Example #1
0
void ShapeTest::firstCollision() {
    Scene3D scene;
    ShapeGroup3D shapes;

    Object3D a(&scene);
    Shape<Shapes::Sphere3D> aShape(a, {{1.0f, -2.0f, 3.0f}, 1.5f}, &shapes);

    Object3D b(&scene);
    Shape<Shapes::Point3D> bShape(b, {{3.0f, -2.0f, 3.0f}}, &shapes);

    Object3D c(&scene);
    Shape<Shapes::Composition3D> cShape(c, &shapes);

    /* No collisions initially */
    CORRADE_VERIFY(!shapes.firstCollision(aShape));
    CORRADE_VERIFY(!shapes.firstCollision(bShape));
    CORRADE_VERIFY(!shapes.isDirty());

    /* Move point into sphere */
    b.translate(Vector3::xAxis(-1.0f));

    /* Collision */
    CORRADE_VERIFY(shapes.isDirty());
    CORRADE_VERIFY(shapes.firstCollision(aShape) == &bShape);
    CORRADE_VERIFY(shapes.firstCollision(bShape) == &aShape);
    CORRADE_VERIFY(!shapes.isDirty());
}
Example #2
0
void ShapeTest::collision() {
    Scene3D scene;
    ShapeGroup3D shapes;
    Object3D a(&scene);
    Shape<Shapes::Sphere3D> aShape(a, {{1.0f, -2.0f, 3.0f}, 1.5f}, &shapes);

    {
        /* Collision with point inside the sphere */
        Shape<Shapes::Point3D> aShape2(a, {{1.0f, -2.0f, 3.0f}}, &shapes);
        shapes.setClean();
        const Collision3D collision = aShape.collision(aShape2);
        CORRADE_VERIFY(collision);
        CORRADE_COMPARE(collision.position(), Vector3(1.0f, -2.0f, 3.0f));
    } {
        /* No collision with point inside the sphere, but not in the same group */
        ShapeGroup3D shapes2;
        Shape<Shapes::Point3D> aShape3(a, {{1.0f, -2.0f, 3.0f}}, &shapes2);
        shapes2.setClean();
        CORRADE_VERIFY(!aShape.collision(aShape3));
    } {
        CORRADE_EXPECT_FAIL("Should cross-scene collision work or not?");
        /* No collision with point inside the sphere, but not in the same scene */
        Scene3D scene2;
        Object3D c(&scene2);
        Shape<Shapes::Point3D> cShape(c, {{1.0f, -2.0f, 3.0f}}, &shapes);
        shapes.setClean();
        CORRADE_VERIFY(!aShape.collision(cShape));
    } {
        /* No collision with point outside of the sphere */
        Object3D b(&scene);
        Shape<Shapes::Point3D> bShape(b, {{3.0f, -2.0f, 3.0f}}, &shapes);
        shapes.setClean();
        CORRADE_VERIFY(!aShape.collision(bShape));

        /* Move point inside the sphere -- collision */
        b.translate(Vector3::xAxis(-1.0f));
        shapes.setClean();
        const Collision3D collision = aShape.collision(bShape);
        CORRADE_VERIFY(collision);
        CORRADE_COMPARE(collision.position(), Vector3(2.0f, -2.0f, 3.0f));
    }
}