20 lines
999 B
Rust
20 lines
999 B
Rust
use cgmath::sphere::*;
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use cgmath::point::*;
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use cgmath::vector::*;
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use cgmath::ray::*;
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use cgmath::approx::ApproxEq;
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use cgmath::intersect::Intersect;
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use std::num;
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#[test]
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fn test_intersection() {
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let sphere = Sphere {center: Point3::new(0f64,0f64,0f64), radius: 1f64};
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let r0 = Ray::new(Point3::new(0f64, 0f64, 5f64), Vec3::new(0f64, 0f64, -5f64).normalize());
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let r1 = Ray::new(Point3::new(num::cos(1f64), 0f64, 5f64), Vec3::new(0f64, 0f64, -5f64).normalize());
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let r2 = Ray::new(Point3::new(1f64, 0f64, 5f64), Vec3::new(0f64, 0f64, -5f64).normalize());
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let r3 = Ray::new(Point3::new(2f64, 0f64, 5f64), Vec3::new(0f64, 0f64, -5f64).normalize());
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assert_eq!((sphere,r0).intersection(), Some(Point3::new(0f64, 0f64, 1f64)));
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assert!((sphere,r1).intersection().unwrap().approx_eq( &Point3::new(num::cos(1f64), 0f64, num::sin(1f64)) ));
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assert_eq!((sphere,r2).intersection(), Some(Point3::new(1f64, 0f64, 0f64)));
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assert_eq!((sphere,r3).intersection(), None);
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}
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