int main() { Mercator::Terrain terrain; terrain.setBasePoint(0, 0, 2.8); terrain.setBasePoint(1, 0, 7.1); terrain.setBasePoint(0, 1, 0.2); terrain.setBasePoint(1, 1, 14.7); Mercator::Segment * segment = terrain.getSegment(0, 0); if (segment == 0) { std::cerr << "Segment not created by addition of required basepoints" << std::endl << std::flush; return 1; } segment->populate(); //test box definitely outside terrain WFMath::AxisBox<3> highab(WFMath::Point<3> (10.0, 10.0, segment->getMax() + 3.0), WFMath::Point<3> (20.0, 20.0, segment->getMax() + 6.1)); if (Mercator::Intersect(terrain, highab)) { std::cerr << "axisbox intersects with terrain even though it should be above it" << std::endl; return 1; } //test box definitely inside terrain WFMath::AxisBox<3> lowab(WFMath::Point<3> (10.0, 10.0, segment->getMin() - 6.1), WFMath::Point<3> (20.0, 20.0, segment->getMax() - 3.0)); if (!Mercator::Intersect(terrain, lowab)) { std::cerr << "axisbox does not intersect with terrain even though it should be below it" << std::endl; return 1; } //test axis box moved from above terrain to below it. bool inter=false; float dz = highab.highCorner()[2] - highab.lowCorner()[2] - 0.1; while (highab.highCorner()[2] > segment->getMin()) { highab.shift(WFMath::Vector<3>(0.0, 0.0, -dz)); if (Mercator::Intersect(terrain, highab)) { inter=true; break; } } if (!inter) { std::cerr << "axisbox passed through terrain with no intersection" << std::endl; return 1; } //test axisbox that spans two segments terrain.setBasePoint(0, 2, 4.8); terrain.setBasePoint(1, 2, 3.7); Mercator::Segment *segment2 = terrain.getSegment(0, 1); segment2->populate(); float segmax=std::max(segment->getMax(), segment2->getMax()); float segmin=std::min(segment->getMin(), segment2->getMin()); WFMath::AxisBox<3> ab(WFMath::Point<3> (50.0, 10.0, segmax + 3.0), WFMath::Point<3> (70.0, 20.0, segmax + 6.1)); if (Mercator::Intersect(terrain, ab)) { std::cerr << "axisbox2 intersects with terrain even though it should be above it" << std::endl; return 1; } WFMath::AxisBox<3> ab2(WFMath::Point<3> (50.0, 10.0, segmin - 6.1), WFMath::Point<3> (70.0, 20.0, segmin + 3.0)); if (!Mercator::Intersect(terrain, ab2)) { std::cerr << "axisbox2 does not intersect with terrain even though it should be below it" << std::endl; return 1; } WFMath::Point<3> intPoint; WFMath::Vector<3> intNorm; float par; //test vertical ray if (Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(0.0,0.0,50.0), intPoint, intNorm, par)) { std::cerr << "vertical ray intersected when it shouldnt" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(0.0,0.0,-50.0), intPoint, intNorm, par)) { std::cerr << "vertical ray didnt intersect when it should" << std::endl; return 1; } //test each quadrant if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(10.0,10.0,-100.0), intPoint, intNorm, par)) { std::cerr << "quad1 ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(10.0,-15.0,-50.0), intPoint, intNorm, par)) { std::cerr << "quad2 ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(-10.0,-10.0,-50.0), intPoint, intNorm, par)) { std::cerr << "quad3 ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(-10.0,10.0,-50.0), intPoint, intNorm, par)) { std::cerr << "quad4 ray didnt intersect when it should" << std::endl; return 1; } //test dx==0 and dy==0 if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(0.0,10.0,-50.0), intPoint, intNorm, par)) { std::cerr << "y+ ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(0.0,-10.0,-50.0), intPoint, intNorm, par)) { std::cerr << "y- ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(-10.0,0.0,-50.0), intPoint, intNorm, par)) { std::cerr << "x- ray didnt intersect when it should" << std::endl; return 1; } if (!Mercator::Intersect(terrain, WFMath::Point<3>(20.1, 20.2, segmax + 3), WFMath::Vector<3>(10.0,0.0,-50.0), intPoint, intNorm, par)) { std::cerr << "x+ ray didnt intersect when it should" << std::endl; return 1; } //test a longer ray if (!Mercator::Intersect(terrain, WFMath::Point<3>(-10.08, -20.37, segmax + 3), WFMath::Vector<3>(100.0,183.0,-50.0), intPoint, intNorm, par)) { std::cerr << "long ray didnt intersect when it should" << std::endl; return 1; } //check the height value float h; WFMath::Vector<3> n; terrain.getHeightAndNormal(intPoint[0], intPoint[1], h, n); n.normalize(); if (n != intNorm) { std::cerr << "calculated normal is different from getHeightAndNormal" << std::endl; std::cerr << intPoint << std::endl; std::cerr << intNorm << "!=" << n << std::endl; // return 1; } // We can't check for equality here is it just doesn't work with // floats. Look it up in any programming book if you don't believe me. // - 20040721 <*****@*****.**> if (fabs(h - intPoint[2]) > 0.00001) { std::cerr << "calculated height is different from getHeightAndNormal" << std::endl; std::cerr << h << "!=" << intPoint[2] << std::endl; return 1; } return 0; }