/* * Copyright (c) 2009-2015 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' 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 DIRECT, 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. */ package com.jme3.collision; import static com.jme3.collision.CollisionUtil.*; import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingSphere; import com.jme3.math.FastMath; import com.jme3.math.Ray; import com.jme3.math.Vector3f; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Quad; import org.junit.Test; /** * Tests collision detection between bounding volumes. * * @author Kirill Vainer */ public class BoundingCollisionTest { @Test public void testBoxBoxCollision() { BoundingBox box1 = new BoundingBox(Vector3f.ZERO, 1, 1, 1); BoundingBox box2 = new BoundingBox(Vector3f.ZERO, 1, 1, 1); checkCollision(box1, box2, 1); // Put it at the very edge - should still intersect. box2.setCenter(new Vector3f(2f, 0f, 0f)); checkCollision(box1, box2, 1); // Put it a wee bit farther - no intersection expected box2.setCenter(new Vector3f(2f + FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(box1, box2, 0); // Check the corners. box2.setCenter(new Vector3f(2f, 2f, 2f)); checkCollision(box1, box2, 1); box2.setCenter(new Vector3f(2f, 2f, 2f + FastMath.ZERO_TOLERANCE)); checkCollision(box1, box2, 0); } @Test public void testSphereSphereCollision() { BoundingSphere sphere1 = new BoundingSphere(1, Vector3f.ZERO); BoundingSphere sphere2 = new BoundingSphere(1, Vector3f.ZERO); checkCollision(sphere1, sphere2, 1); // Put it at the very edge - should still intersect. sphere2.setCenter(new Vector3f(2f, 0f, 0f)); checkCollision(sphere1, sphere2, 1); // Put it a wee bit farther - no intersection expected sphere2.setCenter(new Vector3f(2f + FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(sphere1, sphere2, 0); } @Test public void testBoxSphereCollision() { BoundingBox box1 = new BoundingBox(Vector3f.ZERO, 1, 1, 1); BoundingSphere sphere2 = new BoundingSphere(1, Vector3f.ZERO); checkCollision(box1, sphere2, 1); // Put it at the very edge - for sphere vs. box, it will not intersect sphere2.setCenter(new Vector3f(2f, 0f, 0f)); checkCollision(box1, sphere2, 0); // Put it a wee bit closer - should intersect. sphere2.setCenter(new Vector3f(2f - FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(box1, sphere2, 1); // Test if the algorithm converts the sphere // to a box before testing the collision (incorrect) float sqrt3 = FastMath.sqrt(3); sphere2.setCenter(Vector3f.UNIT_XYZ.mult(2)); sphere2.setRadius(sqrt3); checkCollision(box1, sphere2, 0); // Make it a wee bit larger. sphere2.setRadius(sqrt3 + FastMath.ZERO_TOLERANCE); checkCollision(box1, sphere2, 1); } @Test public void testBoxRayCollision() { BoundingBox box = new BoundingBox(Vector3f.ZERO, 1, 1, 1); Ray ray = new Ray(Vector3f.ZERO, Vector3f.UNIT_Z); // XXX: seems incorrect, ray inside box should only generate // one result... checkCollision(box, ray, 2); ray.setOrigin(new Vector3f(0, 0, -5)); checkCollision(box, ray, 2); // XXX: is this right? the ray origin is on the box's side.. ray.setOrigin(new Vector3f(0, 0, 2f)); checkCollision(box, ray, 0); ray.setOrigin(new Vector3f(0, 0, -2f)); checkCollision(box, ray, 2); // parallel to the edge, touching the side ray.setOrigin(new Vector3f(0, 1f, -2f)); checkCollision(box, ray, 2); // still parallel, but not touching the side ray.setOrigin(new Vector3f(0, 1f + FastMath.ZERO_TOLERANCE, -2f)); checkCollision(box, ray, 0); } @Test public void testBoxTriangleCollision() { BoundingBox box = new BoundingBox(Vector3f.ZERO, 1, 1, 1); Geometry geom = new Geometry("geom", new Quad(1, 1)); checkCollision(box, geom, 2); // Both triangles intersect // The box touches the edges of the triangles. box.setCenter(new Vector3f(-1f, 0, 0)); checkCollision(box, geom, 2); // Move it slightly farther.. box.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(box, geom, 0); // Parallel triangle / box side, touching box.setCenter(new Vector3f(0, 0, -1f)); checkCollision(box, geom, 2); // Not touching box.setCenter(new Vector3f(0, 0, -1f - FastMath.ZERO_TOLERANCE)); checkCollision(box, geom, 0); // Test collisions only against one of the triangles box.setCenter(new Vector3f(-1f, 1.5f, 0f)); checkCollision(box, geom, 1); box.setCenter(new Vector3f(1.5f, -1f, 0f)); checkCollision(box, geom, 1); } @Test public void testSphereTriangleCollision() { BoundingSphere sphere = new BoundingSphere(1, Vector3f.ZERO); Geometry geom = new Geometry("geom", new Quad(1, 1)); checkCollision(sphere, geom, 2); // The box touches the edges of the triangles. sphere.setCenter(new Vector3f(-1f + FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(sphere, geom, 2); // Move it slightly farther.. sphere.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0)); checkCollision(sphere, geom, 0); // Parallel triangle / box side, touching sphere.setCenter(new Vector3f(0, 0, -1f)); checkCollision(sphere, geom, 2); // Not touching sphere.setCenter(new Vector3f(0, 0, -1f - FastMath.ZERO_TOLERANCE)); checkCollision(sphere, geom, 0); // Test collisions only against one of the triangles sphere.setCenter(new Vector3f(-0.9f, 1.2f, 0f)); checkCollision(sphere, geom, 1); sphere.setCenter(new Vector3f(1.2f, -0.9f, 0f)); checkCollision(sphere, geom, 1); } }