// Phase 0 – Frustum plane extraction and intersection tests #include #include "rendering/frustum.hpp" #include #include using wowee::rendering::Frustum; using wowee::rendering::Plane; TEST_CASE("Plane distanceToPoint", "[frustum]") { // Plane facing +Y at y=5 Plane p(glm::vec3(0.0f, 1.0f, 0.0f), -5.0f); // Point at y=10 → distance = 10 + (-5) = 5 (in front) REQUIRE(p.distanceToPoint(glm::vec3(0, 10, 0)) == Catch::Approx(5.0f)); // Point at y=5 → distance = 0 (on plane) REQUIRE(p.distanceToPoint(glm::vec3(0, 5, 0)) == Catch::Approx(0.0f)); // Point at y=0 → distance = -5 (behind) REQUIRE(p.distanceToPoint(glm::vec3(0, 0, 0)) == Catch::Approx(-5.0f)); } TEST_CASE("Frustum extractFromMatrix with identity", "[frustum]") { Frustum f; f.extractFromMatrix(glm::mat4(1.0f)); // Identity matrix gives clip-space frustum: [-1,1]^3 (or [0,1] for z) // The origin should be inside REQUIRE(f.containsPoint(glm::vec3(0.0f, 0.0f, 0.5f))); } TEST_CASE("Frustum containsPoint perspective", "[frustum]") { // Create a typical perspective projection and look-at glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 100.0f); glm::mat4 view = glm::lookAt( glm::vec3(0, 0, 0), // eye glm::vec3(0, 0, -1), // center (looking -Z) glm::vec3(0, 1, 0) // up ); glm::mat4 vp = proj * view; Frustum f; f.extractFromMatrix(vp); // Point in front (at -Z) REQUIRE(f.containsPoint(glm::vec3(0, 0, -10))); // Point behind camera (at +Z) should be outside REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, 10))); // Point very far away inside the frustum REQUIRE(f.containsPoint(glm::vec3(0, 0, -50))); // Point beyond far plane REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, -200))); } TEST_CASE("Frustum intersectsSphere", "[frustum]") { glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f); glm::mat4 view = glm::lookAt( glm::vec3(0, 0, 0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0) ); Frustum f; f.extractFromMatrix(proj * view); // Sphere clearly inside REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -10), 1.0f)); // Sphere behind camera REQUIRE_FALSE(f.intersectsSphere(glm::vec3(0, 0, 50), 1.0f)); // Large sphere that straddles the near plane REQUIRE(f.intersectsSphere(glm::vec3(0, 0, 0), 5.0f)); // Sphere at edge of frustum — large radius should still intersect REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -105), 10.0f)); } TEST_CASE("Frustum intersectsAABB", "[frustum]") { glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f); glm::mat4 view = glm::lookAt( glm::vec3(0, 0, 0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0) ); Frustum f; f.extractFromMatrix(proj * view); // Box inside frustum REQUIRE(f.intersectsAABB(glm::vec3(-1, -1, -11), glm::vec3(1, 1, -9))); // Box behind camera REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, 5), glm::vec3(1, 1, 10))); // Box beyond far plane REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, -200), glm::vec3(1, 1, -150))); // Large box straddling near/far REQUIRE(f.intersectsAABB(glm::vec3(-5, -5, -50), glm::vec3(5, 5, 0))); } TEST_CASE("Frustum getPlane returns 6 planes", "[frustum]") { glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 1.0f, 100.0f); Frustum f; f.extractFromMatrix(proj); // Access all 6 planes — should not crash for (int i = 0; i < 6; ++i) { const auto& p = f.getPlane(static_cast(i)); // Normal should be a unit vector (after normalization) float len = glm::length(p.normal); REQUIRE(len == Catch::Approx(1.0f).margin(0.01f)); } } TEST_CASE("Frustum box far right is outside", "[frustum]") { glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1.0f, 1.0f, 100.0f); glm::mat4 view = glm::lookAt( glm::vec3(0, 0, 0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0) ); Frustum f; f.extractFromMatrix(proj * view); // Box far off to the right — outside the frustum REQUIRE_FALSE(f.intersectsAABB(glm::vec3(200, 0, -10), glm::vec3(201, 1, -9))); }