light : added unit tests for the new support of bounding spheres intersections (for lightFilter)
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@ -267,8 +267,8 @@ public class SpotLight extends Light {
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public boolean intersectsFrustum(Camera cam, TempVars vars) {
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if (spotRange == 0) {
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// The algorithm below does not support infinite spot range.
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return true;
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}
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return true;
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}
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Vector3f farPoint = vars.vect1.set(position).addLocal(vars.vect2.set(direction).multLocal(spotRange));
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for (int i = 5; i >= 0; i--) {
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//check origin against the plane
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@ -31,6 +31,7 @@
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*/
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package com.jme3.light;
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import com.jme3.bounding.BoundingSphere;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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@ -81,12 +82,20 @@ public class LightFilterTest {
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public void testAmbientFiltering() {
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geom.addLight(new AmbientLight());
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checkFilteredLights(1); // Ambient lights must never be filtered
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// Test for bounding Sphere
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geom.setModelBound(new BoundingSphere(0.5f, Vector3f.ZERO));
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checkFilteredLights(1); // Ambient lights must never be filtered
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}
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@Test
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public void testDirectionalFiltering() {
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geom.addLight(new DirectionalLight(Vector3f.UNIT_Y));
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checkFilteredLights(1); // Directional lights must never be filtered
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// Test for bounding Sphere
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geom.setModelBound(new BoundingSphere(0.5f, Vector3f.ZERO));
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checkFilteredLights(1); // Directional lights must never be filtered
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}
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@Test
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@ -127,6 +136,44 @@ public class LightFilterTest {
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// Rotate the camera so it is up, light is outside frustum.
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cam.lookAtDirection(Vector3f.UNIT_Y, Vector3f.UNIT_Y);
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checkFilteredLights(0);
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// ==================================
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// Tests for bounding Sphere
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geom.setLocalTranslation(0, 0, 0);
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// Infinite point lights must never be filtered
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pl.setRadius(0);
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checkFilteredLights(1);
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pl.setRadius(1f);
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geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
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// Put the light at the very close to the geom,
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// the very edge of the sphere touches the other bounding sphere
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// Still not considered an intersection though.
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pl.setPosition(new Vector3f(0, 0, -2f));
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checkFilteredLights(0);
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// And more close - now its an intersection.
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pl.setPosition(new Vector3f(0, 0, 0f));
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checkFilteredLights(0);
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// In this case its an intersection for pointLight v. box
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// But not for pointLight v. sphere
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// Vector3f(0, 0.5f, 0.5f).normalize().mult(2) ~ >= (0.0, 1.4142135, 1.4142135)
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//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 + FastMath.ZERO_TOLERANCE));
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pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1+FastMath.ZERO_TOLERANCE));
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checkFilteredLights(0);
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// Make the distance a wee bit closer, now its an intersection
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//pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 - FastMath.ZERO_TOLERANCE));
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pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1-FastMath.ZERO_TOLERANCE));
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checkFilteredLights(1);
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// it's a point light, also test for the other corner
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pl.setPosition(new Vector3f(0f, -1.4142135f, -1.4142135f).multLocal(1-FastMath.ZERO_TOLERANCE));
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checkFilteredLights(0);
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}
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@Test
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@ -175,5 +222,49 @@ public class LightFilterTest {
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// now, the spot will touch the box.
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geom.setMesh(new Box(5, 1, 1));
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checkFilteredLights(1);
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// ==================================
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// Tests for bounding sphere, with a radius of 1f (in the box geom)
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sl.setPosition(Vector3f.ZERO);
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sl.setDirection(Vector3f.UNIT_Z);
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geom.setLocalTranslation(Vector3f.ZERO);
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geom.setModelBound(new BoundingSphere(1f, Vector3f.ZERO));
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// Infinit spot lights are only filtered
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// if the geometry is outside the infinite cone.
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sl.setSpotRange(0);
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checkFilteredLights(1);
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//the geommetry is outside the infinit cone (cone direction going away from the geom)
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sl.setPosition(Vector3f.UNIT_Z.mult(1+FastMath.ZERO_TOLERANCE));
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checkFilteredLights(0);
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//place the spote ligth in the corner of the box geom, (in order to test bounding sphere)
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sl.setDirection(new Vector3f(1, 1, 0).normalizeLocal());
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geom.setLocalTranslation(0, 0, 10);
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sl.setPosition(sl.getDirection().mult(-2f).add(geom.getLocalTranslation()));
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// make it barely reach the sphere, incorect with a box
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sl.setSpotRange(1f - FastMath.ZERO_TOLERANCE);
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checkFilteredLights(0);
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// make it reach the sphere
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sl.setSpotRange(1f + FastMath.ZERO_TOLERANCE);
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checkFilteredLights(1);
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// extent the range
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sl.setPosition(Vector3f.ZERO);
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sl.setDirection(Vector3f.UNIT_Z);
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sl.setSpotRange(20);
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checkFilteredLights(1);
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// rotate the cone a bit so it no longer faces the geom
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sl.setDirection(new Vector3f(0, 0.3f, 0.7f).normalizeLocal());
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checkFilteredLights(0);
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// Create sphere of size X=10 (double the radius)
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// now, the spot will touch the sphere.
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geom.setModelBound(new BoundingSphere(5f, Vector3f.ZERO));
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checkFilteredLights(1);
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}
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}
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