129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
/*******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015 Matthew Williams and David Williams
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*******************************************************************************/
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#include "TestRaycast.h"
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#include "PolyVox/Density.h"
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#include "PolyVox/Raycast.h"
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#include "PolyVox/RawVolume.h"
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#include "PolyVox/Impl/RandomUnitVectors.h"
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#include <QtTest>
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using namespace PolyVox;
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// This is the callback functor which is called by the raycast() function for every voxel it touches.
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// It's primary purpose is to tell the raycast whether or not to continue (i.e. it tests whether the
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// ray has hit a solid voxel). Because the instance of this class is passed to the raycast() function
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// by reference we can also use it to encapsulate some state. We're testing this by counting the total
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// number of voxels touched.
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class RaycastTestFunctor
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{
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public:
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RaycastTestFunctor()
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:m_uVoxelsTouched(0)
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,m_bRayLeftVolume(false)
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{
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}
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bool operator()(const RawVolume<int8_t>::Sampler& sampler)
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{
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m_uVoxelsTouched++;
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// For this particular test we know that we are always starting a ray inside the volume,
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// so if it ever leaves the volume we know it can't go back in and so we can terminate early.
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// This optimisation is worthwhile because samplers get slow once outside the volume.
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if(!sampler.isCurrentPositionValid())
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{
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m_bRayLeftVolume = true;
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return false;
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}
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// We are in the volume, so decide whether to continue based on the voxel value.
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return sampler.getVoxel() <= 0;
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}
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uint32_t m_uVoxelsTouched;
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bool m_bRayLeftVolume;
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};
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void TestRaycast::testExecute()
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{
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const int32_t uVolumeSideLength = 32;
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//Create a hollow volume, with solid sides on x and y but with open ends in z.
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RawVolume<int8_t> volData(Region(Vector3DInt32(0, 0, 0), Vector3DInt32(uVolumeSideLength - 1, uVolumeSideLength - 1, uVolumeSideLength - 1)));
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for (int32_t z = 0; z < uVolumeSideLength; z++)
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{
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for (int32_t y = 0; y < uVolumeSideLength; y++)
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{
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for (int32_t x = 0; x < uVolumeSideLength; x++)
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{
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if((x == 0) || (x == uVolumeSideLength-1) || (y == 0) || (y == uVolumeSideLength-1))
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{
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volData.setVoxel(x, y, z, 100);
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}
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else
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{
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volData.setVoxel(x, y, z, -100);
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}
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}
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}
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}
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//Cast rays from the centre. Roughly 2/3 should escape.
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Vector3DFloat start (uVolumeSideLength / 2, uVolumeSideLength / 2, uVolumeSideLength / 2);
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// We could have counted the total number of hits in the same way as the total number of voxels
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// touched, but for demonstration and testing purposes we are making use of the raycast return value
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// and counting them seperatly in this variable.
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int hits = 0;
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uint32_t uTotalVoxelsTouched = 0;
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// Cast a large number of random rays
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for(int ct = 0; ct < 1000000; ct++)
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{
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RaycastTestFunctor raycastTestFunctor;
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RaycastResult result = raycastWithDirection(&volData, start, randomUnitVectors[ct % 1024] * 1000.0f, raycastTestFunctor);
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uTotalVoxelsTouched += raycastTestFunctor.m_uVoxelsTouched;
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// If the raycast completed then we know it did not hit anything.If it was interupted then it
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// probably hit something, unless we noted that the reason it was interupted was that it left the volume.
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if((result == RaycastResults::Interupted) && (raycastTestFunctor.m_bRayLeftVolume == false))
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{
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hits++;
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}
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}
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// Check the number of hits.
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QCOMPARE(hits, 687494);
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// Check the total number of voxels touched
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QCOMPARE(uTotalVoxelsTouched, static_cast<uint32_t>(29783248));
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}
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QTEST_MAIN(TestRaycast)
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