/******************************************************************************* * The MIT License (MIT) * * Copyright (c) 2015 Matthew Williams and David Williams * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ #include "TestRaycast.h" #include "PolyVox/Density.h" #include "PolyVox/Raycast.h" #include "PolyVox/RawVolume.h" #include "PolyVox/Impl/RandomUnitVectors.h" #include using namespace PolyVox; // This is the callback functor which is called by the raycast() function for every voxel it touches. // It's primary purpose is to tell the raycast whether or not to continue (i.e. it tests whether the // ray has hit a solid voxel). Because the instance of this class is passed to the raycast() function // by reference we can also use it to encapsulate some state. We're testing this by counting the total // number of voxels touched. class RaycastTestFunctor { public: RaycastTestFunctor() :m_uVoxelsTouched(0) ,m_bRayLeftVolume(false) { } bool operator()(const RawVolume::Sampler& sampler) { m_uVoxelsTouched++; // For this particular test we know that we are always starting a ray inside the volume, // so if it ever leaves the volume we know it can't go back in and so we can terminate early. // This optimisation is worthwhile because samplers get slow once outside the volume. if(!sampler.isCurrentPositionValid()) { m_bRayLeftVolume = true; return false; } // We are in the volume, so decide whether to continue based on the voxel value. return sampler.getVoxel() <= 0; } uint32_t m_uVoxelsTouched; bool m_bRayLeftVolume; }; void TestRaycast::testExecute() { const int32_t uVolumeSideLength = 32; //Create a hollow volume, with solid sides on x and y but with open ends in z. RawVolume volData(Region(Vector3DInt32(0, 0, 0), Vector3DInt32(uVolumeSideLength - 1, uVolumeSideLength - 1, uVolumeSideLength - 1))); for (int32_t z = 0; z < uVolumeSideLength; z++) { for (int32_t y = 0; y < uVolumeSideLength; y++) { for (int32_t x = 0; x < uVolumeSideLength; x++) { if((x == 0) || (x == uVolumeSideLength-1) || (y == 0) || (y == uVolumeSideLength-1)) { volData.setVoxel(x, y, z, 100); } else { volData.setVoxel(x, y, z, -100); } } } } //Cast rays from the centre. Roughly 2/3 should escape. Vector3DFloat start (uVolumeSideLength / 2, uVolumeSideLength / 2, uVolumeSideLength / 2); // We could have counted the total number of hits in the same way as the total number of voxels // touched, but for demonstration and testing purposes we are making use of the raycast return value // and counting them seperatly in this variable. int hits = 0; uint32_t uTotalVoxelsTouched = 0; // Cast a large number of random rays for(int ct = 0; ct < 1000000; ct++) { RaycastTestFunctor raycastTestFunctor; RaycastResult result = raycastWithDirection(&volData, start, randomUnitVectors[ct % 1024] * 1000.0f, raycastTestFunctor); uTotalVoxelsTouched += raycastTestFunctor.m_uVoxelsTouched; // If the raycast completed then we know it did not hit anything.If it was interupted then it // probably hit something, unless we noted that the reason it was interupted was that it left the volume. if((result == RaycastResults::Interupted) && (raycastTestFunctor.m_bRayLeftVolume == false)) { hits++; } } // Check the number of hits. QCOMPARE(hits, 687494); // Check the total number of voxels touched QCOMPARE(uTotalVoxelsTouched, static_cast(29783248)); } QTEST_MAIN(TestRaycast)