision_sphere - miss" {
// Ray at origin pointing along +X, sphere far away on Y axis
let ray = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let center = @raylib.Vector3::new(0.0, 100.0, 0.0)
let result = @raylib.get_ray_collision_sphere(ray, center, 1.0)
assert_true(!result.hit)
}
///|
test "get_ray_collision_box - hit" {
// Ray at origin pointing along +X, box ahead on X axis
let ray = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let box_ = @raylib.BoundingBox::new(
@raylib.Vector3::new(5.0, -1.0, -1.0),
@raylib.Vector3::new(7.0, 1.0, 1.0),
)
let result = @raylib.get_ray_collision_box(ray, box_)
assert_true(result.hit)
assert_true(result.distance > 0.0)
}
///|
test "get_ray_collision_box - miss" {
// Ray at origin pointing along +X, box is off to the side on Y axis
let ray = @raylib.Ray::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(1.0, 0.0, 0.0),
)
let box_ = @raylib.BoundingBox::new(
@raylib.Vector3::new(5.0, 50.0, 50.0),
@raylib.Vector3::new(7.0, 52.0, 52.0),
)
let result = @raylib.get_ray_collision_box(ray, box_)
assert_true(!result.hit)
}
///|
test "check_collision_spheres - overlapping" {
let center1 = @raylib.Vector3::new(0.0, 0.0, 0.0)
let center2 = @raylib.Vector3::new(3.0, 0.0, 0.0)
// Radii sum to 6.0, distance is 3.0 => overlap
assert_true(@raylib.check_collision_spheres(center1, 3.0, center2, 3.0))
}
///|
test "check_collision_spheres - non-overlapping" {
let center1 = @raylib.Vector3::new(0.0, 0.0, 0.0)
let center2 = @raylib.Vector3::new(100.0, 0.0, 0.0)
// Radii sum to 4.0, distance is 100.0 => no overlap
assert_true(!@raylib.check_collision_spheres(center1, 2.0, center2, 2.0))
}
///|
test "check_collision_boxes - overlapping" {
let box1 = @raylib.BoundingBox::new(
@raylib.Vector3::new(-1.0, -1.0, -1.0),
@raylib.Vector3::new(1.0, 1.0, 1.0),
)
let box2 = @raylib.BoundingBox::new(
@raylib.Vector3::new(0.0, 0.0, 0.0),
@raylib.Vector3::new(2.0, 2.0, 2.0),
)
assert_true(@raylib.check_collision_boxes(box1, box2))
}
///|
test "check_collision_boxes - non-overlapping" {
let box1 = @raylib.BoundingBox::new(
@raylib.Vector3::new(-1.0, -1.0, -1.0),
@raylib.Vector3::new(1.0, 1.0, 1.0),
)
let box2 = @raylib.BoundingBox::new(
@raylib.Vector3::new(10.0, 10.0, 10.0),
@raylib.Vector3::new(12.0, 12.0, 12.0),
)
assert_true(!@raylib.check_collision_boxes(box1, box2))
}
///|
test "check_collision_box_sphere - inside" {
let box_ = @raylib.BoundingBox::new(
@raylib.Vector3::new(-5.0, -5.0, -5.0),
@raylib.Vector3::new(5.0, 5.0, 5.0),
)
let center = @raylib.Vector3::new(0.0, 0.0, 0.0)
assert_true(@raylib.check_collision_box_sphere(box_, center, 1.0))
}
///|
test "check_collision_box_sphere - outside" {
let box_ = @raylib.BoundingBox::new(
@raylib.Vector3::new(-1.0, -1.0, -1.0),
@raylib.Vector3::new(1.0, 1.0, 1.0),
)
let center = @raylib.Vector3::new(50.0, 50.0, 50.0)
assert_true(!@raylib.check_collision_box_sphere(box_, center, 1.0))
}
///|
test "RayCollision::new" {
let rc = @raylib.RayCollision::new(
true,
1.5,
@raylib.Vector3::new(1.0, 2.0, 3.0),
@raylib.Vector3::new(0.0, 1.0, 0.0),
)
assert_true(rc.hit)
assert_true((rc.distance - 1.5).abs() < 0.001)
assert_eq(rc.point, @raylib.Vector3::new(1.0, 2.0, 3.0))
assert_eq(rc.normal, @raylib.Vector3::new(0.0, 1.0, 0.0))
}