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#include <QtTest>
#include <QtQuick3DRuntimeRender/private/qssgrenderray_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendererimpllayerrenderhelper_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
class intersection : public QObject
{
Q_OBJECT
public:
intersection() = default;
~intersection() = default;
private slots:
void bench_aabbIntersection();
void bench_aabbIntersectionv2();
};
void intersection::bench_aabbIntersection()
{
QSSGRenderRay::IntersectionResult res;
QMatrix4x4 globalTransform; // Identity
// Bounding box of size 1, placed at origin
QSSGBounds3 bounds { /*min=*/ QVector3D{ -0.5f, -0.5f, -0.5f }, /*max=*/ QVector3D{ 0.5f, 0.5f, 0.5f } };
// Pick ray goes directly down the z-axis and should hit directly in the middle of the box
const auto pickRay = QSSGRenderRay(/*Origin=*/{0.0f, 0.0f, 10.0f}, /*Direction=*/{0.0f, 0.0f, -1.0f});
res = QSSGRenderRay::intersectWithAABB(globalTransform, bounds, pickRay);
QCOMPARE(res.intersects, true);
QBENCHMARK {
QSSGRenderRay::intersectWithAABB(globalTransform, bounds, pickRay);
}
}
void intersection::bench_aabbIntersectionv2()
{
QMatrix4x4 globalTransform; // Identity
// Bounding box of size 1, placed at origin
QSSGBounds3 bounds { /*min=*/ QVector3D{ -0.5f, -0.5f, -0.5f }, /*max=*/ QVector3D{ 0.5f, 0.5f, 0.5f } };
// Pick ray goes directly down the z-axis and should hit directly in the middle of the box
const auto pickRay = QSSGRenderRay(/*Origin=*/{0.0f, 0.0f, 10.0f}, /*Direction=*/{0.0f, 0.0f, -1.0f});
QSSGRenderRay::RayData data = QSSGRenderRay::createRayData(globalTransform, pickRay);
const auto hit = QSSGRenderRay::intersectWithAABBv2(data, bounds);
QCOMPARE(hit.intersects(), true);
QBENCHMARK {
QSSGRenderRay::intersectWithAABBv2(data, bounds);
}
}
QTEST_APPLESS_MAIN(intersection)
#include "tst_intersection.moc"