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Fix AABB Ray intersection - return inside
* Separates find_intersects from test_intersects for rays, and wraps the former. * Changes parameter name to "r_intersection_point". * Fixes broken old version which returned per axis t. * Returns whether the ray origin is within the AABB. * Returns intersection point when origin outside. * Returns "backtracking" intersection point when inside. * Returns sensible normal when inside. * Returns valid results on borders. * Returns robust results dealing with floating point error. Co-authored-by: Claire Blackshaw <evilkimau@gmail.com>
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@ -117,55 +117,75 @@ AABB AABB::intersection(const AABB &p_aabb) const {
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return AABB(min, max - min);
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}
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bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
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// Note that this routine returns the BACKTRACKED (i.e. behind the ray origin)
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// intersection point + normal if INSIDE the AABB.
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// The caller can therefore decide when INSIDE whether to use the
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// backtracked intersection, or use p_from as the intersection, and
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// carry on progressing without e.g. reflecting against the normal.
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bool AABB::find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point, Vector3 *r_normal) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
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ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
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}
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#endif
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Vector3 c1, c2;
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Vector3 end = position + size;
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real_t depth_near = -1e20;
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real_t depth_far = 1e20;
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real_t tmin = -1e20;
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real_t tmax = 1e20;
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int axis = 0;
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// Make sure r_inside is always initialized,
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// to prevent reading uninitialized data in the client code.
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r_inside = false;
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for (int i = 0; i < 3; i++) {
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if (p_dir[i] == 0) {
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if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
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return false;
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}
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} else { // ray not parallel to planes in this direction
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c1[i] = (position[i] - p_from[i]) / p_dir[i];
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c2[i] = (end[i] - p_from[i]) / p_dir[i];
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real_t t1 = (position[i] - p_from[i]) / p_dir[i];
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real_t t2 = (end[i] - p_from[i]) / p_dir[i];
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if (c1[i] > c2[i]) {
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SWAP(c1, c2);
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if (t1 > t2) {
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SWAP(t1, t2);
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}
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if (c1[i] > depth_near) {
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depth_near = c1[i];
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if (t1 >= tmin) {
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tmin = t1;
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axis = i;
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}
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if (c2[i] < depth_far) {
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depth_far = c2[i];
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if (t2 < tmax) {
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if (t2 < 0) {
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return false;
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}
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tmax = t2;
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}
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if ((depth_near > depth_far) || (depth_far < 0)) {
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if (tmin > tmax) {
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return false;
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}
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}
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}
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if (r_clip) {
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*r_clip = c1;
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// Did the ray start from inside the box?
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// In which case the intersection returned is the point of entry
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// (behind the ray start) or the calling routine can use the ray origin as intersection point.
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r_inside = tmin < 0;
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if (r_intersection_point) {
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*r_intersection_point = p_from + p_dir * tmin;
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// Prevent float error by making sure the point is exactly
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// on the AABB border on the relevant axis.
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r_intersection_point->coord[axis] = (p_dir[axis] >= 0) ? position.coord[axis] : end.coord[axis];
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}
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if (r_normal) {
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*r_normal = Vector3();
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(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
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(*r_normal)[axis] = (p_dir[axis] >= 0) ? -1 : 1;
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}
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return true;
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}
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bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
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bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point, Vector3 *r_normal) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
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ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
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@ -223,8 +243,8 @@ bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector
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*r_normal = normal;
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}
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if (r_clip) {
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*r_clip = p_from + rel * min;
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if (r_intersection_point) {
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*r_intersection_point = p_from + rel * min;
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}
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return true;
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@ -410,7 +430,15 @@ Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to
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Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
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Vector3 inters;
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if (intersects_ray(p_from, p_dir, &inters)) {
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bool inside = false;
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if (find_intersects_ray(p_from, p_dir, inside, &inters)) {
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// When inside the intersection point may be BEHIND the ray,
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// so for general use we return the ray origin.
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if (inside) {
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return p_from;
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}
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return inters;
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}
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return Variant();
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@ -71,10 +71,15 @@ struct _NO_DISCARD_ AABB {
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AABB merge(const AABB &p_with) const;
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void merge_with(const AABB &p_aabb); ///merge with another AABB
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AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
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bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
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bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
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_FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const;
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bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) const;
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bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir) const {
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bool inside;
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return find_intersects_ray(p_from, p_dir, inside);
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}
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bool find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) const;
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_FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
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_FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
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bool intersects_plane(const Plane &p_plane) const;
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@ -204,6 +204,67 @@ TEST_CASE("[AABB] Intersection") {
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CHECK_MESSAGE(
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!aabb_big.intersects_segment(Vector3(0, 300, 0), Vector3(0, 300, 0)),
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"intersects_segment() should return the expected result with segment of length 0.");
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CHECK_MESSAGE( // Simple ray intersection test.
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aabb_big.intersects_ray(Vector3(-100, 3, 0), Vector3(1, 0, 0)),
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"intersects_ray() should return true when ray points directly to AABB from outside.");
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CHECK_MESSAGE( // Ray parallel to an edge.
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!aabb_big.intersects_ray(Vector3(10, 10, 0), Vector3(0, 1, 0)),
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"intersects_ray() should return false for ray parallel and outside of AABB.");
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CHECK_MESSAGE( // Ray origin inside aabb.
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aabb_big.intersects_ray(Vector3(1, 1, 1), Vector3(0, 1, 0)),
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"intersects_ray() should return true for rays originating inside the AABB.");
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CHECK_MESSAGE( // Ray pointing away from aabb.
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!aabb_big.intersects_ray(Vector3(-10, 0, 0), Vector3(-1, 0, 0)),
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"intersects_ray() should return false when ray points away from AABB.");
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CHECK_MESSAGE( // Ray along a diagonal of aabb.
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aabb_big.intersects_ray(Vector3(0, 0, 0), Vector3(1, 1, 1)),
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"intersects_ray() should return true for rays along the AABB diagonal.");
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CHECK_MESSAGE( // Ray originating at aabb edge.
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aabb_big.intersects_ray(aabb_big.position, Vector3(-1, 0, 0)),
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"intersects_ray() should return true for rays starting on AABB's edge.");
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CHECK_MESSAGE( // Ray with zero direction inside.
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aabb_big.intersects_ray(Vector3(-1, 3, -2), Vector3(0, 0, 0)),
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"intersects_ray() should return true because its inside.");
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CHECK_MESSAGE( // Ray with zero direction outside.
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!aabb_big.intersects_ray(Vector3(-1000, 3, -2), Vector3(0, 0, 0)),
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"intersects_ray() should return false for being outside.");
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// Finding ray intersections.
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const AABB aabb_simple = AABB(Vector3(), Vector3(1, 1, 1));
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bool inside = false;
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Vector3 intersection_point;
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Vector3 intersection_normal;
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// Borders.
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aabb_simple.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect.");
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aabb_simple.find_intersects_ray(Vector3(0.5, 1, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 1, 0.5)), "find_intersects_ray() border intersection point incorrect.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect.");
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// Inside.
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aabb_simple.find_intersects_ray(Vector3(0.5, 0.1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == true, "find_intersects_ray() should return inside when inside.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() inside backtracking intersection point incorrect.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() inside intersection normal incorrect.");
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// Zero sized AABB.
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const AABB aabb_zero = AABB(Vector3(), Vector3(1, 0, 1));
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aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
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aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
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aabb_zero.find_intersects_ray(Vector3(0.5, -1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
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CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
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CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
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CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
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}
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TEST_CASE("[AABB] Merging") {
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