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Add aabb and frustum unit tests
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mpulkki-mapbox committed Jan 14, 2020
1 parent c87d579 commit 3181336
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158 changes: 158 additions & 0 deletions test/unit/util/primitives.test.js
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import {test} from '../../util/test';
import {Aabb, Frustum} from '../../../src/util/primitives'
import {mat4, vec3} from 'gl-matrix';

test('primitives', (t) => {
t.test('aabb', (t) => {
t.test('Create an aabb', (t) => {
const min = vec3.fromValues(0, 0, 0);
const max = vec3.fromValues(2, 4, 6);
const aabb = new Aabb(min, max);

t.equal(aabb.min, min);
t.equal(aabb.max, max);
t.deepEqual(aabb.center, vec3.fromValues(1, 2, 3));
t.end();
});

t.test('Create 4 quadrants', (t) => {
const min = vec3.fromValues(0, 0, 0);
const max = vec3.fromValues(2, 4, 1);
const aabb = new Aabb(min, max);

t.deepEqual(aabb.quadrant(0), new Aabb(vec3.fromValues(0, 0, 0), vec3.fromValues(1, 2, 1)));
t.deepEqual(aabb.quadrant(1), new Aabb(vec3.fromValues(1, 0, 0), vec3.fromValues(2, 2, 1)));
t.deepEqual(aabb.quadrant(2), new Aabb(vec3.fromValues(0, 2, 0), vec3.fromValues(1, 4, 1)));
t.deepEqual(aabb.quadrant(3), new Aabb(vec3.fromValues(1, 2, 0), vec3.fromValues(2, 4, 1)));

t.end();
});

t.test('Closest point inside of aabb', (t) => {
const min = vec3.fromValues(-1, -1, -1);
const max = vec3.fromValues(1, 1, 1);
const aabb = new Aabb(min, max);

t.deepEqual(aabb.closestPoint([0.5, -0.5]), [0.5, -0.5]);
t.deepEqual(aabb.closestPoint([0, 10]), [0, 1]);
t.deepEqual(aabb.closestPoint([-2, -2]), [-1, -1]);
t.end();
});

t.test('Distance to a point', (t) => {
const min = vec3.fromValues(-1, -1, -1);
const max = vec3.fromValues(1, 1, 1);
const aabb = new Aabb(min, max);

t.deepEqual(aabb.distanceXY([0.5, -0.5]), [0, 0]);
t.deepEqual(aabb.distanceXY([1, 1]), [0, 0]);
t.deepEqual(aabb.distanceXY([0, 10]), [0, -9]);
t.deepEqual(aabb.distanceXY([-2, -2]), [1, 1]);
t.end();
});

const createTestCameraFrustum = (fovy, aspectRatio, zNear, zFar, elevation, rotation) => {
let proj = new Float64Array(16);
let invProj = new Float64Array(16);
// Note that left handed coordinate space is used where z goes towards the sky.
// Y has to be flipped as well because it's part of the projection/camera matrix used in transform.js
mat4.perspective(proj, fovy, aspectRatio, zNear, zFar);
mat4.scale(proj, proj, [1, -1, 1]);
mat4.translate(proj, proj, [0, 0, elevation]);
mat4.rotateZ(proj, proj, rotation);
mat4.invert(invProj, proj);

return Frustum.fromInvProjectionMatrix(invProj, 1.0, 0.0);
};

t.test('Aabb fully inside a frustum', (t) => {
const frustum = createTestCameraFrustum(Math.PI / 2, 1.0, 0.1, 100.0, -5, 0);

// Intersection test is done in xy-plane
const aabbList = [
new Aabb(vec3.fromValues(-1, -1, 0), vec3.fromValues(1, 1, 0)),
new Aabb(vec3.fromValues(-5, -5, 0), vec3.fromValues(5, 5, 0)),
new Aabb(vec3.fromValues(-5, -5, 0), vec3.fromValues(-4, -2, 0))
];

for (const aabb of aabbList)
t.equal(aabb.intersects(frustum), 'contains');

t.end();
});

t.test('Aabb intersecting with a frustum', (t) => {
const frustum = createTestCameraFrustum(Math.PI / 2, 1.0, 0.1, 100.0, -5, 0);

const aabbList = [
new Aabb(vec3.fromValues(-6, -6, 0), vec3.fromValues(6, 6, 0)),
new Aabb(vec3.fromValues(-6, -6, 0), vec3.fromValues(-5, -5, 0))
];

for (const aabb of aabbList)
t.equal(aabb.intersects(frustum), 'intersects');

t.end();
});

t.test('No intersection between aabb and frustum', (t) => {
const frustum = createTestCameraFrustum(Math.PI / 2, 1.0, 0.1, 100.0, -5);

const aabbList = [
new Aabb(vec3.fromValues(-6, 0, 0), vec3.fromValues(-5.5, 0, 0)),
new Aabb(vec3.fromValues(-6, -6, 0), vec3.fromValues(-5.5, -5.5, 0)),
new Aabb(vec3.fromValues(7, -10, 0), vec3.fromValues(7.1, 20, 0))
];

for (const aabb of aabbList)
t.equal(aabb.intersects(frustum), 'none');

t.end();
});

t.end();
});

t.test('frustum', (t) => {
t.test('Create a frustum from inverse projection matrix', (t) => {
let proj = new Float64Array(16);
let invProj = new Float64Array(16);
mat4.perspective(proj, Math.PI / 2, 1.0, 0.1, 100.0);
mat4.invert(invProj, proj);

const frustum = Frustum.fromInvProjectionMatrix(invProj, 1.0, 0.0);

// mat4.perspective generates a projection matrix for right handed coordinate space.
// This means that forward direction will be -z
const expectedFrustumPoints = [
[-0.1, 0.1, -0.1, 1.0],
[0.1, 0.1, -0.1, 1.0],
[0.1, -0.1, -0.1, 1.0],
[-0.1, -0.1, -0.1, 1.0],
[-100.0, 100.0, -100.0, 1.0],
[100.0, 100.0, -100.0, 1.0],
[100.0, -100.0, -100.0, 1.0],
[-100.0, -100.0, -100.0, 1.0],
];

// Round numbers to mitigate the precision loss
frustum.points = frustum.points.map(array => array.map(n => Math.round(n * 10) / 10));
frustum.planes = frustum.planes.map(array => array.map(n => Math.round(n * 1000) / 1000));

let expectedFrustumPlanes = [
[0, 0, 1.0, 0.1],
[0, 0, -1.0, -100.0],
[-0.707, 0, 0.707, 0],
[0.707, 0, 0.707, 0],
[0, -0.707, 0.707, 0],
[0, 0.707, 0.707, 0]
];

t.deepEqual(frustum.points, expectedFrustumPoints);
t.deepEqual(frustum.planes, expectedFrustumPlanes);
t.end();
});
t.end();
});
t.end();
});

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